Product Chat (Early Access) / Enjoying with GMax beta 2

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 23rd Aug 2021 19:07
Guys, I have a lot of work done with the medieval marketplace, anyway I'm having an issue with it.
The issue is I'm unable to edit/Ungroup my meshes, as you can see in the pic below, the whole marketplace is grouped, but the edit/ungroup buttons are grayed-out therefore disabled. I need to edit the group since there are a lot of meshes misplaced and have to be fine-tuned.
I had noticed on the vid I made, and it looks horrendous. LOL



So, meantime I come with for decal usage, just giving ideas about what you can do with those 2 Uniques shaders supported atm.

Decal ani at ground heigh



Decal ani on walls and floor



About the classic decal ani such sci-fi display, screen, doors, and son, will be also easily achievable when another kind of shaders being supported as well.
The final idea would be using decals plus particles, they might work together and get nice effects for your games.
Thanks, guys, for watching my vids and pics, and stay safe.



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granada
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 23rd Aug 2021 19:09
Looks great , nice work

Dave
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3com
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Location: Catalonia
Posted: 23rd Aug 2021 19:23
@ Granada
Waiting for the rest of fx shaders to be supported, gives a lot of tools to work with.
Really glad you like it.
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DVader
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Joined: 28th Jan 2004
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Posted: 23rd Aug 2021 22:32
Quote: "The correct date is 1840 and not 1940 as it says above."

Quote: "I want the protagonist to travel to medieval times"

1840 is not Medieval times I'm afraid. Have to go back a wee bit further than that.
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3com
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Location: Catalonia
Posted: 23rd Aug 2021 23:48
@ DVader
Your right.
So, taking into account that the Middle Ages or medieval period lasted approximately from the 5th to the late 15th centuries (Wikipedia),
the year 1340 might be a good one.
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DVader
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Posted: 24th Aug 2021 11:44
Cool. No point getting the time period wrong Especially in this day and age!
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Belidos
3D Media Maker
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Joined: 23rd Nov 2015
Playing: The Game
Posted: 25th Aug 2021 11:02
Quote: "Cool. No point getting the time period wrong Especially in this day and age!"


True, and on that note, i see Tudor style buildings in his picture, they didn't start building like that until the 1480's
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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 25th Aug 2021 14:57
Guys, honestly love the info about it, since I've not made a deep investigation about it. That will help a lot.

Honestly, my thought is everybody coming here choose their own year, especially if you want to make a game like this.
Anyway, you guys are right, It is very important to place the scene in the year, style, customs, appropriate, that fits the Epoque.
I prefer the Belidos's year (1480).
I was just thinking about gothic architecture when I start dealing with it.

Of course guys, you all, if you want to make a game like this, you have to make an investigation about the uses, dresses, foods, architecture, etc, that fits the Epoque you choose.

The only thing that is eating my mind atm, is fighting against 12 GBs of RAM waste, which makes it almost impossible to do anything, and make that no matter what those guys ate in those days.



Anyway, I manage to make a vid, although no the vid I want to, atm, there is no way to populate that marketplace as deserving, it is too hard to work wasting 12 GBS of RAM, while your system only has 16GBs of RAM.

This is no a claim since at this stage of development it is normal, memory allocation is not yet done; in fact, GGmax is not yet ready to make a lot of things we are doing here.

I promise the best video when GGMax being the most advance on development, meantime what I've so far:



Note: After a fresh install, grouping is working as expected.



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GubbyBlips
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Posted: 26th Aug 2021 19:58
Way dude- way. Spectacular @ creek tinkling down the brook.
You got that.

Medieval marketplace;
Mon man. What @ beach no coast wave lapping wharf? You got this.
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3com
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Posted: 29th Aug 2021 11:22 Edited at: 29th Aug 2021 12:04
@ Gubby
Quote: "Medieval marketplace;
Mon man. What @ beach no coast wave lapping wharf? You got this."

Yes, your right mate; I've tried but the GGMax water floods the streets of the town.
And some foam "out the box" needs a good FX shader, which is not currently supported by GGMax, but don't worry, it's already on the TODO list.

I did on GG with the FX shader support GG has, On GGMax we can get even better with the needed shader support.


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3com
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Posted: 29th Aug 2021 23:29
I've been experimenting a bit trying to get something to crash against rocks on a beach, or against a pier, as Gubby suggests.
If you observe the water that breaks against the rocks of the waterfall, I think something like this could serve to achieve such an effect.

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3com
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Posted: 31st Aug 2021 19:44
Hi, guys, as mentioned before, that guy later or sooner will have to travel to the underground, to the hell to be exact; so, I'm working on the hell entry.

DISCLAIMER
I have not idea how the hell is, since I'm not been there, at least not yet, LOL
I've tried to follow a bit the Dante's hell here, and this is what I've so far:

In 3ds Max - 240k polycount - Textures 4k. Testing a lot of particles here.



In GGMax 2021_08_27







Hopefully, we can make a complete level with that stuff when GGMax being most advance.
Meantime, thanks for watching my vids and pics, and keep safe.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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3com
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Posted: 5th Sep 2021 10:41
Hi, guys, working in the second section of the hell, testing particles as promised, of course just those that fit with the scene.

HELLTOWN - ENTRY - polycount: 170k - textures: 4k - Particles: 4k, 16k 64k, 128k - alpha and clipped.









Hope you enjoy with the hell and the fire particles, meantime, keep safe.


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3com
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Location: Catalonia
Posted: 9th Sep 2021 16:55
Hi, guys, I'm waiting for the new terrain system; there will be a lot of to test. Meantime, I continue testing the particles to see where, when, and how to use them.
Here on the video below, I'm testing water particles, in fact, rain particles such as raindrops falling from a roof, still no fully happy with the result, but it is just a matter to adjust the alpha channel a bit.



When terrain and AI system being added to GGMax, we will have to start a small learning curve to see how the terrain and that AI behavior logic, work together.
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