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Thread: What are you making?

  1. #101
    Judith
    Guest
    The same model in motion: http://www.youtube.com/watch?v=tUJuUBuxvPE

  2. #102
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by Judith View Post
    Man. Look at you. Getting all fancy with your pans and zooms. Looks good, by the way.

    Work on my NWN tileset continues slowly and surely. Not nearly as fast as I'd like, of course. But I'm too ponderous to really speed things along.

    It's gonna be a very monochromatic little town. Red and fluhhhhhh seems to be about the extent of my palette.

    So I've got 3 mostly but not quite done buildings in, along with a few dirt road tiles, some ground tiles, and...two trees. Mostly what I've learned from all of this is that I suck at doing trees pretty badly. I can never make them look realistic enough to satisfy my raging anal retentive tendencies. And doing skeletal winter trees with a low poly count is that much harder.

    And I gotta say, it seems to be veering more and more towards Southern Gothic and less and less towards the old Victorian style I was originally aiming for.

  3. #103
    Member
    Registered: Apr 2002
    Location: Third grave from left.

    what the ...

    My free codding time is mostly spent with the minecraft modpack (wow, been out for over half a year with ongoing extension/support!) ... anyway - i bet most of you who have spent some considerable time in minecraft lands already know that. So, not news :/ ... hm ... ah, to the point.

    Well, started coding in c++ again, after quite some time, intending to make something gamey - but mostly just to re-learn stuff.

    Got some peculiar errors a few hours ago that i fail to solve - yet. The compile time errors show up when i target x86 (i pretty much always have targeted x64 since 64bit win showed up) - never with x64 and i can not find any configuration differences between the two. Maybe some of you have an idea how to find out what the hell is going on.
    1) all the interlocked intrinsic functions (like: "_InterlockedIncrement") give me "identifier not found" ... ? (windows.h included with LEAN_AND_MEAN)
    2) "void *operator new( size_t n )" stuff gives "error C2373: 'operator new' : redefinition; different type modifiers \n predefined C++ types (compiler internal)(23) : see declaration of 'operator new'". delete gives similar error.

    wut?

    edit: ok, #2 solved - that insufferable dork demanded _cdecl for some retarded reason. (needless to say - i am very unhappy with that. any idea how to beat some sense into it?)
    Last edited by zombe; 11th Jun 2011 at 05:57.

  4. #104
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    At the back of my mind I think I've seen this type of issue before due to precompiled headers problems. It might be worth trying turning off the use of them for at least one source file and see if that clears up the problem with that file (not sure how large your project is).

  5. #105
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Adding "#include <intrin.h>" solved it ... but why do i need to do that? windows.h was supposed to add them :/ ... *confused*. And why none of the problems show up with x64 target?

    edit: wait, what the h* ... http://msdn.microsoft.com/en-us/library/2ddez55b.aspx ... i could have sworn it told windows.h.

    edit2: ah, probably sleep deprivation induced confusion with this: http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx

    edit3: i LOL'd (ie. that is NOT terribly useful):
    Windows 95, Windows NT 3.51 and earlier: If the result of the operation is zero, the return value is zero. If the result of the operation is less than zero, the return value is negative, but it is not necessarily equal to the result. If the result of the operation is greater than zero, the return value is positive, but it is not necessarily equal to the result.
    Last edited by zombe; 11th Jun 2011 at 06:30.

  6. #106
    Judith
    Guest
    Quote Originally Posted by Renzatic View Post
    Man. Look at you. Getting all fancy with your pans and zooms. Looks good, by the way.

    Work on my NWN tileset continues slowly and surely. Not nearly as fast as I'd like, of course. But I'm too ponderous to really speed things along.

    It's gonna be a very monochromatic little town. Red and fluhhhhhh seems to be about the extent of my palette.

    So I've got 3 mostly but not quite done buildings in, along with a few dirt road tiles, some ground tiles, and...two trees. Mostly what I've learned from all of this is that I suck at doing trees pretty badly. I can never make them look realistic enough to satisfy my raging anal retentive tendencies. And doing skeletal winter trees with a low poly count is that much harder.

    And I gotta say, it seems to be veering more and more towards Southern Gothic and less and less towards the old Victorian style I was originally aiming for.
    Thanks, those buildings look awesome As for the trees and foliage in general, they're pretty tough to make in high-poly versions, let alone in low-poly. I I were you, I'd download something like SpeedTree demo and use their model previews to model something similar. Also the season setting you picked isn't making this any easier, good snowy/icy textures and materials are pain in the ass, requiring extra time to make.

    Anyway, here comes the next one. This time fiddling with some emissive and alpha blending stuff, and some mirrored UVs as well.



    Also, now I know why most of my normals appear inverted at some light angles. I forget that green channel has to be flipped, duh...

  7. #107
    Member
    Registered: Jun 2004
    Quote Originally Posted by zombe View Post
    Adding "#include <intrin.h>" solved it ... but why do i need to do that? windows.h was supposed to add them :/ ... *confused*.
    "windows.h included with LEAN_AND_MEAN"

  8. #108
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Quote Originally Posted by Yakoob View Post
    "windows.h included with LEAN_AND_MEAN"
    Except that:
    * It only removes the useless garbage that you never need anyway - even with VS_EXTRALEAN (or whatever it was called) it is hard to find anything missing.
    * with 64x "windows.h included with LEAN_AND_MEAN" - and no problems.
    * it was not supposed to be added by windows.h to begin with x_x.

  9. #109
    Member
    Registered: Apr 2002
    Location: Third grave from left.

    hm...

    Since some of you know c++ ... i got another mystery:
    Code:
    class A {
    public:
        void notVoid() const {}
        template<class C> A& operator<<(C const & x);
        A& operator<<(void const *x) { return *this; }
    };
    template<class C> A& A::operator<<(C const & x) { x.notVoid(); return *this; }
    Will result:
    Code:
    A *x = new A();
    *x << *x;
    *x << (void const*)x; // this is ok
    *x << (void*)x; // this fails O_o
    I can fix it by adding two specializations instead of the non-templated version:
    Code:
    template<> A& A::operator<<(void const * const & x) { return *this; }
    template<> A& A::operator<<(void * const & x) { return *this; }
    Which is fine as in my real-case the function is small enough, so the duplicity does not bother me - but why the hell is this necessary!?

  10. #110
    Member
    Registered: Sep 2001
    Quote Originally Posted by Judith View Post
    Thanks, those buildings look awesome As for the trees and foliage in general, they're pretty tough to make in high-poly versions, let alone in low-poly. I I were you, I'd download something like SpeedTree demo and use their model previews to model something similar. Also the season setting you picked isn't making this any easier, good snowy/icy textures and materials are pain in the ass, requiring extra time to make.

    The secret to making trees and such for high-end content is to not make any highpolies
    One does textures and generate the normalmaps through other faster means.

  11. #111
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    My side-scrolling shooter is coming along nicely. I have a little devlog here:

    http://create-games.com/project.asp?view=main&id=2107 (mainly for myself, to maintain pace!)

    I'm not programming anything though, I'm using Multimedia Fusion 2.

  12. #112
    Member
    Registered: May 2003
    Location: Sweden
    Quote Originally Posted by zombe View Post
    why the hell is this necessary!?
    In the "*x << (void const*)x;" case it finds an operator for the matching type "void const*" with "A& operator<<(void const *x) { return *this; }" and uses that.

    In the "*x << (void*)x;" case there is no matching "void*" operator so it uses "template<class C> A& operator<<(C const & x);" to instantiate a function with "void*" as C, this results in following function instance:

    A& A:: operator<<(void* const & x) { x.notVoid(); return *this; }

    and "notVoid" is not a member function of type "void*". The compiler error message might have hinted that it was using the templated operator Maybe you meant to write "{ notVoid(); return *this; }"?

    Quote Originally Posted by zombe View Post
    in my real-case the function is small enough, so the duplicity does not bother me
    Considering the nature of that function and inline expansion, you could have 100 versions of it without it taking a single byte more (in a Release build).

  13. #113
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Quote Originally Posted by nicked View Post
    My side-scrolling shooter is coming along nicely.
    Wow, is all that pixel-art done by you & co? I'm terrible at pixel art

    Quote Originally Posted by Myagi View Post
    In the "*x << (void*)x;" case there is no matching "void*" operator so it uses "template<class C> A& operator<<(C const & x);" to instantiate a function with "void*" as C, this results in following function instance
    Yes. Instead of implicit conversion from "void *" to "void const *" - it goes after the template. Even if i remove the non-templated version and add "void const * const &" template specialization - it refuses to take the specialization and instantiates one from the non-specialized template instead x_x. Very annoying (reasonable, but very-very annoying).

    Btw, the function should NEVER accept pointers, but afaik there is no way to tell it that - or is there? (~ i know that i can require the opposite in specialization, ie C must-be-pointer, but how do i tell it that it cannot be pointer?)

    edit: actually, how did that work? ... *goes googling*

    edit2: ah, that kind of partial specialization seems to only work with class templates and not function templates => useless for this problem.

    Quote Originally Posted by Myagi View Post
    and "notVoid" is not a member function of type "void*". The compiler error message might have hinted that it was using the templated operator Maybe you meant to write "{ notVoid(); return *this; }"?
    No. "x." was intentional to catch the wrong call at compile time (ie. check it is "notVoid").

    Quote Originally Posted by Myagi View Post
    Considering the nature of that function and inline expansion, you could have 100 versions of it without it taking a single byte more (in a Release build).
    The real case has obviously much more stuff in it and is pretty much guaranteed not to inline due of excessive instruction count. It is just that the code there that causes the resulting sizable amount of instructions is relatively short in its source form - so, easy to keep the duplicate is sync (obviously, i will move the code to some separate private demoronizer-function later - so, the call to that is all i have to synchronize). It is just irritating that i have to do all that nonsense.
    Last edited by zombe; 13th Jun 2011 at 03:23.

  14. #114
    Member
    Registered: May 2003
    Location: Sweden
    Quote Originally Posted by zombe View Post
    The real case has obviously much more stuff in it and is pretty much guaranteed not to inline due of excessive instruction count. It is just that the code there that causes the resulting sizable amount of instructions is relatively short in its source form - so, easy to keep the duplicate is sync (obviously, i will move the code to some separate private demoronizer-function later - so, the call to that is all i have to synchronize). It is just irritating that i have to do all that nonsense.
    What about a compromise like

    Code:
        template<class C> A& operator<<(C const & x);
        A& operator<<(void const *x) { return *this; }
        A& operator<<(void *x) { return *this << (const void*)x; }
    Inline expansion will make sure that the end result (execution wise) is identical to what you initially wanted to happen, it just requires adding en extra line of code while still having the benefit of only needing to maintain the complex function once.


    I'm still a bit unclear of exactly what real-world "effect" you're after, but maybe two versions of the template would do what you want?

    Code:
    template<class C> A& operator<<(C const & x);
    template<class C> A& operator<<(C const *x);

  15. #115
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Quote Originally Posted by zombe View Post
    Wow, is all that pixel-art done by you & co? I'm terrible at pixel art
    Yup, except a couple of the overhead-view background textures, which are freebie textures. Also, some of it's scanned-in hand-drawn art not hand-placed pixels.

  16. #116
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Quote Originally Posted by Myagi View Post
    What about a compromise like
    Way better compromise than my demoronizer-function idea! Completely missed that option x_x (oh, and you forgot "const &").

    Quote Originally Posted by Myagi View Post
    I'm still a bit unclear of exactly what real-world "effect" you're after, but maybe two versions of the template would do what you want?
    It must accept a bunch of classes (by reference - never by pointer as that will cause problems [besides a few exceptions - all are descendants of one base class]) + a few basic types (the main reason why i use template) + void* (the only acceptable pointer / special case).

    So, pointer related template is of no use - in fact, i would like (but it really is not terribly important) to make if fail when i accidentally give it any kind of pointers (besides void*). I think that it is impossible - while the template allows to select "void*" out of it without conversions (SomeClass* => void*), i can not select the pointer types out of the remaining cases. Only partial class specialization can do that (ie. the "template&lt;class T> class Something&lt;T *> ..." stuff), not function templates sadly.

    Quote Originally Posted by nicked View Post
    Yup, except a couple of the overhead-view background textures, which are freebie textures. Also, some of it's scanned-in hand-drawn art not hand-placed pixels.
    Yeah, i was referring to the foreground. Thous three screenshots of yours exceed my grand total of efforts from the last ... ~15-20 years x_x ... yeah, i have avoid doing that kind of stuff as much as i can. Have not done any pixely stuff in the last 10-15y tho (went to 3D/OpenGl land *) - maybe it is a bit easier with today's tools :/

    Hm, what tools DO you people actually use? Eldron? ...?

    *) before that: used also a lot of customized characters for graphics in text mode / the incredibly confusing but damn fast mode-x / plain geometry.
    Last edited by zombe; 13th Jun 2011 at 16:51.

  17. #117
    Member
    Registered: May 2003
    Location: Sweden
    Quote Originally Posted by zombe View Post
    So, pointer related template is of no use - in fact, i would like (but it really is not terribly important) to make if fail when i accidentally give it any kind of pointers (besides void*).
    I think this template configuration will give you compiler errors if you supply it with any pointers except void. The trick, cast a void* to "C", that should fail to compile for anything but a void*.

    Code:
    template<class C> A& A::operator<<(C const & x) { x.notVoid(); return *this; }
    
    template<class C> A& A::operator<<(C const * x) { void *dummy; static_cast&lt;C&gt;(dummy); return *this; }
    template<class C> A& A::operator<<(C * x) { void *dummy; static_cast&lt;C&gt;(dummy); return *this; }
    (Allthough if the problem is solved without templates then that's fine, i'm just throwing some ideas out there.)
    Last edited by Myagi; 13th Jun 2011 at 19:39.

  18. #118
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by Judith View Post
    As for the trees and foliage in general, they're pretty tough to make in high-poly versions, let alone in low-poly.
    High poly isn't so bad, because you have an infinite amount of goof around room to make things look good. It might take a big investment of time, but you're not constrained by anything. On the other hand, doing low poly is a pain in the ass mainly because you have to line up all those 2D alpha planes, which takes forever, then make sure the finished product looks good from all angles.

    I now understand why most people prefer doing summer themes, or stick to pine trees exclusively when they're doing something in winter. You can disguise the sparsity of your model with a barrage of leaves. With low poly skeletal trees, you have to have the right textures, and lay them out precisely to get things looking good.

    If I were you, I'd download something like SpeedTree demo and use their model previews to model something similar. Also the season setting you picked isn't making this any easier, good snowy/icy textures and materials are pain in the ass, requiring extra time to make.
    Yeah, I just recently got the UDK again simply to play around with Speedtree. Sucks I can't export the models directly, but I can copy the end results easily enough.

    And no, doing a melting snow winter theme has been a pain in the ass. At least I have the added advantage of only working with diffuse textures, and not having to worry about normals, specs, and all that good stuff. Still, painting the snow on, and making sure it lays across all the appropriate surfaces consistently without being too overwhelming hasn't been a cakewalk. It's really hard to paint snow like that.

    Anyway, here comes the next one. This time fiddling with some emissive and alpha blending stuff, and some mirrored UVs as well.

    Man. Glowy bits. Extra texture layers. I kinda wish I went with a more modern engine sometimes, if just for the little atmospheric perks you can throw around everywhere. Oh well. Working with NWN is teaching me constraint, at least. Which is something I've always needed to learn.

    And speaking of which, I've finally got most of my house finished. I've had to cut quite a few corners to give each wall on the main frame of the house it's own unique surface, so I can bake in AO. It looks good right now, but I'm worried I might lose too much detail when I scale the UV sheets down from 2048x.

    Side Front Shot
    Back Shot

    I just need to add the doors, some throwaway details, then start working on the dried up kudzu hanging off the porch and other miscellaneous foliage. I want to have a really big bush growing wild in the corner of the house, for instance.

  19. #119
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Most of my pixel stuff I do in Photoshop, even though it's grossly overpowered, because I'm used to the keyboard shortcuts. Plus I can cheat with layers! Judging from the much better looking stuff Eldron's been turning out, I'd say he (she?) has no need to cheat!

  20. #120
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Eldron might be the the undisputed king of pixel artery, but I've still gotta give you props for your style.

    I dunno why, but I got such a huge kick out of that shot.

  21. #121
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Heh, yeah he's pretty funny. What I spent most time on was trying to get a consistent look to all the enemies in the game, so that most of the bad guys have something in common and can be seen to be allies.

  22. #122
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    It's not much, and it's not my own project, but I'm taking this scripting class in college and we have to make space invaders. So far I've got a half working ship (can move but can't shoot), and some other code for blocks but having some trouble with it. Got a bit of ways to go. I'm using Unity for this project. I'll make it be known that I'm not really into programming, and I'm a noob with javascript; the only programming i did before was for a previous course, fundamentals of programming where we used C++.

  23. #123
    Member
    Registered: Apr 2002
    Location: Third grave from left.
    Quote Originally Posted by Renzatic View Post
    Btw, what is the total texel count for that model? Looks very detailed. Also, how many individual textures?

  24. #124
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Quote Originally Posted by zombe View Post
    Btw, what is the total texel count for that model? Looks very detailed. Also, how many individual textures?
    Texel size? I have no idea. But it's 3 2048x UV sheets. One for the main frame, upper windows, and posts, one for the roof, and one for the porch, lower windows, and the back extension. I could have fit it all on one or two 1024x UV sheets, but since I'm baking AO into everything, I have to give almost every surface it's own unique coordinates.

    So 3 uncompressed TGA files comes out to 36 meg of textures. I'm not sure how that'll translate into texel usage, but I don't think it's a 1:1 conversion to video memory. The 1024x textures are only 9 meg, and it doesn't look half bad at that size, but it does muddy it up a bit, and loses some of the finer details.

  25. #125
    SubJeff
    Guest
    I'm making some simple info apps for Android. It's hilarious fun.

    no, no it isnt

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