im back at it makin shitty character models again, view their glory

Discussion in 'TZT GameDev' started by Agrul, Sep 18, 2016.

  1. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    think grease pencil eyes + mouth work better than directly modeling them

    upload_2020-6-5_16-26-49.png
     
  2. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  3. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    got some circle rooms

    circle_rooms1.jpg

    circle_rooms2.jpg
     
    Vlaara likes this.
  4. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    circle multilevel support

    circle_rooms3_multilevel.jpg
     
    Vlaara likes this.
  5. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  6. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    page27_not1_beginning_to_add_ceilings.jpg

    beginning to add some roofing
     
  7. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  8. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  9. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  10. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
  11. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    alternative algorithm, better suited to generating housing rather than dungeons. roofing is a pain in the ass but almost there

    page27_houses_almost_roofed.jpg
     
    Vlaara likes this.
  12. Czer

    Czer I'm a poor person. The lambo is my cousin's.

    Post Count:
    33,410
    show the code parts you're writing or at least give a view of the text editor you're using
     
  13. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    the code's currently about 2,000 lines long, split across somewhere north of 10 files, and i havent hosted it in a public space that i can link (i mostly version control using a private s3 bucket as a remote git server; originally, i had intended to use one of the standard git options, like github or bitbucket, but i got a bit git-crazy and started version controlling my images and 3D model files and basically everything except for super-large physical simulation files, and while it is not very expensive to do that in s3, it would be extremely expensive to do so in github or bitbucket. i guess secondarily it's also nice to keep the code to myself while it's in development and before i've fully cleaned it up or settled on an appropriate licensing arrangement for it). these are the main ones:

    $ wc -l *.py
    796 __init__.py
    39 ceilings.py
    54 constants.py
    170 hallways.py
    19 prefab_schema.py
    101 prefabs.py
    376 rooms.py
    75 structures.py
    131 util.py
    222 walls.py
    1983 total


    there is, also, a separate .blend file -- the code is using the free 3D modeling software Blender's (https://www.blender.org/) python API to generate 3D models from "prefab(ricated)" tilesets i modeled individually and chopped up into exact 1x1x1 cubes (or 1 x 1 x H cubes for ceiling tiles), and both those prefabricated tiles and the procedurally constructed 3d model ultimately live in blender's standard kind of filetype, w/ extension .blend. the materials are generated separately from the code, but also inside the .blend file, using blender's material nodes system to make procedural materials from various combinations of noise textures. this way of using blender's materials system uses a kind of visual node-based scripting approach rather than a traditional text-based programming language (although you can also access it through the python API, partially, and can access everything through C++ if you're brave enough to modify and re-compile Blender from source -- i have not yet gotten as far as trying to make edits that require that, happily, as my C++ kind of sucks). for example, this is the brick texture i made, where the red squared bit expands into the bottom bit but is normally unexpanded for cleanliless:

    page28_nodes_system.jpg

    this is actually a bit of a problem currently, as it is very expensive to render this, and the one of blender's two rendering engines that i am relying on doesn't have a "bake material as rendered to an image" option, which is pretty lame. the other render engine does have such an option, but i am not sure if it would look quite the same, so i am hoping i can hack a work-around to fix this, or that one of the blender devs fills in this glaring functionality gap sometime in the middle of my working on this project

    and this is a picture of me editing a part of the main __init__.py file, in vim (one of the two ancient editors still in widespread use by programmers: https://www.vim.org/), using conemu (https://conemu.github.io/) for a linux-like terminal in windows:

    page28_code_sample.jpg
     
    Last edited: Aug 3, 2020 at 2:55 PM
  14. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    originally i had hoped the final code would be clean enough that i could host it as a free and open-source blender project (maybe ~30% of blender's functionality comes from such projects, the most successful of which eventually get migrated into core blender code), and maybe even use gumroad or something to let people toss me a few bucks to help support my spending time on it (which is also common for people working on such projects, when they think they're valuable enough to attract attention from the 3D art/game dev internet communities)

    the code's gotten real case-by-case tedious & fucky the more i work on the ceilings, though :hmm: you would think it should be relatively simple to just identify two 1x1 adjacent wall tiles at perpendicular angles as a corner, but i've managed to create a very large number of special cases that are a giant dick to keep track of, mostly as a byproduct of my not being satisfied with just simple 1x1 square universally-compatible tiles. maybe the computer god will smile on me and i'll figure out some nice way to re-factor for more elegance later

    or, more likely, i'll just shove all this case-by-case shit into its own file named "never look at this again".py and pray it continues to work
     
    Last edited: Aug 3, 2020 at 2:47 PM
  15. Agrul

    Agrul TZT Neckbeard Lord

    Post Count:
    48,117
    outside & inside

    page28_outside.jpg

    page28_inside.jpg