that dude, looks amazing, so amazing i got linux just in case you actually make a pvp free for all wiht this, ill store it somewhere safe so my windows doesnt get jealous XD
For those of you with sauerbraten, heres a test map.
I'm not sure how i will package the modified models - this will probably require source-level changes, so it'll be a while before you will be able to see the rocket-launching pigs and other enemies in-game.
unzip this into your packages folder (on OS X it will be ~/Library/Application Support/sauerbraten)
map name is 'test'
It is using some pretty awful textures, i'll do final ones once i finalise exactly what kind of world scale etc. will be used. but anyway, it should give you something to have a look at beyond screenshots.
For those of you with sauerbraten, heres a test map.
I'm not sure how i will package the modified models - this will probably require source-level changes, so it'll be a while before you will be able to see the rocket-launching pigs and other enemies in-game.
unzip this into your packages folder (on OS X it will be ~/Library/Application Support/sauerbraten)
map name is 'test'
It is using some pretty awful textures, i'll do final ones once i finalise exactly what kind of world scale etc. will be used. but anyway, it should give you something to have a look at beyond screenshots.
Wow dude! Nice job and thanks for letting us test drive it!
I would kill for a way to export An OBJ of a world that i could import into lightwave for pics adn etcetera, a lot easier than building something i've already built in game in sketchup or something.
Currently it writes out different materials as OBJ groups, so this was manually textured with solid colours in blender. It will be able to write out textured triangles with a .mtl file for better import quite soon.
I also need to have it output faces that are bordered by water as well as air for transparent water rendering.
It also produces an extremely unoptimised mesh, with many, many duplicate vertices, but these can be removed in blender, for example, with the 'remove doubles' button.
Damn, this looks pretty cool. I would like it if someone could post a video of this to see how it actually runs. I'm curious as I.... Wait. What about the new Hell dimension..... My mind... What if we could.... But really a video of this thing would be awesome and perhaps some details about sauerbraten(?)
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Quote from Zzombie_99 »
Why stop at the melee? Just admit (Halo) Reach itself was a mistake. It is, really. The Hindenburg was less broken than this.
Damn, this looks pretty cool. I would like it if someone could post a video of this to see how it actually runs. I'm curious as I.... Wait. What about the new Hell dimension..... My mind... What if we could.... But really a video of this thing would be awesome and perhaps some details about sauerbraten(?)
Definetely this. A video would be amazing. Especially of your rocket-firing swine. I can't pretend I have any clue as to how you're doing this, but it looks amazing!
Texture coords, material mapping, separate top/side materials for grass and absolute offset in place for .obj export.
This is 9 exports of 128x128x64 (no lower caverns etc.) blocks in a 3x3 grid, loaded as-is into blender, with a single sunlight added and ambient occlusion turned on. No geometry or texture editing was needed.
Do want! The idea of exploring my vast systems of caves in a 3d (High res, with guns) environment is just an awesome cencept. It's like a vision of the future of MC textures (Yeah yeah, it'll never look that good, but I can dream)
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Quote from Zzombie_99 »
Why stop at the melee? Just admit (Halo) Reach itself was a mistake. It is, really. The Hindenburg was less broken than this.
Though it may have been asked before (And I just overlooked it, or misunderstood it), how big is it possible to render a Minecraftian world in Sauerbraten?
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Quote from Zzombie_99 »
Why stop at the melee? Just admit (Halo) Reach itself was a mistake. It is, really. The Hindenburg was less broken than this.
Regarding world size in sauerbraten, the hard and fast limit, assuming the same block size that I use now, that I am aware of would be overflow for a 4 byte unsigned integer - would translate to a world about 1 billion x 1 billion x 1 billion cubes in size.
Attempting to use even a small fraction of this would certainly slow things to a crawl though.
but i think if I add LOD cubes into the map output, something in the order of 512x512x128 minecraft cubes should be fine, even 1024x1024x128 minecraft cubes, which would be a fairly decent chunk of terrain, but also a pretty big file.
I have yet to experiment with this, as I have been busy on .obj export and interactive visualisation.
As for a release date, I'm not really happy with a lot of aspects of the code, so source release may not happen anytime soon, though mac binary will happen once i finish off the remaining gui functions and package libraries /polish application icons etc. however i would like to get some testing done on different systems - i know the intel HD graphics card in my laptop doesn't like the largish volume texture i use in the app, while the NVidia card works fine. - This will not affect the export functions anyway.
So if you have a modernish mac (will req. snow leopard and a useful gpu), and are interested in testing this app (it is a but rough around the edges but functional), PM me.
If you would like to help out, the material (.mtl) file for .obj export (just needs someone to find a texture, and assign it to that block number, and optionally define diffuse/specular colours as well) needs a full list for all blocktypes - also PM me.
Sometime soon i will shift effort more into the sauerbraten-based game (then engine and lighting code will need significant changes), so more progress will be made there, with the full set of models (miner, zombie, spider,creeper, skeleton, cow,chicken) with their walk/idle/death animations being my first priority.
DISCLAIMER:
For those of you who were looking forward to playing Minecraft with better graphics, this is not that game! I don't want to step on Notch's toes so this game, while inspired by Minecraft, will have some very different mechanics and objectives. It will be primarily PvP oriented, with players banding together, building forts an towns, and then fighting each other. More details and videos are coming soon but I probably won't be posting them here so you'll have to google or youtube it if you are interested.
I modded the pigs to fire rockets, which is kind of funny to watch.
It didn't help this one though.
This would make an epic wallpaper.
I'm not sure how i will package the modified models - this will probably require source-level changes, so it'll be a while before you will be able to see the rocket-launching pigs and other enemies in-game.
http://marchingcubes.com/minecraft_map.zip
unzip this into your packages folder (on OS X it will be ~/Library/Application Support/sauerbraten)
map name is 'test'
It is using some pretty awful textures, i'll do final ones once i finalise exactly what kind of world scale etc. will be used. but anyway, it should give you something to have a look at beyond screenshots.
Wow dude! Nice job and thanks for letting us test drive it!
Currently it writes out different materials as OBJ groups, so this was manually textured with solid colours in blender. It will be able to write out textured triangles with a .mtl file for better import quite soon.
I also need to have it output faces that are bordered by water as well as air for transparent water rendering.
It also produces an extremely unoptimised mesh, with many, many duplicate vertices, but these can be removed in blender, for example, with the 'remove doubles' button.
Definetely this. A video would be amazing. Especially of your rocket-firing swine. I can't pretend I have any clue as to how you're doing this, but it looks amazing!
This is 9 exports of 128x128x64 (no lower caverns etc.) blocks in a 3x3 grid, loaded as-is into blender, with a single sunlight added and ambient occlusion turned on. No geometry or texture editing was needed.
Attempting to use even a small fraction of this would certainly slow things to a crawl though.
but i think if I add LOD cubes into the map output, something in the order of 512x512x128 minecraft cubes should be fine, even 1024x1024x128 minecraft cubes, which would be a fairly decent chunk of terrain, but also a pretty big file.
I have yet to experiment with this, as I have been busy on .obj export and interactive visualisation.
As for a release date, I'm not really happy with a lot of aspects of the code, so source release may not happen anytime soon, though mac binary will happen once i finish off the remaining gui functions and package libraries /polish application icons etc. however i would like to get some testing done on different systems - i know the intel HD graphics card in my laptop doesn't like the largish volume texture i use in the app, while the NVidia card works fine. - This will not affect the export functions anyway.
So if you have a modernish mac (will req. snow leopard and a useful gpu), and are interested in testing this app (it is a but rough around the edges but functional), PM me.
If you would like to help out, the material (.mtl) file for .obj export (just needs someone to find a texture, and assign it to that block number, and optionally define diffuse/specular colours as well) needs a full list for all blocktypes - also PM me.
Sometime soon i will shift effort more into the sauerbraten-based game (then engine and lighting code will need significant changes), so more progress will be made there, with the full set of models (miner, zombie, spider,creeper, skeleton, cow,chicken) with their walk/idle/death animations being my first priority.
A promising generator. Perhaps an awesome way to explore the Hell Dimension?
DISCLAIMER:
For those of you who were looking forward to playing Minecraft with better graphics, this is not that game! I don't want to step on Notch's toes so this game, while inspired by Minecraft, will have some very different mechanics and objectives. It will be primarily PvP oriented, with players banding together, building forts an towns, and then fighting each other. More details and videos are coming soon but I probably won't be posting them here so you'll have to google or youtube it if you are interested.