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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 » 20 feb 2007 22:26

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Berichtdoor jbsnorro » 20 feb 2007 22:53

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Berichtdoor King Harold » 21 feb 2007 09:21

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Berichtdoor King Harold » 02 maart 2007 19:43

I thought it might be fun to add an optional second layer (I will keep the map format secret for a while though :twisted: )
this is the result


notice how the mountain is not drawn correctly where it gets culled by backface culling, I can't help it - just don't make mountains steeper than they are in the original maps.
The grass looks a bit yellow because there aren't many elevations, in real terrain it looks good.

This was just a test, but I thought it looked interesting enough to post.

It's going to be one hell of a job to write A* for this though, seeing as there are 2 layers.

EDIT: if you really want to make a double-layer map (you can't use it for a while anyway) then you can download a merge-tool , the syntax is MergeLayers ground-layer upper-layer output-file
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Berichtdoor Krom » 03 maart 2007 17:27

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Berichtdoor King Harold » 03 maart 2007 19:45

lol well the merge tool isn't too usefull atm, and for I might add that the second layer can have a different height and is OVERDRAWN not added or something - it allows for bridges between mountains forexample and better castles (with cool gates) it also allows for bridges to actually go over the water instead of going through it. That has allways bothered me about KAM.
And about those transitions, they are very hard to program.. also, not many or them are missing, so I'll just add some that are really needed to a standard extension file, which is just a 1024x1024 png with an alpha channel, so far the number of extension tile-sets is limited, but if enough ppl annoy me about it I could change it..

And the culling bug is new, I had to introduce the bug in order to properly draw the second layer (you will never believe what it looks like without the bugged code, nothing near a map anyway)

Just a note: this map format actually allows for infinite layers, but I would need to update my code to cope with that (no, you will NOT get infinite layers, but maybe up to 10 or so, I'll see when I write my A*), 2 seemed to be enough for testing purposes and coolness..
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Berichtdoor Krom » 03 maart 2007 20:23

This feature is very good the way you put it :) I can hardly imagine anyone making&using 10+ layers. 2 layers sounds just enough.
Don't forget to make a shadow from 2nd layer to first one :wink:

What is it hard to program about transitions?
It's a simple multipass or multitexture rendering.

I see you explore new horizons for TKE, but how about moving it forward, what progress did you made? I bet many people would like to see a log or progressbar or something :-)
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Berichtdoor King Harold » 04 maart 2007 09:47

well, about those transitions, they usually look like total crap. You probably know Oblivion, the terrain there does not look good at the transitions, it sort of blends into eachother - but grass and roads never blend forexample (except in Oblivion).
So I would need some quite sophisticated tricks to make it cool..

The shadow an the fist layer should not be a problem, I was just too lazy to make it :P
Don't worry, someday it'll be there..
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Berichtdoor Krom » 04 maart 2007 13:57

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Berichtdoor King Harold » 05 maart 2007 18:13

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Berichtdoor merchant_992 » 17 maart 2007 11:59

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Berichtdoor King Harold » 17 maart 2007 14:18

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Berichtdoor kjarli » 18 maart 2007 14:14

ff een vraagje, wat is dit??
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Berichtdoor merchant_992 » 18 maart 2007 14:16

Dit is een project van King Harold. Die probeert kam na te maken, en waar nodig te verbeteren.
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Berichtdoor kjarli » 18 maart 2007 18:22

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