Tuesday, January 26, 2010

Overload R 1.5

Comments about Overload Are wanted!!!!
These pictures below are brand new and of R 1.5








O


V


E


R


L


O


A


D






P


A


T


H


W


A


Y


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Okay in any revision >1.4the spiral on the top pyramid continues so that it goes all the way up. There is a total of 4654 lines in the map (including comments). The bottom three pictures are from R 1.4. While the top are from 1.5.
The pyramids are part of the pyramid groups that I placed in the corner (it contiues into the corner from there), and The other picture includes the boxpyrgroup and more of it's extent. It mostly shows a mesh object at 45 Z. In the direction west in the first picture you can see another mesh structure which turned out very well (you can see it up close in screenshot 3). The teleporter in the first picture is teleporter E that links to tele F which is in the pyramid group area (close to the corner).

Monday, January 25, 2010

overkill: the city







I only need to complete the most difficult part of Overkill: the city in order to begin the testing stage. The hospital is very detailed, and almost no meshes exist. The meshes that do exist are for the elevator floors. Some of the stuff that WILL be inside the hospital will include: room chairs, beds, and waiting room chairs. I'm only on floor 2 out 5 of the hospital, and I also think I completly lost the hospital wing sheet(that sometimes happens when you use graph paper). The objects I'm thinking about putting in to overkill include: Toilets (you may call me a nerd now), sink for the bathroom, computer (haven't made a design for it yet), blowdriers (also haven't made a design for it yet), soap dispeser (No design yet), toilet paper rolls/ dispenser (No design yet), and possible a drinking fountain (No design yet). I will use the toilet, and the sink (still designing it). I would like to make lights for the hospital but I'm not sure how to do this. I'm also lacking some necessary textures. The screenshots #1-3 below show the supermarket (I know the drinks are a little off, but I have fixed them since, but I don't know if my computer could even handle it now. Note: my only working one is the one that is NRing). Screenshot 4, and 5 show the gas station back then, while 6 shows the electrical plant.

Iwo Jima

This was a map I barely started at all. I didn't quite understand mesh until now, with the winding orders, so I had not wanted to continue until I could fix my meshes.
I have figured mesh within the last month, and only recently have I begun to take interest in Iwo Jima again. I have begun by making a hill which contains 100 vertices (not very fun with only a text editor). This will remain a long term project like Overkill is. I intially made my Battleship, Destroyer, Patrol Boat, two artillery guns, and ammo for the guns. I still lack the textures to make this map.

Mesh

This is for the people who tried to follow the instructions given on the bzflag wiki.
Some of you may have tried to make a mesh in this way, but found that some of the sides acted like they didn't exist in certain directions. What you may not realize is the wiki is right, and it will work. What you don't realize is that it is quite easy to fix. the mesh face will face the direction in which the vertex winding order is counter-clockwise.

example:
box like mesh the # is the vertices. Vertices 0-3 have a z value of 0, while vertices 4-7 have a z value of 15. the x and y value do not matter right now.
(0/4) (1/5)
0====0
|####|
|####|
O----O
(3/7) (2/6)

North is the direction up here in this page.
Example face of this mesh
(if you want the top face to face north this is how it is done)
The top face is in zeros and ===
face
vertices 0 4 5 1
matref your_matref
endface
(this next face is if you want the same face to face south)
face
vertices 0 1 5 4
matref your_matref
endface
(now you know how to make a face)
(a face like the previous one would have no effect on tanks or their projectiles that view it from north) aka the face would face the center of the mesh

Monday, January 18, 2010

Overload

Overload is meant to be like the old style of mapping back in the last bzflag version 1 release.
So far so good. Overload has turned out much better then I has expected. I must admit the clustered pyramids took much longer then I thought they would at 4 hours. It's not done but It's pretty much done. I thought it tested very well, but the top pyramid could use some work. In the future the top spiral will be extended upwards. I might add more to the boxpyrswirl group as well.




These screenshots are from Overload R 1.3. R 1.4 is tested, and you can view overload R 1.4 at http://my.bzflag.org/bb/viewtopic.php?f=66&t=15826