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Thread: First TopDown3D executable script

  1. #11
    thinBasic MVPs kryton9's Avatar
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    Re: First TopDown3D executable script

    Before I make 6 tiles, I thought let me make 1 as a test. So here it is. Strange problem, I will put the render from Blender with lights not effecting the render, just the texture baked texture being used. This is the same texture that is in the texture folder. But when I view in the model viewer, it loses lots of the color info from that bitmap, any ideas?

    You can look at the screenshot below to compare to how it should look like. Let me know if this size is ok too. Thanks.
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  2. #12
    Super Moderator Petr Schreiber's Avatar
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    Re: First TopDown3D executable script

    Hi,

    first thank you for very nice tile !

    And now to reveal mystery ...
    It is true, in thinEdge the model seemed to loose a lot.
    ... and then I got it -> the model has for some reason texture AND color ( green ).
    So if you open it in thinEdge, press CTRL-A, then [V] for vertex properties and set default white color, it will look colorful as before !

    The color lost occured because in case the poly has colored material, final texel is combination of texture and color RGB values.


    Thanks a lot,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  3. #13
    thinBasic MVPs kryton9's Avatar
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    Re: First TopDown3D executable script

    Nice how you figured that out Petr.

    I know there is a way to set smooth in the render output, does that apply to the model in the game too, or do I need to subdivide my model to make it smoother before I export it?

    Sorry for all the questions, but I want to work out all the things ahead of time before I start modeling a lot and texturing baking everything.

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  4. #14
    Super Moderator Petr Schreiber's Avatar
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    Re: First TopDown3D executable script

    kryton9,

    thanks for questions, no apologies please

    Smoothing in TBGL works on normals level - no aditional geometry, just "smart" ( well, quite silly, just averages ) normal vectors to simulate the smoothness. No high poly needed, TBGL will crunch it for you

    Good night for today,
    but looking forward to tommorow


    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  5. #15
    thinBasic MVPs kryton9's Avatar
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    Re: First TopDown3D executable script

    OK Petr, I will keep the polys the same and when you tbgl magic it remember to use smooth then.

    I will make 5 more tiles and hopefully have them for you when you wake up. We can then tweak it further
    depending on how they look in the game. Then I can work on more backgrounds.

    Good night.
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  6. #16
    thinBasic author ErosOlmi's Avatar
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    Re: First TopDown3D executable script

    Latest YouTube TopDown3D experience.
    Not the higher score but massive attack

    [youtube=425,350]uAbGvSs7aPQ[/youtube]

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  7. #17
    thinBasic MVPs kryton9's Avatar
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    Re: First TopDown3D executable script

    Eros, thanks... might help me play better. I enjoy watching the videos, thanks for making them!!
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  8. #18
    Super Moderator Petr Schreiber's Avatar
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    Re: First TopDown3D executable script

    Eros,

    you are not human
    Almost 3000 again !


    Thanks,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
    Windows 10 64bit - Intel Core i5-3350P @ 3.1GHz - 16 GB RAM - NVIDIA GeForce GTX 1050 Ti 4GB

  9. #19

    Re: First TopDown3D executable script

    Quote Originally Posted by Psch
    kryton9,

    thanks for questions, no apologies please

    Smoothing in TBGL works on normals level - no aditional geometry, just "smart" ( well, quite silly, just averages ) normal vectors to simulate the smoothness. No high poly needed, TBGL will crunch it for you

    Good night for today,
    but looking forward to tommorow


    Petr
    Petr, right now you calculate the normals I guess. Could it be added to the file format,
    so I can export them then from blender?

  10. #20
    thinBasic author ErosOlmi's Avatar
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    Re: First TopDown3D executable script

    I think that [CTRL] fire should be limited.
    Something like fire heater you did in Robot Duel. If you fire too much eith [CTRL] it gets too hot and you have to wait some secs to fire again.
    Difficult to find correct balance between game playability, options, user immersion.

    Ciao
    Eros
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