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PostPosted: Fri Oct 07, 2011 2:37 pm 
Harmlessness does no harm
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Yeah, I understand where you're coming from, Codehead. There's really no *need* to make a complete, ultra-flexible, plug-and-play, "ultimate" anything here. (I find I tend to try doing that a lot of times; it just tends to end up in an incomplete project and a load of frustration.)

I've left twobitcoder a message (since he's the one who sparked this whole idea), I'm hoping he or Codehead will be able to lay out a "plan of action" as far as the requirements for this project. Once we have those requirements sussed out, we should focus on implementing those requirements -- and nothing else.

A half-broken block of cinder doesn't polish much better than a turd, after all.

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PostPosted: Fri Oct 07, 2011 3:07 pm 
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Jasmine wrote:
(Singular is Staxis)


Skeksis?

Image

;)


rotInMilc wrote:
Yeah, I understand where you're coming from, Codehead. There's really no *need* to make a complete, ultra-flexible, plug-and-play, "ultimate" anything here. (I find I tend to try doing that a lot of times; it just tends to end up in an incomplete project and a load of frustration.)


Glad I'm not the only one who does that. I wish I could get back all the time I've spent building open and expandable code that never gets looked at again after the job is done.

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PostPosted: Fri Oct 07, 2011 4:08 pm 
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Codehead wrote:
Jasmine wrote:
(Singular is Staxis)


Skeksis?


Close. The third staxis that rises up out of the hex plane is called Skek: Stak, Stag and Skek

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PostPosted: Sat Oct 08, 2011 12:36 am 
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That looks AWESOME! For FASA Star Trek, all we need is a flat hexmap, but for BTech the height would be really important, but not absolutely required. You could just use line-of-sight to show where the mech can see or not when aiming or moving?

I'd love to be able to use that hexmap renderer for the Trek game, because I have all the starship meshes, but one problem is OpenGL.... All my assets are in .X format i.e. Direct3D. It took weeks to convert them tall and fix textures, etc.

On the 2D vs 3D thing, man, if you have a simple way to get a hexmap to render it sure would look great, and you could simulate a 2D flat map but have the benefit of the Z axis as well. Or just use a, what is it called, orthographic? camera to render it as a 2D flat surface on the "screen" (view).

Personally I would like to just go all out 3D after seeing this mock-up, because doing the starship battles with the ability to move the camera around would just be so great, and make the game(s) taken more seriously among gamers.

I'm just stuck on the file format problem...


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PostPosted: Sat Oct 08, 2011 1:03 am 
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twobitcoder wrote:
I'd love to be able to use that hexmap renderer for the Trek game, because I have all the starship meshes, but one problem is OpenGL.... All my assets are in .X format i.e. Direct3D. It took weeks to convert them tall and fix textures, etc.

That is a bit of a problem. Would it be possible to run the .X meshes through a batch-converter? Even if the textures and such don't come out, just having the meshes available in a more-standard format would be a good first step.

Alternatively, we could just use the .X file format spec to build our own .X file loader (which is assuming there aren't already some out there written by others -- I'd be shocked if there were none).

twobitcoder wrote:
On the 2D vs 3D thing, man, if you have a simple way to get a hexmap to render it sure would look great, and you could simulate a 2D flat map but have the benefit of the Z axis as well. Or just use a, what is it called, orthographic? camera to render it as a 2D flat surface on the "screen" (view).

Yes, "orthographic" is the word you are looking for. I also agree that it could be a good "middle-ground" of sorts for the rendering engine.

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PostPosted: Sat Oct 08, 2011 7:25 am 
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I have MilkShape which is quite good at converting stuff. I generally use .OBJ for non-animated objects. Let me have a couple of models to test and we'll see how they come out. However, as Clint says, there's probably some .X loading code around which would avoid the need for conversion completely.
I did look at .X a while back, IIRC the format supports animation and bone data. I assume there's none of that in these models though.

The renderer is orthographic just now. Going full 3D isn't that much of a stretch, but I'm trying to keep it simple at this stage.

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PostPosted: Wed Oct 12, 2011 10:17 am 
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OK, stripped out some fluff and got back on track. Mouse selection is almost working. I just have to iron out some issues with Pushing/Popping the modelview matrix.

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PostPosted: Wed Oct 12, 2011 7:49 pm 
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Fixed! An extra PushMatrix had snuck in to the Select() loop.

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PostPosted: Thu Dec 15, 2011 12:53 am 
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Jasmine wrote:
Codehead wrote:
Nice. 2000 posts too. :thumbs


Can I have a custom title now? :yeah

I think all long term members should have the option of custom titles.

Image


sweet!

i love HEX based games. I'm planning on eventually remaking an old game of mine in HEX format.

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PostPosted: Tue Mar 12, 2013 6:47 am 
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Hello. Not sure how far u have gotten into this. But I like community projects. And I think this could be great idea. But I also know with a community you get alot of idea's and wants. With that said. I think creating a hex based game engine would be perfect! It would helpful with any hex game

Like...
-option to add text to a hex
-option for 3d
-option to calculate distance between hexes
-option to color or texture

Ect...

Just a thought , instead of making just a specific game.
Cheers
Squills


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PostPosted: Tue Mar 12, 2013 4:12 pm 
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Ugh.


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PostPosted: Wed Mar 13, 2013 12:06 am 
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Ugh. What. It's been awhile for any update. Thought I would respark the love!


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PostPosted: Thu Mar 14, 2013 7:46 pm 
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Contact Jasmine.


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PostPosted: Wed Mar 20, 2013 7:49 am 
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Joined: Sun Mar 10, 2013 3:32 pm
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she no answer ... only hear dial tone..


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PostPosted: Wed Mar 20, 2013 5:46 pm 
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Quote:
only hear dial tone..

Are you kidding me? What?


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PostPosted: Thu Mar 21, 2013 2:16 am 
Harmlessness does no harm
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That's all I get, too. Silly phones.

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PostPosted: Thu Mar 21, 2013 2:42 am 
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I like violet flower vases from outer space.


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PostPosted: Thu Mar 21, 2013 6:59 pm 
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This isn't even a project. It was a couple of hours of messing about, two years ago.

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PostPosted: Fri Mar 22, 2013 10:32 am 
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FOCUS... no no FOCUS!!!


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PostPosted: Fri Mar 22, 2013 10:37 pm 
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:ego


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