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Progress Report - Nearing The Home Stretch

 
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Sun Mar 26, 2006 9:01 pm    Post subject: Progress Report - Nearing The Home Stretch Reply with quote

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 Wink )...

--Mike
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Mon Mar 27, 2006 10:24 am    Post subject: Reply with quote

So you will make the first release in Blitz3D ?
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Mon Mar 27, 2006 11:48 am    Post subject: Reply with quote

yup, this looks like it'll be the one... finally Laughing

--Mike
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Mon Mar 27, 2006 12:43 pm    Post subject: Reply with quote

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
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Mon Mar 27, 2006 1:55 pm    Post subject: Reply with quote

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
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Tue Mar 28, 2006 10:01 am    Post subject: Reply with quote

more pics...





--Mike
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Deamon



Joined: 30 Apr 2002
Posts: 2302
Location: Germany

PostPosted: Tue Mar 28, 2006 2:15 pm    Post subject: Reply with quote

How many polys does this model have ?

Deamon
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Polak



Joined: 01 Mar 2005
Posts: 443
Location: Poland/Sweden

PostPosted: Tue Mar 28, 2006 4:31 pm    Post subject: Reply with quote

Your game looks like sh*t...
joaking Wink

Looks very impressive, It glads me that you are making such progress.
:sunny:
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Mike 'Red Ocktober' Hense



Joined: 21 Sep 2001
Posts: 1262
Location: NY USA

PostPosted: Tue Mar 28, 2006 5:01 pm    Post subject: Reply with quote

@ 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 Very Happy

--Mike
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