3D Animaitons
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aeon

is it posible to develop a Verge Based game that uses
pre-rendered 3D images,.using the 640*480 resolution??

I guess that if I could transform my BMP 3D image into
the pcx allowed format I could do it....

I'm a newbie....I'm not sure..but I want to use 3D Studio
but I have not even programming....could you help me??



Posted on 2000-11-25 13:00:09

soulbain

If you're thinking of something like FF7/8/9, Resident Evil 1/2/3, Parasite Eve and so forth, yes, it is possible, just very, very, difficult. You won't be able to use realtime 3D characters, but with the right code, you could possibly layout a 3D rendered image (as tiles) in a map to make it work. There might be some other things you could try, but this is all I could think of.



Posted on 2000-11-25 13:26:38

Ear

Yeah. It would be easy to use pre-rendered 3d images in VERGE. While MapEd can only load PCX images, VERGE can blit 8-bit BMP files (the code for blitting 16-bit BMP files got messed up), and there is a BMP2VSP utility for converting a BMP file to 16-bit tiles.



- Ear

Posted on 2000-11-25 15:11:21

andy





'What you get by achieving your goals is not as important as what you become by achieving your goals.' -Zig Ziglar

Posted on 2000-11-25 16:39:03

evilbob

there are a few issues to consider, but it's quite feasible to develop a verge game with raytraced artwork.

the first issue is with the backgrounds. you have to do a lot preplanning to make sure that your models are correctly sized, and that the nature of them is such that they'll work in a tile-based engine. the easiest way to get around this is to render buildings out separately, and edit them with an image editor until they work out right. if you want to render one whole scene, and use that as your map, however, you're simply going to have to either use a rotoscope or do lots of measuring.

the other issue is with characters sprites. these can be rendered out as well, but if your animation package doesn't give you the option of aliasing an object's edges at rendertime, or aliased masks, you'll be doing a whole lot of work in that image editor again. also, I wouldn't recommend rendering chars that are, say, 16x32. they generally end up a lot cleaner if you simply do them by hand.



verge-rpg. it's not just a job, it's an enema.

Posted on 2000-11-25 17:21:49

ExploreRPG

Larger sprites and structure group pictures would be a plus for Verge. I use Poser to pre-render my sprites for Explorationsv4. And if you haven't seen the demo check it out.

Explorationsv4
www.explore-rpg.com



Posted on 2000-11-26 18:58:47

Ear

[nt]



- Ear

Posted on 2000-11-28 22:11:10


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