My Proyect Buccaners

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

My Proyect Buccaners

Post by FalconCK »

Holas, i have one year working on ogre and I created a project on Caribbean pirate games, I have them here in my facebook catches and pictures, shame I can not upload videos ... I hope you help me with any questions and you enjoy the catch ... my mail is yunior.bestard @ csd.uo.edu.cu
http://www.facebook.com/pages/Programmi ... tos_stream
User avatar
jacmoe
OGRE Retired Moderator
OGRE Retired Moderator
Posts: 20570
Joined: Thu Jan 22, 2004 10:13 am
Location: Denmark
x 179
Contact:

Re: My Proyect Buccaners

Post by jacmoe »

Nice work there! :)
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

where I could get a donation for my project?
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

Hi I have a problem with Hydrax and decal, I add the decal in Hydrax and she does not do what I want, the problem is or decal Hydrax ... please help me I do not like the white line to infinity ...

Image
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

The problem is in the alpha channel, uuuuufffff tank ... This is my code for the decal ... not official ... I will implement as particle system ..

Code: Select all

std::vector<Hydrax::Decal*> arrg_decal;............

void Wake::addDecal(int ID,Ogre::String nameText, Vector2 pos)
{
   arrg_decal.push_back(SceneHydrax->getDecalsManager()->add(nameText));
   arrg_decal[ID]->setSize(Vector2(200,100)); 
   arrg_decal[ID]->setTransparency(1);
   arrg_decal[ID]->setPosition(pos);
}

void Wake::update(Vector2 pos,Quaternion r)
{
	if(m_pNumEntities<10)
	{   
		Vector2 posdecal = arrg_decal[m_pNumEntities]->getPosition();
		if((pos-posdecal).length()>120)
		{
		 arrg_decal[m_pNumEntities]->setPosition(pos);
		 arrg_decal[m_pNumEntities]->setOrientation(r);
			
		}
		m_pNumEntities++;		
	}
	else
	{
	m_pNumEntities=0;
	}  
}
Last edited by spacegaier on Wed Feb 06, 2013 3:07 pm, edited 1 time in total.
Reason: added code tags
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

I'm bringing a video of my project, I hope you enjoy them...

http://www.facebook.com/video/video.php ... _processed
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

this other scene screen

Image

Image


Image
Grognard
Kobold
Posts: 31
Joined: Fri May 03, 2013 2:40 am

Re: My Proyect Buccaners

Post by Grognard »

Great job, I absolutely love pirate games.
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

I have trouble to load dynamic terrian page, no load texture and that's a big problem, these images is a static terrain test
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

catch me here I have new scene .... would change the Hydrax textures, change the shader and use SSS Shader and Bumpmap can someone help????

Image

Image


This is the genuine texture of Hydrax shadet ....

Image

This is an example of the ocean shader in Unigine added .. using bumpmap ...

Image

other

Image


I need to use bumpmap in Hydrax ocean, it is better to optimize render detail level, using few polygons in the ocean for example in the ocean of Assasing Creed III uses testuras bumpmap on the surface shader... for example ....


http://www.fxguide.com/featured/assassi ... he-action/
User avatar
FalconCK
Gnoblar
Posts: 10
Joined: Thu Jun 28, 2012 2:16 am
x 1

Re: My Proyect Buccaners

Post by FalconCK »

Now I have a video for you to enjoy usteden my NEXT step is to work on the GUI and AI with lua, when the project is free and then publishes in the future I'll think in a commercial ...

http://www.youtube.com/watch?v=algUQ-jCSwc
RigoCL
Greenskin
Posts: 114
Joined: Mon Oct 14, 2013 1:41 am
Location: Chile
x 3

Re: My Proyect Buccaners

Post by RigoCL »

You've done a great work so far, the sound (firing and men shouting) and weather effects (rain) are very hq, I've seen your pictures in fb and the work in blender has been very detailed, the houses and island with trees very well done, congrats and good luck with your project.

The main thing to point out is at least in the yt video most of the battle is in darkness. Also, I do advice you post at least a 720p video, the one in yt is only 240p, remember marketing is everything!!!

Just two questions:
1. Each tree in the island is really 2 planes that intersect each other or the pic I saw was just of a development phase in Blender??
2. What add-on for sound you used? I'm currently searching for one for my own project (I'm trying to avoid spending time testing 2 or 3 of them with this question :) )
Integrated: Ogre3D + dotScene (Blender loader) + MyGUI (UI) + RakNet (Client/Server) + Leap Motion (The future is here!) + StereoManager (3D Anaglyph red-cyan)
WIP: StereoManager (Real 3D) + CCS (Camera Control System) + Sound, experimenting with Android.
Post Reply