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small pretty demo
#11
Quote:As said by the late DP...
O_o

Im dead?




...



Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)
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#12
Quote:
whitetiger0990 Wrote:As said by the late DP...
O_o

Im dead?
Took you long enough to notice xD

Quote:Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)

I don't get any problems =\ (Ish running win98)
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#13
dark_prevail, im just guessing here but your probably running Windows XP. The problem is the shortcut files (the two .pif files) in the memory tab of the properties have been set, well not wrong but just specific to certain people. Its best to use auto allocation. Change all the memory allocation to auto and it should run.
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#14
Not a bad lil demo syn9, but you'd definately get more speed using ugl. dqb is ancient and slow compared to ugl.
I'd knock on wood, but my desk is particle board.
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#15
thanks guys, yes, it would be a lot better if done in ugl. im not sure what my coding plans are, someone was talking about that i should take back up zero g 2 with ugl... that would be really cool, but i dont think i have the time, and im not sure what kind of story it would have....

i really love the look of the lightmaps. because the room can have any number of light sources, and have each pixel on each texture have bumpmapping/light calculations from the light... though, its still prerendered, i think it looks yum

yea, blitz, i saw that demo, its pretty cool. but, if i plan on doing something of that calibre, i'll more than likely just use opengl
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#16
So either OpenGL or DQB? Heehe, ok. But you seem to have missunderstood this, just becuase µGL can do high res doesn't mean you have to use it. If you're going to settle with 320x200 and 256 color in DQB, why not use the same mode with µGL when you get better comapbility and better quality/routines and much faster and easier to do the same thing you did.
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#17
Quote:dark_prevail, im just guessing here but your probably running Windows XP. The problem is the shortcut files (the two .pif files) in the memory tab of the properties have been set, well not wrong but just specific to certain people. Its best to use auto allocation. Change all the memory allocation to auto and it should run.

Nope. I already tried running them both at auto. I only get an error if I run the batch file, running the program straight off works, but then will crash at a random place.
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#18
Quote:Not a bad lil demo syn9, but you'd definately get more speed using ugl. dqb is ancient and slow compared to ugl.

Another speed increase is to use matrices. I just converted syn9's render using Rellib and matrices and guess what? Mine runs at 25 FPS and the original runs at 8. And to think that RelTriT is a lil slower than DQBTriT. :*(. This demo would prolly run full speed on a 233 using UGLTriT and UGL's matrix transforms.

Syn9: DQB's Triangle render has some errors in it. There are some scanlines that are showing where they're not supposed to be. I know it's not yer fault but DQB as the Rellib ver I made didn't have any probs like that. Yep, UGL man, UGL. BTW, can your map save in this format?

Code:
Type Point3d
     x     as single
     y     as single
     z     as single
End Type

Type Polygon
      p1     as integer
      p2     as integer
      p3     as integer
      u1     as integer
      v1     as integer
      u2     as integer
      v2     as integer
      u3     as integer
      v3     as integer
     Tnum  as integer
End type

My render can only use one texture as I don't know how you set the texture coords up. ;*(

Other than that? The engine is great!!! I would like to see you make a game out of this. An RPG battle engine perhaps. 2d mapbased ala Chrono Trigger and the battle engine in 3d. Man that would be awesome!!!!

Great Job!!!
Keep it up!!!
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#19
hrm, tempting...

hey blitz, are you using the micro symbol for the u in ugl?

rel, the textures are setup by 5 big texture lookup layers

the texture number looks up a layer/x/y position from an array, then grabs the texture at drawtime

vertex coors go like this
vtx set 0
(0,0)-(0,15)-(15,0)
and vtx set 1
(15,15)-(15,0)-(0,15)


as for making an rpg, im going to post a seperate post about it

also, could you post a link to the rellib version of the room demo plz?


if you'd like to know how the map editor file format works and the mesh format is put together, check this out

http://www.syn9.net/download/DTL2MSH.BAS
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#20
I'll send it to ya tomorrow as the textures look like crud. :*(. Btw, I'm particularly interested in the texture coords of each poly not the textures itself. :*)
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