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Ok, some people are having problems with TAsPh. Apparently, TAsPh tries to draw in software
and gives these poor souls 1 fps. Or their card is lame and doesn't support 'low' 16-bit color.
I added a windowed toggle that toggles between windowed mode and fullscreen. It will be released
soon. Keep checking back!
-Chazz
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Maps are yummy, unless you can't get them to work. I am working on lightmaps at the moment, but for some reason
it's not working correctly. I got the blending, etc to work but generating the lightmap itself itsn't working too good.
I am first identifying the coordinates of each texel (in 3d space) on 1 side of a brush in the map, I then compare it's
coordinates to each light entity's coordinates in the map. I use the distance between the two to determine how bright
the current texel in the lightmap should be. The light entity that makes the texel brighter than any other lights is used. Each lightmap is 16x16 pixels no matter how big or small the polygon is. I am thinking about making so that each
lightmap texel is about 8 texture pixels rather than 16 fixed lightmap texels.
I made a cool little lightmap program (to see if I was doing things right in my engine) and it's pretty neat. You
can get it in the downloads area. It's about 220kb.
-Chazz
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Yup, I just uploaded it.. It's about 2.7 megs in the downloads area.
and features some new textures not in the screenshots. Before asking questions (ahem, pissing me off) please, I am
begging you, read the tasph.txt that is contained in the zip. I spent 20 minutes of MY time writing it. Ok? Thnx..
For some reason I am not excited, probably because I made the damn thing, heh.. Oh well, have fun guys..
-Chazz
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While you mess your pants thinking about my engine, here are some pics of a Quake1 map I made, from scratch.
As you can see, it's assault from Counter-Strike which is a modification
for the game half-life (for those living under rocks). I made this Quake1 version of assault in a really old version of worldcraft. I don't know the version number but when it's loading, it says 'Copyright 1996, Ben Morris' so it's old. I also used some of my textures (after converting them to 256 colors, ewwww) on it but they were reduced to ¼ their original size so they look really grainy and stupid. It will be included in a Quake1 CS clone and possible other Quake1 mods. Just random garbage.
-Chazz
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Ok, school has been in the way and Visual C++ broke and it took me a while to format my harddrive (reinstalling
msvc++ didn't help) so now here I am. I am going to make a few small adjustments to the engine, because I upgraded
to:
K7-500Mhz
128 megs RAM
10/100 baseT ethernet card
Sound Blaster PCI 512
some other small stuff
and this thing is SCREAMING. I get about 140 fps in my engine and that really jacks up the physics (kinda jerky) so
I will have to fix that, yet again. Then I will make non-inverted mouse the default (there is an option to toggle it
tho). Then I gotta write up a long readme.txt, which is what god put me here for. In the meantime, uhh, play Quake3 or
something... Check back soon!
-Chazz
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Ok, everything is working out fine but cfg files are not easy (for me atleast) so I will leave the controls as they are (the A,W,D,S format) and leave an option for inverted mouse. Then after I make an OK level (because my mapping skills
are horrible) I will release the engine, yay.
-Chazz
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Yaya, I finally got stairstepping to work, it took me a while but I did it. Basically this means
you can put stairs in a level and be able to walk up them. It's pretty nifty. I also updated the features list
in the info section. I am working on a bigger, funner level for release.
As for the programming aspect, because stairs took me a day to write, I am going to try and have it generate
a binary tree (as it loads the map) and use that instead. This will actually take a while so I may put it off for a
week or two. I am going to finish up config.cfg files and then probably call that the initial release.
-Chazz
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So far I haven't really done any work on TAsPh since uhh, yesterday, mainly because of school. I will get stuff done
over the weekend of course, err hopefully. At the moment, I am working on stepping up onto brushes. Like the sidewalk in the screenshots, you can't walk onto it, you have to jump on. I also added a features list to the info section, incase you want to know more about TAsPh.
-Chazz
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Yay, I finally find a purpose for this cool page design I made a few weeks ago. My engine! Ok, before you continue, I
must warn you that this is my first major OpenGL project, besides a game I was working on w/some ppl before but I wasn't
head coder and stuff, just technology researcher (I basically invented how it would work). You might as well check out
the screenshots section since that's all there is at the moment. I (after this post) will pack the info section with
specs on the TAsPh engine. It's pretty much a Quake clone but ppl have to start somewhere! Keep coming back!
-Chazz
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