Wesnoth II - Wesnoth 3D.

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Darker_Dreams
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Re: Wesnoth II - Wesnoth 3D.

Post by Darker_Dreams »

johndh wrote:
Darker_Dreams wrote:The other concern is that houses are much more complex to build than trees.
Meh. At the scale we're working with so far, it's not hard at all to model a decent house. Texturing would be the hardest part, and that's probably just me because texturing is my weakest point. :oops:
It really depends on the scale, detail, and means you use for texturing. For one thing there are some decent opensource textures out there if you're not terribly worried about custom-designed textures for the moment.
johndh wrote:
Dixie wrote:I'm by no means a 3d artist, but couldn't you just represent villages by a bunch of tiny houses on the hex? You could have varying styles for varying types of terrains, and a few variants for each style, and have the villages be auto-generated in much the same way you would the forests, providing someone built the tiny base house-models first?
I think keeping them out of the way of the units in the hex would be a big problem, unless we make them really tiny, in which case the scale would be pretty bad like D_D said.

I guess I can give it a shot and see how it looks.
you might try these to get a jump-start.
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

I could try some texturing... I wonder if opengameart.org has any wood/house texture or models that we could use for now... Perhaps even terrains.
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johndh
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Re: Wesnoth II - Wesnoth 3D.

Post by johndh »

I've got sources for texture images and all, and that'll do fine for starters. It's doing anything from scratch that gives me trouble (or maybe I'm just too picky when it comes to criticizing my own work). I mostly just need to spend more time in GIMP to get more comfortable with it.

@Dipsey:
http://www.burningwell.org/gallery2/v/textures/
All are public domain (free for any purpose).
It's spelled "definitely", not "definately". "Defiantly" is a different word entirely.
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

I know of a few drag-and-drop gamemakers. and I believe that if I have time I maybe able to use something like this. Of course it would be JUST a EXAMPLE
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TheBuzzSaw
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Re: Wesnoth II - Wesnoth 3D.

Post by TheBuzzSaw »

I am interested in the development of this project/concept. I am a software engineer. I graduate with my CS degree in a couple months. Over the past year, I've become quite the OpenGL fanatic. I've milked the OpenGL Superbible 4th Edition (OpenGL 2.1) for all it's worth; tomorrow I receive the 5th Edition (OpenGL 3.3). I've studied the orange book as well. If anyone is interested in seeing some of my work, I'd be happy to share.

Anyway, Wesnoth is a fantastic game. A sequel would be fantastic for the modern era!
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

Sounds great buzzsaw... The only reason for drag and drop is because I really don't have time to make a demo as of now...
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TheBuzzSaw
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Re: Wesnoth II - Wesnoth 3D.

Post by TheBuzzSaw »

dipseydoodle wrote:Sounds great buzzsaw... The only reason for drag and drop is because I really don't have time to make a demo as of now...
Understandable. I just started my last semester of school. I completely understand not having time to code. :P

I'll start piecing together an engine. When it's marginally useful, I'll throw it up on github or something. ^_^
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

TheBuzzSaw wrote:
dipseydoodle wrote:Sounds great buzzsaw... The only reason for drag and drop is because I really don't have time to make a demo as of now...
Understandable. I just started my last semester of school. I completely understand not having time to code. :P

I'll start piecing together an engine. When it's marginally useful, I'll throw it up on github or something. ^_^
This guy makes me smile.... :D
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Darker_Dreams
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Re: Wesnoth II - Wesnoth 3D.

Post by Darker_Dreams »

This may be a silly question; but why build a brand new rendering engine from scratch when I know there are at least a couple open-source ones with large followings and support? Isn't that the sort of reinventing the wheel? Why not pick one (CS and OGRE spring to my mind) and weld it on to Wesnoth in place of the current interface? (again, I know, radical simplification of the process... but I'd imagine it's still simpler than writing an engine from scratch, which is what it sounded like was being suggested.)
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TheBuzzSaw
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Re: Wesnoth II - Wesnoth 3D.

Post by TheBuzzSaw »

Darker_Dreams wrote:This may be a silly question; but why build a brand new rendering engine from scratch when I know there are at least a couple open-source ones with large followings and support? Isn't that the sort of reinventing the wheel? Why not pick one (CS and OGRE spring to my mind) and weld it on to Wesnoth in place of the current interface? (again, I know, radical simplification of the process... but I'd imagine it's still simpler than writing an engine from scratch, which is what it sounded like was being suggested.)
Very valid question. I have my answers, though I'm interested to see what others' thoughts are.

I have two primary responses to this: available expertise and opportunities to optimize. If someone is fluent in OGRE or another respective framework, it certainly becomes an option. In order to make good use of an existing tool, it helps to know exactly how it works and what is going on underneath. Otherwise, you run the risk of using it incorrectly and forfeiting the benefits of increased productivity. As for my second reason, I personally just like working at a low level. I like the amount of control I have, and I like being able to improve the system at any level. I am trying to learn OGRE (mainly due to its success in Torchlight), but until I master it to some degree, it would be counterproductive.

I disagree that avoiding one of these frameworks constitutes "reinventing the wheel". What I'd be doing is building a very specialized wheel designed to work with the Mars Lander rolling over very particular terrain. (In other words, I can fine-tune the engine to be extremely light and ideal for the game's needs.)
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

Buzzsaw: Btw we have a development chat on freenode under wesnoth-xp.
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TheBuzzSaw
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Re: Wesnoth II - Wesnoth 3D.

Post by TheBuzzSaw »

dipseydoodle wrote:Buzzsaw: Btw we have a development chat on freenode under wesnoth-xp.
Sure, I go in, and you're nowhere to be found.

Image
I see how it is...

(I'll be around time to time in the channel from now on. You are free to contact me via AIM, MSN, or IRC private chat.)
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

TheBuzzSaw wrote:
dipseydoodle wrote:Buzzsaw: Btw we have a development chat on freenode under wesnoth-xp.
Sure, I go in, and you're nowhere to be found.

Image
I see how it is...

(I'll be around time to time in the channel from now on. You are free to contact me via AIM, MSN, or IRC private chat.)
Yeah, I must have logged out just as you were going on.
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

Buzzsaw, Johndh, Darker_Dreams and other developer as I posted(an edit) on the first page. You are welcome to join at anytime.
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dipseydoodle
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Re: Wesnoth II - Wesnoth 3D.

Post by dipseydoodle »

New Idea

Now I'm not sure if this is CBD in code but what would be really nice is to have a new type of ranged attack system... I'll post an example when I have time.

The idea I have is that for ranged attacks, a unit would be able to fire from multiple hexes depending on level and weapon and that for anything more then one hex It would use a volley like shot(like medieval archers would during battle)

Reason(s):

Not only would this simulate a realistic battle but it would also allow something to shoot over another unit without having to go through(such example of this is in the ranged era)
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