I currently have the sprite to model program working well enough. However there are some issues with my reduction method, normals get fudged up. So until I perfect it I'll be using the normal versions.
Without any reduction…With reduction, normals are flawed…But moving on, I started working on the editor to make 'Adventures' for the game itself. List fields and text boxes aren't active yet, but buttons work.With the exception of one project, I've pretty much jumped GM's boat and am working with GLBasic.The finished project will be a collection of two tools, the model creation program and the map/adventure editor. A third program will act as the game engine, running off the data generated by the editor and model maker.And here's a sample video of the engine. Basic stuff.If you want to have a hand a creating your very own models, all you need to do is create a bmp or png, treating it like an animation strip. 16x16 is the sprite size. Don't use jpgs. Color depth shouldn't matter. Download Cube16_033010.zipOh, and heres what it looks like on the Mac. Its not a fair example, because I compiled the Mac version in an older version of GLBasic, causing the background to be black and possibly garbage on the mouse.Interface(OSX tease!), sample vid
Posted by Scott_AW on March 31, 2010, 5:24 p.m.
I like the wall texture, but the ground one looks odd. Why are there cubes sticking up everywhere?
There are no textures, its all colored blocks rendered with polygons. So its not true voxels, just the look.