Difference between revisions of "OTT3D Development"

From Transport Empire
Jump to: navigation, search
(About)
Line 36: Line 36:
  
  
 +
'''General artist creation'''
 +
 +
Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.
 +
 +
3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files
 +
[http://www.filefront.com/6439361/tutorials.rar Link] also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.
  
  
 
//adding coder and artist content
 
//adding coder and artist content

Revision as of 10:32, 15 September 2009

General information

Getting the source : -svn link will be added-

Getting the medias : -ftp download will be added-

Temporary all-in-one archive: OTT3D ver 0.01

Temporary readMe file: readMe

Note: Current version is 0.02 since the Auto-fit-blocks algorithm was completed.


About

The purpose of this project is similar to TransportEmpire. The distinctive main feature (and goal): progressing from a tile-based game to full 3D.

Getting the code to work (a.k.a. Prerequisites):

Ogre3D source. Compile and build this yourself! don't use the SDK it's something acting like a princess and may toss nasty assertion errors although you just create a renderWindow (it depends on your machine and OS or i don't know). Anyway it's safer this way. Also download the dependencies from that page. If you are new to Ogre check these out first! How-to-compile, How-to-setup and Need-to-know-Tutorials.

CEGUI - often comes shipped with the ogre dependencies.

Editable Terrain Manager Great thanks to the coders of this little library, saved me the effort of reinventing the wheel. It uses Heightmaps rather than modifying the VertexData of a terrain mesh (waaaay more clean and fast).

Additional libs:

These will be added in the future release:

Caelum SkyManager. Maybe joining it with Hydrax, but this is just for better graphics so it's not that urgent.

Particle universe. I can't seem to find the free version again, i'll upload an outdated version but it's way more good than the Ogre-ParticleSystem built in feature.

FMOD sound.


General artist creation

Interface: see the CEGUI wiki, tutorials, forums if you're new to it. Also, the interface so far was Code-implemented, instead of using the LUA scripts. If you'd like to redesign the interface using scripts, check the source for window names, then be my guest. Quick guidelines: TaharezLook.tga is the basic skin of the GUI changing it and it's imageset will reflect on default skinned windows.

3D and 2D artists: the 3Dmodels are .mesh format exported by oFusion for 3dsmax or from Blender (see ogre forums/ downloads for blender exports or other modeling programs). Ogre supports everything up to Parallax mapping so if you want to script the bump maps, normals, cgs, check the Ogre::Materials documentation on wiki and write the code in the .mesh's .material file. For 2D "models" like plane trees or grass will be imported as billboards(particles), or you can check my tutorial on Ogre Speed-tree looking files Link also present on Ogre Wiki under Artist Creation. Depending on the machine the game will run on, we should code a setting to change between 2D trees and the better looking ones in that link. Discussion here needed.


//adding coder and artist content