http://www.transportempire.com/wiki/api.php?action=feedcontributions&user=Lonwolf&feedformat=atomTransport Empire - User contributions [en]2024-03-29T14:06:59ZUser contributionsMediaWiki 1.26.2http://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=106OTT3D Development2009-11-06T16:58:35Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02beta rev 198 (new resource loading system and plug-ins)''<br />
<br />
''Latest stable revision: 197''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02alpha''<br />
<br />
''Corresponding revision: 197''<br />
<br />
Coming soon: autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. <br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=105OTT3D Development2009-11-06T16:57:57Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02beta (new resource loading system and plug-ins)''<br />
''Latest stable revision: 197''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02alpha''<br />
''Corresponding revision: 197''<br />
<br />
Coming soon: autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. <br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=103OTT3D Development2009-10-19T15:49:27Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02beta (new resource loading system and plug-ins)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02alpha''<br />
<br />
Coming soon: autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. <br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=102OTT3D Development2009-10-12T16:55:47Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02alpha (new railtracks models, configurable terrain, day/night transitions and more)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02alpha''<br />
<br />
Coming soon: autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. <br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=101OTT3D Development2009-10-12T16:53:53Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02alpha (new railtracks models, configurable terrain, day/night transitions and more)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02alpha''<br />
<br />
Coming soon: autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
----<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=100OTT3D Screenshots2009-09-27T20:32:27Z<p>Lonwolf: </p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:Environment1.jpg]]<br />
<br />
[[File:Environment2.jpg]]<br />
<br />
[[File:Environment3.jpg]]<br />
<br />
[[File:Environment4.jpg]]<br />
<br />
[[File:Railtracks1.jpg]]<br />
<br />
ignore the weird looking tracks from the picture below - i had low details set (no anti-aliasing) and very close LOD, so from a distance, the quality of the tracks decreases to improve performance.<br />
[[File:Railtracks2.jpg]]<br />
<br />
[[File:Railtracks3.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=99OTT3D Screenshots2009-09-27T20:31:15Z<p>Lonwolf: </p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:Environment1.jpg]]<br />
<br />
[[File:Environment2.jpg]]<br />
<br />
[[File:Environment3.jpg]]<br />
<br />
[[File:Environment4.jpg]]<br />
<br />
[[File:Railtracks1.jpg]]<br />
<br />
ignore the weird looking tracks from the picture below - i had low details set :P<br />
[[File:Railtracks2.jpg]]<br />
<br />
[[File:Railtracks3.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=98OTT3D Screenshots2009-09-27T20:30:44Z<p>Lonwolf: </p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:Environment1.jpg]]<br />
<br />
[[File:Environment2.jpg]]<br />
<br />
[[File:Environment3.jpg]]<br />
<br />
[[File:Environment4.jpg]]<br />
<br />
[[File:Railtracks1.jpg]]<br />
<br />
ignore the weird looking tracks from above - i had low details set :P<br />
[[File:Railtracks2.jpg]]<br />
<br />
[[File:Railtracks3.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Railtracks3.jpg&diff=97File:Railtracks3.jpg2009-09-27T20:29:56Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Railtracks2.jpg&diff=96File:Railtracks2.jpg2009-09-27T20:29:09Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Railtracks1.jpg&diff=95File:Railtracks1.jpg2009-09-27T20:28:45Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Environment4.jpg&diff=94File:Environment4.jpg2009-09-27T20:28:24Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Environment3.jpg&diff=93File:Environment3.jpg2009-09-27T20:28:03Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Environment2.jpg&diff=92File:Environment2.jpg2009-09-27T20:27:44Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=91OTT3D Screenshots2009-09-27T20:27:29Z<p>Lonwolf: </p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:Environment1.jpg]]<br />
<br />
[[File:Environment2.jpg]]<br />
<br />
[[File:Environment3.jpg]]<br />
<br />
[[File:Environment4.jpg]]<br />
<br />
[[File:Railtracks1.jpg]]<br />
<br />
[[File:Railtracks2.jpg]]<br />
<br />
[[File:Railtracks3.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=90OTT3D Screenshots2009-09-27T20:26:13Z<p>Lonwolf: </p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:Environment1.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=File:Environment1.jpg&diff=89File:Environment1.jpg2009-09-27T20:25:52Z<p>Lonwolf: </p>
<hr />
<div></div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Screenshots&diff=88OTT3D Screenshots2009-09-27T20:25:01Z<p>Lonwolf: Created page with '= Version: 0.02a = File:ss1.jpg'</p>
<hr />
<div>= Version: 0.02a =<br />
<br />
[[File:ss1.jpg]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=87OTT3D Development2009-09-27T20:24:12Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (code cleaned)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
Coming soon: new track pieces + autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.<br />
<br />
= Screenshots =<br />
<br />
[[OTT3D_Screenshots]]</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=86OTT3D Development2009-09-20T11:55:39Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (code cleaned)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
Coming soon: new track pieces + autoClamp facility to make the building system non-buggy and a xml feature for reading checkpoints.<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=85OTT3D Development2009-09-20T11:53:15Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (code cleaned)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
Coming soon: new track pieces + autoClamp facility to make the building system non-buggy.<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=84OTT3D Development2009-09-19T19:42:16Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (small update coming soon to clean the code)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=83OTT3D Development2009-09-17T16:35:29Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (comments included)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=82OTT3D Development2009-09-15T21:07:58Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02 (needs heavy commenting)''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=81OTT3D Development2009-09-15T20:44:01Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included and precompiled exe for win)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=80OTT3D Development2009-09-15T20:43:23Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media] (updated readme included)<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=79OTT3D Development2009-09-15T20:42:25Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/ OTT3D_media]<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=78OTT3D Development2009-09-15T20:41:41Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/]<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
----<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=77OTT3D Development2009-09-15T20:41:29Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
''Current version on svn - 0.02''<br />
<br />
Getting the medias : [http://www.transportempire.com/downloads/ott3d/]<br />
<br />
''Current version on ftp - 0.02''<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=76OTT3D Development2009-09-15T20:40:14Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
Current version on svn - 0.02<br />
<br />
Getting the medias : -ftp download will be added-<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=75OTT3D Development2009-09-15T20:39:39Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
Getting the source : svn://svn.transportempire.com/branches/ott3d<br />
<br />
Getting the medias : -ftp download will be added-<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=Development&diff=73Development2009-09-15T11:47:19Z<p>Lonwolf: </p>
<hr />
<div>__NOTOC__<br />
<br />
= OpenTTD 3D status =<br />
[[OTT3D_Development]].<br />
<br />
= Status =<br />
Follow [http://www.tt-forums.net/viewtopic.php?f=20&t=35697 this forum thread]<br />
<br />
= Resources =<br />
<br />
== Design document ==<br />
The [[Design Document]] is a paper intended to describe the whole game in detail. Currently, it's quite outdated and does not really reflect the development. However, efforts will be made to make it useful again.<br />
<br />
== SVN ==<br />
The project's SVN repository is at svn://80.247.163.104/<br />
<br />
There is also a [http://transportempire.com/cgi-bin/viewvc.cgi/ web interface].<br />
<br />
= Developers =<br />
For a list of TE developers, check the [[Human_resources|human resources]] wikipage.<br />
<br />
= Archive =<br />
<br />
== IRC Logs ==<br />
In the past, TE was widely discussed on the forums and IRC. In [http://tempire.zernebok.net/irc_txt this directory] you can read logs and minutes (summaries) from the IRC meetings. However, consider them an archived material due to their age and the fact that the current TE development does not reflect them much.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=72OTT3D Programming2009-09-15T11:45:18Z<p>Lonwolf: /* Coding new systems */</p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
<br />
> New tools: foliage, placing industries.<br />
<br />
> coding a water-change (between ocean, fresnel.h load_fresnel_01() function and other water types) feature before entering Sandbox mode.<br />
<br />
= Extra info = <br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=71OTT3D Programming2009-09-15T11:43:36Z<p>Lonwolf: </p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
<br />
> New tools: foliage, placing industries.<br />
<br />
= Extra info = <br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=70OTT3D Programming2009-09-15T11:42:57Z<p>Lonwolf: /* General Information */</p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
<br />
> New tools: foliage, placing industries.<br />
<br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=69OTT3D Programming2009-09-15T11:42:44Z<p>Lonwolf: /* Coding new systems */</p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
<br />
> New tools: foliage, placing industries.<br />
<br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=68OTT3D Programming2009-09-15T11:42:34Z<p>Lonwolf: /* Improving current code */</p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
> New tools: foliage, placing industries.<br />
<br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=67OTT3D Programming2009-09-15T11:42:01Z<p>Lonwolf: </p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.<br />
<br />
There will be 2 major section on this page which will change as new game revisions will be uploaded:<br />
<br />
1.) improving current code.<br />
2.) coding new systems.<br />
<br />
= Improving current code =<br />
<br />
> Adding scales on the Deform Tool (intensity and area).<br />
> Rescale and modify the terrain poly count. Hint: 1 unit = 1 meter, it shouldn't go lower than 2x2 segments per 1x1 unit of terrain. The current scale is 1x1 segment per aprox 5x5 units of terrain.<br />
> Lower the terrain and water. Both are loaded at the "middle" of the deforming scale (you can deform it max _Number and -_Number units in height. This allows deforming the terrain underwater quite a lot. And we don't need that.<br />
> saveTerrain() and loadTerrain() functions are written but not scripted to a button / key.<br />
> add the possibility of saving and loading multiple terrains. Current setup permits saving and loading on 1 saved-terrain.<br />
> Whenever new rail-blocks are out, fine tune their coordinates from Railroad_checkpts.txt to fit in the code and script them on Auto-fit.<br />
<br />
= Coding new systems = <br />
<br />
> Scripting advanced railroad building support for junctions (based on the algorithm and code in v0.02);<br />
> Scripting Road building tool based on the Railroad one in v0.02;<br />
> New tools: foliage, placing industries.<br />
<br />
<br />
Caelum - day /night transitions + weather - and SoundManager class will be added by me in a future version and then added at improving code section when needed.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=66OTT3D Content Creation2009-09-15T11:27:55Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''General artist creation'''.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Interface ==<br />
<br />
New proper default skin needed (see TaharezLook.tga and imageset).<br />
<br />
Also some images for the current buttons (deforming, building).<br />
<br />
Or even an interface redesign.<br />
<br />
== Environment ==<br />
<br />
Trees, grass, bushes as stated in [[OTT3D_Development]] under General artist creation.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.<br />
<br />
<br />
== Railroads ==<br />
<br />
New blocks (for elevating the track, bridge blocks), junctions (support for in-game using of these will be added), new curves: softer or tighter, S -form tracks, anything that passes through your mind and see fit in this game. <br />
<br />
New station models.<br />
<br />
Depots.<br />
<br />
Vehicles: trains, wagons.<br />
<br />
== Roads == <br />
<br />
Road blocks similar to the railroad system. Road depots, stations.<br />
<br />
Vehicles: a few models to be around when we start working on the road system, or for those of you who want to code it now based on the railroad in version 0.02.<br />
<br />
<br />
----<br />
<br />
= Extra info =<br />
<br />
Other extra content as airports, aircrafts, ships, docks will be implemented later.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Development&diff=65OTT3D Development2009-09-15T11:23:53Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
Getting the source : -svn link will be added-<br />
<br />
Getting the medias : -ftp download will be added-<br />
<br />
Temporary all-in-one archive: [http://www.filefront.com/14531619/OTT3D_v0.01.rar/ OTT3D ver 0.01]<br />
<br />
Temporary readMe file: [http://www.filefront.com/14536073/readMe.txt readMe]<br />
<br />
Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.<br />
<br />
<br />
= About =<br />
<br />
The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.<br />
<br />
'''Getting the code to work''' (a.k.a. Prerequisites):<br />
<br />
[http://www.ogre3d.org/download/source Ogre3D source]. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page.<br />
If you are new to Ogre check these out first! [http://www.ogre3d.org/wiki/index.php/Building_From_Source How-to-compile], [http://www.ogre3d.org/wiki/index.php/SettingUpAnApplication How-to-setup] and [http://www.ogre3d.org/wiki/index.php/Ogre_Tutorials Need-to-know-Tutorials].<br />
<br />
CEGUI - often comes shipped with the ogre dependencies.<br />
<br />
[http://downloads.oddbeat.de/ETMv2.3.1_source.zip Editable Terrain Manager] Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).<br />
<br />
== Additional libraries ==<br />
<br />
These will be added in the future release: <br />
<br />
[http://www.ogre3d.org/wiki/index.php/Caelum Caelum SkyManager]. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.<br />
<br />
Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.<br />
<br />
[http://www.fmod.org/ FMOD sound].<br />
<br />
<br />
== General artist creation ==<br />
<br />
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.<br />
<br />
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files <br />
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.<br />
<br />
<br />
= Uploading your work =<br />
<br />
Since this is still kind of related to TransportEmpire and the dev forums there are kinda dead let's bring them back to life a little!<br />
After you chose a topic from the ones '''below''' and worked on it create a new forum topic on<br />
[http://www.tt-forums.net/viewforum.php?f=43 Coding Section] and/or [http://www.tt-forums.net/viewforum.php?f=48 Artist Section]. It should have <nowiki>[OTT3D]</nowiki> in the subject. Even if i'm not a forum moderator, i will check those sections and respond as i see them. Attach the files there and i'll download and update the svn / media as necesary after your work reaches a final point.<br />
<br />
About svn access, since no one seems interested in coordinating the projects and forums, let's just use the forum posting mentioned above.<br />
<br />
Finally the interesting part about it:<br />
<br />
= Creating content =<br />
<br />
[[OTT3D_Programming]]<br />
<br />
[[OTT3D_Content_Creation]]<br />
<br />
New general sections will be added here.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=64OTT3D Content Creation2009-09-15T11:23:04Z<p>Lonwolf: /* General information */</p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''General artist creation'''.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Environment ==<br />
<br />
Trees, grass, bushes as stated in [[OTT3D_Development]] under General artist creation.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.<br />
<br />
<br />
== Railroads ==<br />
<br />
New blocks (for elevating the track, bridge blocks), junctions (support for in-game using of these will be added), new curves: softer or tighter, S -form tracks, anything that passes through your mind and see fit in this game. <br />
<br />
New station models.<br />
<br />
Depots.<br />
<br />
Vehicles: trains, wagons.<br />
<br />
== Roads == <br />
<br />
Road blocks similar to the railroad system. Road depots, stations.<br />
<br />
Vehicles: a few models to be around when we start working on the road system, or for those of you who want to code it now based on the railroad in version 0.02.<br />
<br />
<br />
----<br />
<br />
= Extra info =<br />
<br />
Other extra content as airports, aircrafts, ships, docks will be implemented later.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=63OTT3D Programming2009-09-15T11:22:43Z<p>Lonwolf: </p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under '''Getting the code to work'''.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=62OTT3D Programming2009-09-15T11:22:17Z<p>Lonwolf: </p>
<hr />
<div>= General Information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Programming&diff=61OTT3D Programming2009-09-15T11:21:55Z<p>Lonwolf: Created page with '= General Information = check'</p>
<hr />
<div>= General Information =<br />
<br />
check</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=60OTT3D Content Creation2009-09-15T11:19:56Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Environment ==<br />
<br />
Trees, grass, bushes as stated in [[OTT3D_Development]] under General artist creation.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.<br />
<br />
<br />
== Railroads ==<br />
<br />
New blocks (for elevating the track, bridge blocks), junctions (support for in-game using of these will be added), new curves: softer or tighter, S -form tracks, anything that passes through your mind and see fit in this game. <br />
<br />
New station models.<br />
<br />
Depots.<br />
<br />
Vehicles: trains, wagons.<br />
<br />
== Roads == <br />
<br />
Road blocks similar to the railroad system. Road depots, stations.<br />
<br />
Vehicles: a few models to be around when we start working on the road system, or for those of you who want to code it now based on the railroad in version 0.02.<br />
<br />
<br />
----<br />
<br />
= Extra info =<br />
<br />
Other extra content as airports, aircrafts, ships, docks will be implemented later.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=59OTT3D Content Creation2009-09-15T11:19:28Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Environment ==<br />
<br />
Trees, grass, bushes as stated in [[OTT3D_Development]] under General artist creation.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.<br />
<br />
<br />
== Railroads ==<br />
<br />
New blocks (for elevating the track, bridge blocks), junctions (support for in-game using of these will be added), new curves: softer or tighter, S -form tracks, anything that passes through your mind and see fit in this game. <br />
<br />
New station models.<br />
<br />
Depots.<br />
<br />
Vehicles: trains, wagons.<br />
<br />
== Roads == <br />
<br />
Road blocks similar to the railroad system. Road depots, stations.<br />
<br />
Vehicles: a few models to be around when we start working on the road system, or for those of you who want to code it now based on the railroad in version 0.02.<br />
<br />
<br />
----<br />
<br />
<br />
Other extra content as airports, aircrafts, ships, docks will be implemented later.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=58OTT3D Content Creation2009-09-15T11:15:39Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Environment ==<br />
<br />
Trees, grass, bushes as stated in [[OTT3D_Development]] under General artist creation.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.<br />
<br />
<br />
== Railroads ==<br />
<br />
New blocks (for elevating the track, bridge blocks), junctions (support for in-game using of these will be added), new curves: softer or tighter, S -form tracks, anything that passes through your mind and see fit in this game. <br />
<br />
New station models.<br />
<br />
Depots.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=57OTT3D Content Creation2009-09-15T11:11:19Z<p>Lonwolf: </p>
<hr />
<div>= General information =<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.<br />
<br />
These sections will be updated and changed frequently as the game changes revisions.<br />
<br />
<br />
= Improving current content =<br />
<br />
1.) Railtrack models need a redesign. Zephyris is currently trying to do this. New designs are always welcomed.<br />
<br />
2.) Water: so far the source code can load an Ocean or a simple Fresnel. If you have something good looking and less FPS killer than those 2 feel free to give it a try.<br />
<br />
3.) Terrain textures: kinda few and only for 1 climate : temperate that also has some snow on top peaks. More would be also welcomed. This is however not urgent at all, since we currently don't have the option to change the climate.<br />
<br />
= New required content =<br />
<br />
Basically everything is welcomed. let's sort them out a little shall we.<br />
<br />
General modeling guideline: 1 unit (in 3dsmax and Ogre) means 1 meter. Please create all the models according to this scale because scaling objects at runtime or putting me to manually scale the mesh using OgreCommandLineTools is NOT time efficient.<br />
<br />
== Buildings ==<br />
<br />
Most needed: low poly houses and commercial buildings, high-story buildings, industries.<br />
<br />
Optional (extreme low poly models, details on textures only): decorative models: streetlights for example, fences, etc.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=56OTT3D Content Creation2009-09-15T10:55:04Z<p>Lonwolf: </p>
<hr />
<div>== General information ==<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.<br />
<br />
There are 2 sections here:<br />
<br />
1.) Content that needs to be redesigned or improved.<br />
<br />
2.) About new content.</div>Lonwolfhttp://www.transportempire.com/wiki/index.php?title=OTT3D_Content_Creation&diff=55OTT3D Content Creation2009-09-15T10:53:54Z<p>Lonwolf: </p>
<hr />
<div>== General information ==<br />
<br />
You can find this on the [[OTT3D_Development]] page under General artist creation.</div>Lonwolf