View previous topic :: View next topic |
Author |
Message |
Mike 'Red Ocktober' Hense
Joined: 21 Sep 2001 Posts: 1262 Location: NY USA
|
Posted: Sun Mar 26, 2006 9:01 pm Post subject: Progress Report - Nearing The Home Stretch |
|
|
finally... i can see some light at the end of the tunnel...
most of the code has been ported over to Blitz3d (with the exception of the multiplayer stuff so no multiplayer for the initial release), the models for the first version have been redone, for the last time, and are receiving their final coat of paint... so here's a lil preview of what they're gonna look like (the Gato class subs)
as you can see, there's still a lil tweaking left here and there (there always seems to be one more thing to left to do)...
another day, and the Gatos and Balaos should be all painted and fitted with all their accessories (deck and aa guns, scopes, dive planes)... then i can start putting the final paints onto the interiors...
after that, it's the enemy ships turn, then the ports (buildings, docks) and the interiors for sub school... and final testing before release...
yup, it's almost there (finally )...
--Mike |
|
Back to top |
|
|
Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
|
Posted: Mon Mar 27, 2006 10:24 am Post subject: |
|
|
So you will make the first release in Blitz3D ? |
|
Back to top |
|
|
Mike 'Red Ocktober' Hense
Joined: 21 Sep 2001 Posts: 1262 Location: NY USA
|
Posted: Mon Mar 27, 2006 11:48 am Post subject: |
|
|
yup, this looks like it'll be the one... finally
--Mike |
|
Back to top |
|
|
Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
|
Posted: Mon Mar 27, 2006 12:43 pm Post subject: |
|
|
Yes it's very amazing and seductive how fast and easy you can have results in Blitz3D. How is the porting comming along ? Do yu have to recode everything or can you use your C++ code with in Blitz somehow ?
Deamon |
|
Back to top |
|
|
Mike 'Red Ocktober' Hense
Joined: 21 Sep 2001 Posts: 1262 Location: NY USA
|
Posted: Mon Mar 27, 2006 1:55 pm Post subject: |
|
|
i had no c++ code... it was all done in 3DRAD script code, which is a lot like BASIC, which in turn, is a lot like Blitz3D BASIC code...
and porting that over was a lot easier than i thought... as a matter of fact, Blitz didn't force me to do a lot of quaternion stuff just to be able to get my objects aligned properly, and the Blitz entity system is great for attaching child objects (people) to the subs...
--Mike |
|
Back to top |
|
|
Mike 'Red Ocktober' Hense
Joined: 21 Sep 2001 Posts: 1262 Location: NY USA
|
Posted: Tue Mar 28, 2006 10:01 am Post subject: |
|
|
more pics...
--Mike |
|
Back to top |
|
|
Deamon
Joined: 30 Apr 2002 Posts: 2302 Location: Germany
|
Posted: Tue Mar 28, 2006 2:15 pm Post subject: |
|
|
How many polys does this model have ?
Deamon |
|
Back to top |
|
|
Polak
Joined: 01 Mar 2005 Posts: 443 Location: Poland/Sweden
|
Posted: Tue Mar 28, 2006 4:31 pm Post subject: |
|
|
Your game looks like sh*t...
joaking
Looks very impressive, It glads me that you are making such progress.
:sunny: |
|
Back to top |
|
|
Mike 'Red Ocktober' Hense
Joined: 21 Sep 2001 Posts: 1262 Location: NY USA
|
Posted: Tue Mar 28, 2006 5:01 pm Post subject: |
|
|
@ Deamon...
1150 faces, just under 1500 vertices... as it is shown in the screenshots...
that doesn't include the periscopes, deck gun, aa gun, rudder, diveplanes, props and shafts, and deck crew... of which some are getting added as i type this...
@ Polak...
hey, don't scare me like that... my life is gonna depend on how well this thing goes
--Mike |
|
Back to top |
|
|
|