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PostPosted: Mon Apr 22, 2013 6:39 am 
Prime Example

Joined: Sun Mar 10, 2013 3:32 pm
Posts: 39
Working on a C++ game with a team of 2 others. Its a game like Final fantasy Tactics but with multiplayer . All models are very low poly counts , not much detail. If interested let me know :D , Ill supply more details then :D


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PostPosted: Mon Apr 22, 2013 7:13 pm 
Lord of Cheesecakes

Joined: Sun Jun 24, 2012 12:49 am
Posts: 358
Ask us when you're at least rendering placeholder models. Screenshots of your work so far?

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PostPosted: Tue Apr 23, 2013 4:41 am 
Prime Example

Joined: Sun Mar 10, 2013 3:32 pm
Posts: 39
Well we are ready for some models, placeholder right now is just a square.. have not worked too much on the games visual, mostly creating classes and getting and "engine" built into it.. but here is an early screen though alot has been fixed/ colored sense then.

Image


as you can tell the hexes are now grass/water/snow and ect.. when i took this screen we really had no images for anything.. but things are getting a little better...

But still looking for some art to replace at least our box :D


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PostPosted: Tue Apr 23, 2013 5:54 am 
Lord of Cheesecakes

Joined: Sun Jun 24, 2012 12:49 am
Posts: 358
That makes me want to finish my texture pack... But I'm lazy!

Edit:
Did you get to there with the code that I wrote for you in your first topic? If so, that's cool!

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PostPosted: Tue Apr 23, 2013 6:10 am 
Prime Example

Joined: Sun Mar 10, 2013 3:32 pm
Posts: 39
for the most part, I had to change a few things but it was the starting point :D for textures I now use a 4X4 Image with 16 squares in it. Each square is a type of land.. Started as a .raw file but changed to a .pcx i could not tell difference, but told .pcx would be faster?


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PostPosted: Tue Apr 23, 2013 7:00 am 
Lord of Cheesecakes

Joined: Sun Jun 24, 2012 12:49 am
Posts: 358
... lol. Just take a minute to implement libpng.

http://libpng.org/pub/png/libpng.html

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PostPosted: Tue Apr 23, 2013 7:58 am 
Bibliotherapist
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Joined: Wed Nov 03, 2004 1:28 pm
Posts: 6751
Location: Oxford, Englandshire
Looking good Squills!

I'm not sure how the choice of image format will improve speed. Once the texture data is loaded into memory, it may be compressed by the API. However, I'm not aware of the input format making any difference to load/conversion time. Happy to be corrected on that if anyone knows different.

Of course, you might be talking about speed gains in the artwork production. I initially used my own image format and later TGA for my 3D stuff. Managing and merging alpha masks into 32-bit images was a pain. I should have used a widely suported format such as PNG from the start.

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