3DPathfinding editor for TECNO (need hard testing)

Blitz3D Forums/Blitz3D Programming/3DPathfinding editor for TECNO (need hard testing)

Paolo(Posted 2005) [#1]
I need a hard beta testing for this tool, but I don't have time to test a hundred nodes combinations so ... if you have time ... :)

Actually, it doesn't always find the >shortest< path, but I don't care about that.
I would like to know if you can find a nodes combination where the code can NOT find the path when it actually exists.
Press F1 for help, and it is important to read the "important" message in the Help :)

http://www.angelfire.com/games5/tecno/imgs/3dpath.zip
(right click -> Save target as... , or copy the link to the browser bar)
(800kb)

You can also load your own level mesh if you want.



Paolo.


Erroneouss(Posted 2005) [#2]
Testing right now...

[EDIT]: Zip File is invalid or corrupted... :'( [/EDIT]


Braincell(Posted 2005) [#3]
corrupt


Paolo(Posted 2005) [#4]
Ok, sorry the inconveniences,

I uploaded it to Angelfire, I downloaded it from there, and it worked fine ... if it still doesn't work for you, it is not my fault :(

http://www.angelfire.com/games5/tecno/imgs/3dpath.zip
(right click -> Save target as... , or copy the link to the browser bar)

Paolo.


Lane(Posted 2005) [#5]
Anglefire does not allow direct linking and is killing the download. AIM me at DryLand404 to have the file hosted for you. I can put it on my server.


fall_x(Posted 2005) [#6]
Seems to work fine here (the download and the path finding, tried quite some combinations).
Looks awesome as well.


wizzlefish(Posted 2005) [#7]
Can't wait till Tecno's done.

Was that level made in Maplet?

(link worked for me, too)


Lane(Posted 2005) [#8]
OK, had to get it by copying the link and pasting it in a different browser. If your browser passes the referred from data Angelfire will detect linking from an external site and redirect your request.

"Angelfire does not allow direct linking
from offsite, non-Angelfire pages,
to files hosted on Angelfire.

This practice of 'remote linking' reduces
our ability to serve out the homepages
of our members quickly and efficiently. "


fall_x(Posted 2005) [#9]
Yes, that's how I did it as well, that's what you always do when the server doesn't allow remote linking :)


Paolo(Posted 2005) [#10]
It always work for me to right click the link and select "Save target as..." .

Anyway,
Thanks for the comments and keep testing, jejeje :)

@No Enemies,
No, I don't use Maplet, I have 3D Studio Max R3, that's what I use for all my 3d needs.

Paolo.


jfk EO-11110(Posted 2005) [#11]
Probably angelfire directlining works when you block the referrer info in your browser settings. Nice pathfinding thing. It's a hard job, especially dynamic realtime stuff since a* easily pauses for several seconds when it has to search for a zic-zac way. I'd really like to know how you made this, what methods where used.


Paolo(Posted 2005) [#12]
@jfk,

Ok, I finished the 3d pathfinding editor,

but the code is certainly > dirty <

I'm starting to cleaning it up to adapt it to my game
but I don't know when I will finish or how much generic
it will be when I finish.
So I decided to post the code as it is now ...

The best I can tell you is to see the help with F1

good luck :)
Paolo.




JoshK(Posted 2005) [#13]
I think your art style would look really good with bumpmaps. Just render some bumpmaps straight from the texture and use my Doom3BB code to set the vertex colors.


Paolo(Posted 2005) [#14]
I tried to implement some kind of bumpmapping some time ago, but I found it was too much work to do ... :(
Also, a good bump effect is only visible when you have lights >moving< around, so I would also have to think about that.
So,
I ended up doing static lighting with lightmaps, and in some dark rooms I set the ambient light to cero and use directX lights (they don't look so bad you know :)


JoshK(Posted 2005) [#15]
Don't worry about dynamic lights. Moving lights on a bump map just make you sick to your stomach. Think of bump maps as being like a non-repeating detail texture. If you put them on your walls, and color the vertices relative to the closest light, your walls will look a lot shinier and more extruded. I could set it up for you without a lot of work.


Jeremy Alessi(Posted 2005) [#16]
Bumps are cool ... add 'em!!!


Paolo(Posted 2005) [#17]
Trust me guys,
my intention is not building the next doom (obvious that
I can't, isn't it?
Also, I have made some test of bumps in my levels and
I don't really like them so much, since my levels are
not looking for a 100% photorealistic look, and sometimes they don't feel so good in such scenes,
and as I said, they are also a pain to implement (at least for me),
so ... what the hell ... I prefer
to concentrate a little bit more in gameplay ...
... and not a gameplay that is going to blow you away... but at least a little different methods to jump from level 1 to level 2 to level 3... :)


JoshK(Posted 2005) [#18]
We all love your graphics, but want to see them bump-mapped! Just send me your code, or a little test map. I can do it in like 5 minutes. It would make everything look so much crisper.


Erroneouss(Posted 2005) [#19]
So, whats the license on the code you posted, Eurythmia?
Free? *Crosses fingers...*


Paolo(Posted 2005) [#20]
Yep, is free,
use it for whatever you want, ... under your own risk of course :)


I will see if I can send you a small piece of a level later, Halo.

bye!


Erroneouss(Posted 2005) [#21]
Cool!
Thanks Eurythmia!

You are my new favorite person! :D


Paolo(Posted 2005) [#22]
You are my new favorite person!

I don't know if that is good or bad :)


Also, in case you use the code,
a tiny mention in the Credits would be appreciated :D

later!
Paolo.


jfk EO-11110(Posted 2005) [#23]
Thanks a lot for sharing, Paolo! Just saved in the "precious stuff" folder.

BTW. Bumpmapping may be nice if it's implemented nicely. But it really has to look better, because the user won't think "wow, bumpmapping, so it must be good". If it looks like "it looks crappy, but it's bumpmapping" then better skip it. I see what you mean, your style has some artistic elements, something I think I know from HiQ Comic Artists. Photorealism easily could kill this ambiance.


Red Ocktober(Posted 2005) [#24]
hey Paolo... sorry i missed most of this earlier...

also, glad to see that TECNO is still on track :)

yeah, implementing bumpmapping IS a real pain... i can see why you went without it.

yeah, your pathfinding ed looks like great stuff, getting it now...

--Mike


Paolo(Posted 2005) [#25]
Hi Mike !
I saw your post about "working with bumpmaps"
I think that's is what happens to anyone,
...there's always a point where you get disappointed in one way or another
... and then you find it still doesn't look as good as the stuff you see in Doom3 or whatever... :)

So, as JFK said, and I agree,
it is not only applying bump maps, IT IS MAKE THEM LOOK GOOD also,
and that's the real problem I think :)

cheers!
Paolo!.

ps: so Mike, at last, What engine are you using now???


Red Ocktober(Posted 2005) [#26]
Blitz, 3dgs is taking up most of my time right now...

BlitzMax will become the choice of choices once the 3D module shows it's head...

Torques shader version looks promising as well...

still playing with 3DRAD a lil now and then...

in short... i'm running around like a chicken with it's head cut off :)

--Mike