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helldiver450
Inhert
Joined: Mon Nov 16, 2009 8:10 pm Posts: 1147 Location: none
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Re: irrZOE fan game
No can do. I don't use textures.
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Fri Jul 20, 2012 5:45 pm |
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michael_3dx
Cyclops
Joined: Sat Mar 31, 2012 9:31 am Posts: 167 Location: Sweden
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Re: irrZOE fan game
helldiver450 wrote: No can do. I don't use textures. Sure you can, you just create a .PNG file for the SPFX (explosions etc.) that I load with irrlicht.
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Fri Jul 20, 2012 5:48 pm |
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helldiver450
Inhert
Joined: Mon Nov 16, 2009 8:10 pm Posts: 1147 Location: none
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Re: irrZOE fan game
I can create textures for the special EFFECTS suchas explosions, sparks, lasers, etc.
However I CANNOT texture my models.
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Fri Jul 20, 2012 7:12 pm |
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michael_3dx
Cyclops
Joined: Sat Mar 31, 2012 9:31 am Posts: 167 Location: Sweden
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Re: irrZOE fan game
helldiver450 wrote: I can create textures for the special EFFECTS suchas explosions, sparks, lasers, etc. That is what I ment. helldiver450 wrote: However I CANNOT texture my models. You don't have to. They look good anyway.
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Fri Jul 20, 2012 7:22 pm |
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CaveShinobi
Zakat
Joined: Mon Jan 24, 2011 7:46 am Posts: 496 Location: Portugal
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Re: irrZOE fan game
helldiver450 wrote: However I CANNOT texture my models. Why so? Software limitations?
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Sat Jul 21, 2012 7:36 am |
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michael_3dx
Cyclops
Joined: Sat Mar 31, 2012 9:31 am Posts: 167 Location: Sweden
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Re: irrZOE fan game
CaveShinobi, are you working on the HUD?
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Sat Jul 21, 2012 8:40 pm |
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helldiver450
Inhert
Joined: Mon Nov 16, 2009 8:10 pm Posts: 1147 Location: none
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Re: irrZOE fan game
CaveShinobi wrote: helldiver450 wrote: However I CANNOT texture my models. Why so? Software limitations? Yes, it doesn't support UV mapping natively..
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Sat Jul 21, 2012 9:14 pm |
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michael_3dx
Cyclops
Joined: Sat Mar 31, 2012 9:31 am Posts: 167 Location: Sweden
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Re: irrZOE fan game
helldiver450 wrote: CaveShinobi wrote: helldiver450 wrote: However I CANNOT texture my models. Why so? Software limitations? Yes, it doesn't support UV mapping natively.. Ultimate Unwrap 3D http://www.unwrap3d.com can add texCoords if you would ever want it in the future.
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Sat Jul 21, 2012 9:22 pm |
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CaveShinobi
Zakat
Joined: Mon Jan 24, 2011 7:46 am Posts: 496 Location: Portugal
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Re: irrZOE fan game
michael_3dx wrote: CaveShinobi, are you working on the HUD? Recently noticed a small issue: I accidentally merged most letters with backgrounds, so, last time I touched the HUD, I was restoring as many letters as possible. I haven't worked much on it since, but rest assured it'll be done before the end of this upcoming week. You're free to hire someone to pursue me if I fail to do so. Floating Mine and Mummy, right? And it definitely has to show some proof that said item is available and have all icons on-screen at the same time, right? Personally, I'd go more for a "press one button to select next weapon, press another to select previous weapon, press another to shoot it", just to be more faithful to how ZoE worked. But then again, I guess it's more simple to simply keep it as "press A to use this weapon, use S to use this other weapon, etc.", since having that list would require you to index the weapons and a function to change the index, not to mention a variable to skip each still unavailable weapon. ...I suppose it'll have an instructions screen. If that's the case, could I remove the name of the weapons from the HUD and just keep the icon? I'll soon get to work on the main menu screen, as well. New Game/Start Game, Instructions/Help and Credits, I presume? Or will there also be an Options menu? Also, in case I want to add animated buttons, do I create a .gif? Or do I just paste the buttons' frames in a background-less image? Any recommended FPS for said animation?
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Sat Jul 21, 2012 9:38 pm |
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michael_3dx
Cyclops
Joined: Sat Mar 31, 2012 9:31 am Posts: 167 Location: Sweden
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Re: irrZOE fan game
@ CaveShinobi
>Floating Mine and Mummy, right? *Yes, if you don't want nuke instead
>And it definitely has to show some proof that said item is available and have all icons on-screen at the same time, right? *Only available weapons will be visible
>Personally, I'd go more for a "press one button to select next weapon, press another to select previous weapon, press another to shoot it", just to be more faithful to how ZoE worked. But then again, I guess it's more simple to simply keep it as "press A to use this weapon, use S to use this other weapon, etc.", since having that list would require you to index the weapons and a function to change the index, not to mention a variable to skip each still unavailable weapon. *The later is faster to use, so we go with the later
>...I suppose it'll have an instructions screen. If that's the case, could I remove the name of the weapons from the HUD and just keep the icon? *OK
>I'll soon get to work on the main menu screen, as well. New Game/Start Game, Instructions/Help and Credits, I presume? Or will there also be an Options menu? *It will be easier if you create a font-texture and we draw all menu-items as text with code. Like ZOE2 main menu
>Also, in case I want to add animated buttons, do I create a .gif? Or do I just paste the buttons' frames in a background-less image? Any recommended FPS for said animation? *No buttons or animations needed, just a font-texture
I will figure out how the font-texture should look later
Ask me if anything is unclear.
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Sat Jul 21, 2012 10:46 pm |
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