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Knights and Merchants • Toon onderwerp - K&M - TKE (The kingdom expanded)

K&M - TKE (The kingdom expanded)

Een apart forum voor alle projecten die met ontwikkeling van programma's voor KaM te maken hebben.

Moderators: Thunderwolf, The Dark Lord, hugo, merchant_992, jbsnorro

Berichtdoor Krom » 08 feb 2007 17:25

Whats the status of the project now ?
What are you working on now ?
Maybe I could be of any help ?
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Krom
 
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Berichtdoor King Harold » 08 feb 2007 17:45

status: 1%?
working on: those damn tiles
well, if you must ask, those tiles are really annoying me, and I've never done any OGl, only DX and XNA, I can make everything except 3D terrain perfectly in XNA/DX, but it doesn't allow this type of terrain, I've tried storing the whole thing as indexed primitives but it was so big that even my GeForce 6800 didn't support it. I can get somewhere in OGL, with the lighting and all, I can set it up. But I can't make it look nice and in fact I don't even know how to make an OGL screen fullscreen. I've looked it up but nothing worked although it DID work in the examples.

So I currently have "2 versions", one XNA version which may be at 3% and one OGL version which is definitely at less than 1%. I can't even import more than 1 texture in OGL - any texture will override textrure1. The XNA version imports missions, has buildings, menu's, minimap, minimapscrolling, I dropped the buildings though - I didn't import them properly, but they'll be back.
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Berichtdoor Krom » 08 feb 2007 18:07

May I have a look at your OGL code ? Maybe I can make it look a bit better.
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Berichtdoor King Harold » 08 feb 2007 18:21

the whole bloody everything?
there are probably as many mistakes in it as there are lines..
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Berichtdoor Krom » 08 feb 2007 18:57

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Berichtdoor King Harold » 08 feb 2007 19:01

King Harold
 
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Berichtdoor Krom » 09 feb 2007 21:12

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Berichtdoor King Harold » 09 feb 2007 21:33

King Harold
 
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Berichtdoor Krom » 09 feb 2007 21:36

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Berichtdoor King Harold » 09 feb 2007 22:01

King Harold
 
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Berichtdoor Krom » 10 feb 2007 07:46

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Berichtdoor King Harold » 10 feb 2007 10:37

King Harold
 
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Berichtdoor King Harold » 11 feb 2007 11:02

I found a way to trick DirectX so that it will let me use DX9 effects for sprites (I couldn't find any information of that, so I had to do it myself, but it works)
This allows me to do all kinds of crazy things like using pixelshaders for post-processing in just 1 drawcall (it has allways been 1 drawcall, but it was done in a slightly different and less-fun way)

So, OGL was cool, but I might be able to pull it off all-on-hardware with DX.. might..
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Berichtdoor King Harold » 11 feb 2007 21:30

the little lines (between the tile, btw this runs at ~500 FPS and has a custom effect (DX9)):
Afbeelding
Laatst bijgewerkt door King Harold op 11 feb 2007 21:41, in totaal 1 keer bewerkt.
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Berichtdoor ray076 » 11 feb 2007 21:36

De originele mappen waren opgebouwd uit een paar lagen.
eerst had je een gewone 2D lagen, dit vormde de basis: het lijkt dan gewoon 1 diepte.
Dan krijg je de schaduwen, deze maken het reliëf.
door de poppekes iets omhoog of omlaag te laten bewegen lijkt het of ze omghoog of omlaag gaan, het is eigenlijk zo simpel.

als jij dit na weet te maken ben je al een heel eind :)

Raymond
toch wel handig he, dat internet...:) - - KaM is toppie, ik ben RCT-fan! :P

I'll fight under the national flag of Great-Breda! 8)

Dé ex-postslet.
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