The basic bitmap texturing engine is now operative:
Lots of information about RPG’s, Board games, and Rogue-likes now being assimilated.
Suddenly things look a bit more hopeful.
Here is the progression so far:
As it’s the season to be jolly. Here is the latest screenshot (alongside the same view from previous):
As you can see their are a number of visual changes:
The small coloured windows on the left are 3d debug windows to aid me, so ignore them.
You can zoom out (to see more of the map and zoom right in:
Zooming right in allows you to view from 1st person – so you can now be right in the middle of the action:
Also Closed doors won’t show what is on the other side:
Like an open door would:
Lets get started, modelling creatures ain’t easy. So I’m going to detail The general steps to reproduce this little beauty:
The body is just a simple 5 sided shape with 5 segments:
Using select, scale and move. You create a sort of ratlike basic body:
This is then further shaped to give the arched back:
Next we want to remove faces where the legs will be extruded from:
Selecting the ‘bum’ vertexes and extrude with 9 segments:
Using Scale and move, make the basic tail:
The tail should be capped with preferably a point.
Now legs are all essentially the same.
Select each set of 4 vertexes around the leg holes and extrude 5 segments:
Using the Scale and move, create the basic leg. Note how the ankle/knee joints have a segment to themselves:
We also don’t need to cap the legs as the paws will cover any holes.
You can also make the tail a bit more interesting:
As we previously did with the back legs. Select and extrude 3 segments from the front leg hole:
As we are in this area. And now the shoulder area is filled, we can also extrude the neck.
First select all the shoulder vertexes:
And then Extrude 3 segments:
Using Scale and move, select the leg vertexes and shape into the basic front legs, and also the neck:
Select and colour vertexes with the back being a darkish grey and the front a lightish variant.
The Tail and leg extremities are tinted pink, with the tail being more tinted towards the tip:
The Head is the most difficult thing to model. The best suggestion here is to do an image search for rat and look how a rat’s head actually looks.
Above I have further extruded 2 segments to the head. The orange sticky out bits are the eyes and eye sockets. Lets have a look at what is going on here in a separate model:
We are using a test object here to demonstrate the steps for eyes.
First we have the hole where the eyes will sit, and four (or more) vertexes selected:
Next we extrude a single segment for the eye sockets. We extrude OUT and also colour the extrusion orange to make things simple to see and grasp:
Finally we cap the extrusion with a centre point (and colour it red):
Colouring and finishing:
Next we make sure the base (where the eye socket and eye sit) is the correct colour. In this case it will be a grey:
Selecting the orange (eye socket), colour it the same grey, with the top vertexes darker:
Selecting the top vertexes, we now move the finished eye into place:
You should now see how the eyes are constructed and why the vertex colours feature gradients.
You will need to extrude and cap the lower jaw and upped jaw now, and also colour the head and inside of the mouth:
The teeth are simple 3 sided triangle pyramids with a yellow colour:
You just need to add the teeth to the model:
The paws are a simple 7 sided 1 segment high polygon which has had four ‘toes’ extruded, scaled and moved:
They are then duplicated 4 times with the left being the flipped versions. Note flipping may turn faces the wrong way, so you may need to refill them back!
Rameses can now parse Blitz3d files and obj files. Which meant Models needed to have extra abilities for extrusion and capping.
First the UI needed to be updated:
You can see the addition of 6 extra buttons. 1 for capping (select vertex and it will cap them), and 5 for different levels of extrusion. Each level adds another row of faces.
Next we will take a simple shape, and select vertexes:
We can then extrude, with two rows:
And Repeat and Cap:
So a simple shape can now be modified and extended.
Here are some very rough and dirty shoes:
What you see here is the new camera controls. Previously you could rotate the view any way you wanted (Orbital).
You now have 3rd person – where the camera stays behind you, the map rotates as you turn around. There is also a zoom where you can move closer to the main character.
When you get in very close you switch to 1st Person – this is where you see the scene from the characters point of view. In 1st Person you can also look up and down:
Here is a view with a better concept of what is progressing. The old table and barrels are back, walls are currently low, but this makes for a very nice look? There is also some global light falloff from the central figure
Technically there are no shaders or any other effects. This would be the next step along with debugging.
Below you see without the basic tables, etc
And here with just walls and no light falloff
Now all the OpenGL parts are in place, it is time to look at the game mechanics.
This means building a new framework to test each small addition. In this case movement and collision detection on a 2d map.
Here’s another shot showing a different 3d view and also the initial lighting map:
The lighting is wall, door and object aware so light will travel correctly. The 3d view has no lighting.
Lighting is currently 2d, but will eventually be 3d giving a very fast Radiosity/Global illumination look.