Author Topic: Soldat PolyWorks v1.4.0.17 with source code  (Read 262361 times)

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Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #40 on: July 12, 2006, 11:51:35 am »
@jettlarue: I don't like the idea of other people seeing and changing my code :x Maybe someday I'll do it, after I stop making updates (if that ever happens ;)).

@KamikazeDuck: both of those features are already implemented. Typing while the scenery list is in focus will let you find sceneries that start with those letters. To see the list of scenery which are currently in use, click the arrow in the corner of the scenery window and click 'Load Scenery' (this will change in the next version though).

@Mistercharles: Yes.




I should probably explain those screen shots: the first one is the 'depth map' where the shades of grey represent Z-coordinates. The second one shows the shading on the polys after the light source is applied. Here is how it would look after the colours at the vertices are averaged:




Thanks everyone for your support, it really keeps me motivated to keep making PolyWorks better :-*

Offline KamikazeDuck

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #41 on: July 14, 2006, 08:39:50 pm »
both of those features are already implemented. Typing while the scenery list is in focus will let you find sceneries that start with those letters. To see the list of scenery which are currently in use, click the arrow in the corner of the scenery window and click 'Load Scenery' (this will change in the next version though).

Wow, I never knew that, thanks, I guess you've thought of everything.  ;)

I really like where polyworks is heading and it's good to hear you're still motivated to continue updating.
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Offline FliesLikeABrick

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #42 on: July 14, 2006, 09:26:01 pm »
Thanks everyone for your support, it really keeps me motivated to keep making PolyWorks better :-*

That's what keeps me going ;)

Offline Rambo_6

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #43 on: July 15, 2006, 11:49:36 am »
Holy crap, that is awesome.

Anna, have my babies! :O

Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #44 on: July 15, 2006, 01:21:48 pm »
Now if only we had a 3d programmer to make the depth map 3d... oh well. Still freaking awsome.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline chrisgbk

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #45 on: July 15, 2006, 06:49:20 pm »
... A depthmap IS 3D, each (X,Y) coordinate has a depth (Z) value, represented on a scale from 0-255.

Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #46 on: July 15, 2006, 07:11:39 pm »
I mean, draw it in a three dimensional workspace. I know precisely what a depthmap is, also identical to height fields in some rendering programs.
« Last Edit: July 15, 2006, 07:16:13 pm by Mistercharles »
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline KamikazeDuck

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #47 on: July 17, 2006, 07:12:04 am »
Why make a map completely 3D when you're only going to see it in a 2D perspective? Depthmap is as 3D as you'd want for soldat.
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Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #48 on: July 17, 2006, 12:43:17 pm »
Yea, but I'm just saying it would look really cool. A 3D rotatable preview of the map, eh?
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Wraithlike

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #49 on: July 17, 2006, 08:33:39 pm »
I agree with MisterRabidCharles's Hamster, a 3d rotatatatable version of a map would be cool. But it would also be very complicated to do.

Offline jettlarue

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #50 on: July 18, 2006, 01:21:50 am »
wouldnt be bad if anna could add or make an export to .BLEND file then open blender with a couple parameters and woot there it is. actually that would be sweet if there was a .BLEND to .PMS file too so you could add lightsources within blender and then just export it and virtually no shading is involved, then you could go back into polyworks and finetune the map.

Offline X-Tender

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #51 on: July 23, 2006, 10:50:39 am »
I suggested Anna yesterday to add a Vertex Smudge Tool ;o) ..
heres a small Flash Demo to discribe the Tool.
http://www.fuchtelworld.de/content/lab/vtxsmudge/index.htm
(decrease the count of vertices if youre pc is slow .. )

Offline GluLm

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #52 on: July 23, 2006, 11:14:02 am »
Oh my... that'd be another major feature in PW!
Nice work X-Tender. Did Anna say she'll consider your suggestiong? I think it deserves attention.
Can't wait to see the next version. :)
Bring back Soldat 1.3.1! New bullet trails DIE!

Offline SoNNy

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #53 on: July 23, 2006, 04:17:13 pm »
Oh my god, greatest program ever, really good work

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Offline Mistercharles

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #54 on: July 23, 2006, 04:57:12 pm »
I suggested Anna yesterday to add a Vertex Smudge Tool ;o) ..

:( That's the only fun thing left, doing that manually. Now 90% of polyworks is automated.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Anna

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #55 on: July 27, 2006, 02:34:21 pm »
I don't think I'm going to implement the smudge tool in this map editor, it's not that useful in most situations.

Here's another feature I just got working:



It just lets you draw lines which are independent from the map, to use as a reference while placing polys.
« Last Edit: July 27, 2006, 02:40:55 pm by Anna »

Offline Eagles_Arrows

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #56 on: July 27, 2006, 02:53:19 pm »
^Now I don't have to draw sketches by hand and put it in a scanner!

You're a goddess.

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Offline Kinky noob

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #57 on: July 27, 2006, 04:13:48 pm »
How about...........Adding............... ::)................. :-*........Easyer muilti textureing.

Offline KamikazeDuck

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #58 on: July 27, 2006, 04:46:21 pm »
Multi-texturing is easy now, have you got the latest polyworks?

Thanks for the sketch tool Anna! No more stretched and pixelated paint drawing scenery as a reference for me.  :)
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Offline Kinky noob

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Re: Soldat PolyWorks v1.3 [Updated 09/03/06]
« Reply #59 on: July 28, 2006, 03:27:05 pm »
HELP>>>>where do i get the newer version