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 irrZOE fan game 
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post Re: irrZOE fan game
No can do. I don't use textures.


Fri Jul 20, 2012 5:45 pm
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Cyclops

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Cyclops

Joined: Sat Mar 31, 2012 9:31 am
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Location: Sweden
Post 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.


Fri Jul 20, 2012 5:48 pm
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Inhert

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Inhert

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Post Re: irrZOE fan game
I can create textures for the special EFFECTS suchas explosions, sparks, lasers, etc.

However I CANNOT texture my models.


Fri Jul 20, 2012 7:12 pm
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Cyclops

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Cyclops

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Post 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.


Fri Jul 20, 2012 7:22 pm
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Zakat

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Zakat

Joined: Mon Jan 24, 2011 7:46 am
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Post 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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Cyclops

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Cyclops

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Post Re: irrZOE fan game
CaveShinobi, are you working on the HUD?


Sat Jul 21, 2012 8:40 pm
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Inhert

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Inhert

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Post 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..


Sat Jul 21, 2012 9:14 pm
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Cyclops

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Cyclops

Joined: Sat Mar 31, 2012 9:31 am
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Post 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.


Sat Jul 21, 2012 9:22 pm
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Zakat

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Zakat

Joined: Mon Jan 24, 2011 7:46 am
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Post 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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Cyclops

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Cyclops

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Post 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.


Sat Jul 21, 2012 10:46 pm
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