Image heavy link ladden.

Posted by Scott_AW on Dec. 20, 2007, 10:27 p.m.

In addition to the simple walls and floors, I've decided to add other tile types. Also I've completed a fairly simply texture contouring process that will allow more detain into maps, behold.

Trenchs, good for making shallow creeks and ponds.

Domed cielings that make arches in places.

Combine trench and …

Sculpting NPCs.

Posted by Scott_AW on Dec. 10, 2007, 12:51 a.m.

Well after managing to score some time to work on things, I managed to nearly complete the male npc model. I decided to take a different route then when I firsted made the model and instead of building it off one object and composed it of several.

The model is …

Mapper essentials

Posted by Scott_AW on Dec. 3, 2007, 9:51 p.m.

I've finished the basics of the mapping engine. Now the U3d version is up to speed with the original, fake shading and roofs have been implemented.

I also played around with the water effect and in the screenshot below you can see the distored translucent water and the improved(from last …

Vacation to nowhere.

Posted by Scott_AW on Dec. 1, 2007, 12:01 a.m.

I'm taking a week off of work starting tomorrow, yay. Although I have nothing really planned for that week, its like getting a week off of school…much needed.

Will this mean I'll have more time to work on my projects? The negative side of me says nope. However I may …

Dynamic seeming clouds.

Posted by Scott_AW on Nov. 25, 2007, 8:52 p.m.

I was outside killing my lungs late last night, and I was marveling at the coolness of some clouds passing by the full moon when I got a idea…

You know how the sunlight makes clouds shadowed in places, something that you can simulate with a texture decently enough, but …

Working on bumpmapping

Posted by Scott_AW on Nov. 24, 2007, 8:25 p.m.

Started working with bump mapping effects on U3d recently, so far the results are nice.

There are limitations though, I can't very well bumpmap the entire level without some serious lag, so I need to develope a system that either toggles the effect or replaces those models with bumpmap free …

Success!

Posted by Scott_AW on Nov. 16, 2007, 4:01 a.m.

I've finished reinventing the map building system, auto-contouring adjacent and similar tiles based on type and texture.

While unlike the original which built its own models, U3d has a funky polygon system that prevents me from shaping the walls like before. So to solve this I simply made the 16 …

Current Results

Posted by Scott_AW on Nov. 13, 2007, 6:19 p.m.

Well I couldn't get the internal modeling aspect to get off the ground in U3d, so instead I'm making the individual tiles in pieces, much like a tile map for rpgmaker with its auto contouring system.

Before, rendered in GM

After, rendered in U3D

The lighting in U3d is definatly …

Testing some wrapper

Posted by Scott_AW on Nov. 10, 2007, 8:32 p.m.

So I downloaded three 3d wrappers for gm, GMI, Ultimate3d and Extreme3d to look through what functions and commands they poses.

I've sort of hit a snag in developing The Crawl as models are beginning to slow down the frame rates and level sizes are limited. Hopefully using one of …

Objects in production

Posted by Scott_AW on Oct. 19, 2007, 4:12 a.m.

I download anim8tor, a nicely portable program even if its not the most powerful modeler. Its free and fairly simple.

Using anim8tor to design and uv-map the models, I then export them through marizpan into the text based format for gm.

Then I convert the whole mess into color vertexs …