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-   -   An entry into a new forum, a new user's debut (http://www.jazz2online.com/jcf/showthread.php?t=12169)

Baggers Apr 30, 2005 10:27 AM

Thanks for the compliments people !
Sonyk got it exactly right they are "teh foodz" !

Holy Crap 14 pages !...god i never thought this project would get this much interest ! thanks to Unknown who sent me here !

Just before i clock off for the night heres a pic of that window with the object preview working !
[IMG]http://www.eckhart.da.ru/baggers/gallery//screenshots/Interface_2.jpg[/IMG]
Gdnight !

Olsen Apr 30, 2005 02:44 PM

Awesome! G'night Baggers! =D

Fawriel Apr 30, 2005 04:35 PM

Enemies*

Good job.

Olsen May 1, 2005 11:20 AM

So, Baggers, is Jazz ingame now? :O Cause of all those screenshots on your new site and your constantly changing signature image :P

Baggers May 1, 2005 11:29 AM

Aye i guess you could say he is...i have the textured un-animated model... And im now trying to get the level editor working because its about time really !
But yeah keep an eye on my new site, Im pretty much blogging there now !

Olsen May 1, 2005 11:32 AM

So, which model are you using? John's or Hare's?

Baggers May 1, 2005 12:16 PM

hehe both !...well both when i get jonny's one !

Baggers May 2, 2005 02:16 AM

Hi again people !
Just posting as we have a new video up !
Its of the editor in action, showing how to place static scenery on a terrain, hope you like it.
Its at the top of the list of videos here:
http://www.eckhart.da.ru/baggers/index.php?page=videos

Any thoughts/ critisims / praises ?...just post em here !...or on the site...or both if your reallly bored !

LittleFreak May 2, 2005 02:23 AM

What does that scale field do? (where you can add some sort of number)

Baggers May 2, 2005 02:29 AM

Allows you to change the size of the object you are loading in, simple as that ! your scaling the object.

Another advantage is that often when 3D objects are made they dont appear the correct size in game, they need to be scaled. This option allows you to do just that while comparing it to the properly scaled Jazz model.
You can just leave it at that, or if you like go to an editor and rescale the object using the detiails from the level editor.

So yeah im resizing a fair few objects at the mo.
Oh as far as scaling goes 100=100% of the size...so to double the size you type 200 and to half it you type 50 etc.

LittleFreak May 2, 2005 03:25 AM

Nice. Could you make mini carrots that way? :7

Sacrush May 2, 2005 07:27 AM

Quote:

Originally Posted by LittleFreak
Nice. Could you make mini carrots that way? :7

I think so, it will be cool.

Baggers May 2, 2005 07:38 AM

Easy peasy, just set the scale value down !

[IMG]http://www.unseenconcept.net/JazzJackRabbit/Editor/MiniCarrot.jpg[/IMG]

Ive been rescaling alot of objects at the mo hence the scale values are more managable ! (not longer in the thousands)

Olsen May 2, 2005 08:48 AM

Awesome! =D

Sun Fun Dude May 2, 2005 02:02 PM

Wow, great ideas, that level editing thing looks great as does the Jazz model in game :D

DoubleGJ May 3, 2005 03:03 AM

Cool. I suppose you can also resize it to 200% or even more?

Heh, that just reminded me of resizing players in Blockland. It would be fun if you implemented a cheat to make Jazz tiny or gigantic.

n00b May 3, 2005 04:11 AM

Or Bighead codes. Those are always fun.

Olsen May 3, 2005 11:21 AM

Quote:

Originally Posted by n00b
Or Bighead codes. Those are always fun.

Yeah ;)

Sacrush May 4, 2005 12:40 AM

If you want a bighead cheat in it the heads need to be a seperate model though.

Baggers May 4, 2005 05:40 AM

Nah I just set the head as a limb and i can scale the limb independant of the rest of the model !

Olsen May 4, 2005 05:53 AM

Ah nice. Any new progress? ;)

Baggers May 4, 2005 08:42 AM

No not recently,all my programming is on my IT coursework as the deadline is very soon.
Its a teaching aid for physics teachers allowing them to make virtual experiments to demonstrate how objects behave idealy...alot of vector math and similar stuff.
But i'll be back on jazz soon

Olsen May 4, 2005 09:00 AM

Ok. Can't wait...

Fawriel May 4, 2005 09:33 AM

Quote:

Originally Posted by Baggers
Nah I just set the head as a limb and i can scale the limb independant of the rest of the model !

..................
Bigfoot-cheat!

cooba May 4, 2005 09:59 AM

Quote:

Originally Posted by Fawriel
Bigfoot-cheat!

That would suck for feet fetishists D=.

n00b May 6, 2005 01:03 PM

Since your Jazz game is currently not your top priority, How goes the IT coursework Baggers?

Baggers May 7, 2005 06:14 AM

Good thanks !...I did do some work on the editor today though and i can now show off the particle editor, its one of the more complex features of the level editor as you can do some very impressive stuff with it. There is a video on the site now showing it off. Heres a screenshot.
[img]http://www.eckhart.da.ru/baggers/gallery//screenshots/ParticleEditor.jpg[/img]

hope you like !

LittleFreak May 7, 2005 06:50 AM

Looks difficult to use with all those parameters. Be sure to include a documentation in the final version. ;)

Baggers May 7, 2005 07:11 AM

-EDIT-
To show off the power of the editor...heres two more effects i made with it..they took about 1 min of playing each to get right.
http://www.unseenconcept.net/JazzJac...torVideo-3.avi
http://www.unseenconcept.net/JazzJac...torVideo-4.avi

Yeah I will do...i'll give a rundown now though...it is a little hard at first but once youve got it youll be amazed at how easy it is to get different effects.

Fequency: How many particles are made per second

Lock to Object: This is if you want to set the particles to always start at the position of a certain object

Emmiter Width/Height/Depth: this sets the area in which the paritcles appear if i set them all to 0..the particles always appear from one spot, for fire this was unrealistic to i set the width and depth to 7 (in the pic above) so the particles will appear anywhere withing this area..this is why the base of the fire is wide.

StartSize: The size of the particle when it first is made
EndSize: The size of the particle when it first it dissapears

Life
: How many seconds the particle exists for before dissapearing

StartFaded: how much the particle is faded when it starts...at 100% it looks normal at 50% it looks half as bright...if the object is ghosted (transparent) then this makes the object seem to fade away
End Faded: Sets how faded the particle is when it dissapears

Starting Speed x/y/z
: sets the speed that the particles are moving at when they are created

Acceleration x/y/z: Sets how fast the particles accelerate as time goes by

Bounce: A complex feature...if a particle hits an object when this has been set the particle will bounce off..this can be used to make very realistic smoke effects as the smoke will curl round objects as it rises. setiing it to 1 means it bounces of with all the speed it hit the object with... 0.5 means half the speed and so on.

Ghost: Ticking this makes the particles transparent.

Rotataed ?: ticking this means the image used for the particle will be rotated so giving the impression each particle is slightly different

Zwrite?: as a rule you always have this ticked....its very complex to explain, it basically makes sure that the particles wont look strange as they touch each other....but to fully understand needs programming knowledge.

Set texture: This lets you pick the image to use for the particles...this is how you make it look like fire or smoke or anything you wish !

DoubleGJ May 7, 2005 09:30 AM

Sounds very customisable! Can't wait! ^^

n00b May 7, 2005 10:12 AM

Reminds me of the particle editing feature in the Ratchet and Clank museums.

Baggers May 7, 2005 10:13 AM

Tell you what...ill put up an alpha demo of the editor so you can play with it ...i'll be back soon !

n00b May 7, 2005 10:27 AM

WHoo HOOO!

LittleFreak May 7, 2005 10:36 AM

Me wants!

Baggers May 7, 2005 10:42 AM

Ok people here it is !
Now please read this while its donwloading, itll give you something to do
and you know what you can and cant do before you run it !

Ok so this really is a demo to let you try placing static objects and Setting up particles
Thats all, you cant save yet...the new function does work if you need it !
The Place Entity menu, will be where you choose objects to place and set them up
At the moment you can view most of the object types but you cant set them up or place them
Other than the stati objects...these can be placed but beware...this is a very early demo and
as such is riddled with little bugs i havnt ironed out yet... eg: if you go into the load static
object section and click ok without selecting a file it will crash...straight out the program!

Freel free to fly around the level...hold down shift to enter camera mode (that button in the bar
at top will be used to activate this soon) and then use the mouse to look around. while holding shift
hold the first mouse button to move forward and the second mouse button to move back...holding shift
and control makes you go much faster.

Please play with the particles menu...In fact heres a challenge... come up with the best particle effect you can
post the setting here...feel free to add your own particle types, to do this copy an image into the particle folder
run the editor and click "set texture" and pick your image. (you could make a particle effect out of your own face if you wanted !)
Hope you like it people !

http://www.unseenconcept.net/JazzJac...rAlphaDemo.zip


-EDIT-

An exapmple pic of the particle system handling my avatar !
[img]http://www.unseenconcept.net/JazzJackRabbit/Editor/MyAvPar.jpg[/img]

LittleFreak May 7, 2005 11:08 AM

I was right - it IS complicated. [img]http://aoe.heavengames.com/aoeforums/unhappy.gif[/img]

Baggers May 7, 2005 11:12 AM

It does take some getting used to yeah...try values from my screenshots and then play with them to get what you want !....hope it isnt just me who can use it !

LittleFreak May 7, 2005 11:18 AM

My problem is.. how can I select the image I want to put in? ^___^;;;

(e.g. a carrot)

Baggers May 7, 2005 11:59 AM

1) Copy the image you want (the carrot)
2) Open the directory with the editor in and go into the folder named particles, paste the image there.
[img]http://www.unseenconcept.net/JazzJackRabbit/Editor/1.jpg[/img]
3) Load my level editor
4) click place entity - click particle Source
[img]http://www.unseenconcept.net/JazzJackRabbit/Editor/s2.jpg[/img]
5) Click Set texture
6) Click the up arrow until you see you carrot
[img]http://www.unseenconcept.net/JazzJackRabbit/Editor/3.jpg[/img]

7) Setup the values
[img]http://www.unseenconcept.net/JazzJackRabbit/Editor/4.jpg[/img]

LittleFreak May 7, 2005 12:12 PM

The pics are not working. :O

I'll soon try it out again though, I'm too sleepy now. ^^


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