Still having problems

#11
Hey Havok, went rumaging through my old files, and i have alot, and I still haven't located the house files yes, I lost a bunch of stuff when I stopped working on SOM... however I do have a ton of my old objects and items and I am going to bestow onto you one of my finest objects... "the Weissvulf" . (triumphant horns play)

There is a little story behind this sword.... I was once very active in this community, and now still am, but back in 2010 and 2011 I was super active in moddeling for Som and making map parts and stuff for my game Mytrosia... Only problem was, that I was never happy with my work and wanted to make a game so bastardly big it became overwhelming.... ‎  At the time HwitVlf was mia for almost a year I think, we ALL missed him alot. I still remeber all the wheres JDO post, very sad. After all he is the super smart guy that gave SOM to the english speaking world..... And was the most nicest and best resource for help. Sorry if I am making you blush HwitVlf.

Anyway, in his absence I got good at making stuff , so I moddeled a special custom sword in his honor.... I called it the weissvulf or "White Wolf" ‎  Took me 3 days to perfect the blade shape, and is to this day one of my more sexy SOM weapons..... It even has his logo on the handle... To symbolise his great work on this and many other projects............... And now my new SOM friend , I am giving it to you.... use it well my friend and make it as powerful as you can........ ‎  ML ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎  ‎ 

PS one a personal note on the serious side HwitVlf, thanks for giving us SOM, and thanks for comming back, it made my decsion to come back easy , thanks bro........... ‎  ‎  beerchug


Attached Files Thumbnail(s)
       

.rar   Weissvulf Blade.rar (Size: 1.74 MB / Downloads: 117)
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#12
Thanks! thats an absolutly beautiful blade, I wish I could do somthing like that :( ill definitally add it to whatever I work on and make it a strong weapon! :)

So I was reading around that SoM has alot of limits... I was hoping to make a few big maps that connected to each other through the warps or whatever, hoping I can do them pretty detailed and not run into any problems..I am hoping to keep it to the kings field feel as I loved and played all of them, I actually just got Shadow tower for PS1 still trying to beat it atm XD
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#13
No worries , I like sharing pieces, especially ones I made for friends:-) ‎  modeling for me is so much fun.

All game engines have limits, even high dollar ones such as unity, unreal ect. ‎  Som ‎  is no different, just that som ‎  was made over 13 years ago, so it it has a few more..... However, som ‎  has come a real long way over the last few years... Thanks in part to HwitVlf, he made some really good tools to make importing new items faster. ‎  Holy diver has made HUGE IMPROVMENTS to the engine using his SomEx package.... Thanks to him we can now make custom enemies, and animated objects..... Also he has made an awesome translator built in so that folks who download our games anywhere in the world can play them with out jumping through hoops...Ex has vast ‎  potential to over come someof the limits..... It can be difficult to set up but verdite uses it and will gladly assist you with it as well...

Don't let the limits scare you away, let them by obstacles that you overcome.... And most CAN be overcome with clever programming... Som ‎  has features that are still used today by more expensive engines.... So for an entry level builder som ‎  is perfect to build a first person RPG. ‎  And don't be afraid to ask for help... Most here will gladly offer it, including myself verdite hgouls DMP hwitvlf, and many others.....

I will gladly give you modeling lessons, verdite is the texture master. That guy can do stuff in gimp that amazes me. And he is a super strong modeler his self. Hgoulsis a music guy, I mean professionally .... And has 2 som ‎  games under his belt... And a new mobile game that he built with som . ‎  DMP will give great advice when he can, he is pro game designer now.... The list goes on...

The major limits som ‎  has are ..... Textures limited to 256x256... Not too bad
Non stackable tiles... Can be overcome with clever modeling....
Square tiles..... Slight inconvenience
No reverse rotation.... Can be overcome by clever modeling
Map pieces limited to 1024... Holy Diver is working to fix this .
And a limited polygon count.... Sorry nothing can be done about that.
But like I said don't let that scare you..... Look at verdite's demo of rathmore, then you will see that even limited, son can build pretty impressive games............. Happy moddleing ‎  and building Havok ............ML
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#14
Just to say, Joe, that we broke the texture boundary. You can create 512x512, 1024 x 1024 etc, you just need to use Johns PRF editor to make the textures :)
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#15
Thanks for pointing out this problem with the house set Havok. I had made some of the textures from 256 color images. I had never seen that cause a problem, but those were the textures that were having problems in your picture so evidently some computers don't like them.

Thank you for those nice things you said ML *blush* ‎  That is a great looking sword - even seems wolf-like!
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#16
(2013-06-29, 07:14 PM)Verdite link Wrote:Just to say, Joe, that we broke the texture boundary. You can create 512x512, 1024 x 1024 etc, you just need to use Johns PRF editor to make the textures :)


Cool deal , I would like 512 textures, easy to map in meta...... Sweet.... Anything I miss please correct me.... I have been away a while....... Great info:-) ‎  hell I might redo my columns now, 1024 texture would make it look less grainy sweeeeeeeeet..... You made my day sir, thanks :-) .................. ML
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#17
(2013-06-29, 07:39 PM)HwitVlf link Wrote:Thanks for pointing out this problem with the house set Havok. I had made some of the textures from 256 color images. I had never seen that cause a problem, but those were the textures that were having problems in your picture so evidently some computers don't like them.

There is no difference unless you are running in the software rasterizer "RGB Emulation" mode. EDITED: Well I am pretty sure that's the only way to get SOM to serve up paletted textures. A graphics card would have to indicate that it wanted them if that was even possible. It would have to be an ancient card to do so. Plus in Software mode palettes can only help.
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#18
(2013-06-29, 05:11 PM)Madison Lastrega link Wrote:The major limits som ‎  has are ..... Textures limited to 256x256... Not too bad

You really shouldn't go over 256 except for skyboxes. 512 should be your absolute limit, and only for good reason. Maybe higher for a skybox. Especially if it covers the entire sky. But you should not do that with TXR files. They are not compressed. Ex has a way to substitute and tweak textures. It was developed to overcome compatibility issues between DirectX 7 and 9.

Quote:Non stackable tiles... Can be overcome with clever modeling....

There will eventually be a way to layer up maps. And even cock layers at arbitrary angles.

Quote:No reverse rotation.... Can be overcome by clever modeling

Curious what that means???

Quote:And a limited polygon count.... Sorry nothing can be done about that.

This will be "fixed" but I am not in a hurry because I think the current limits are fine, and it won't help anyone to raise the bar. I can't even seem to impress people to see that their lighting normals are blended instead of sharp, since sharp corners introduce additional vertices for every connected triangle. A model with all sharp edges can hit the limit 3 to 6 times faster.

Quote:But like I said don't let that scare you..... Look at verdite's demo of rathmore, then you will see that even limited, son can build pretty impressive games............. Happy moddleing ‎  and building Havok ............ML

I was just getting some things on the record. But SOM is going to be something else. You'll probably see commercial games scrambling to work all of its features into their products just as soon as a few journalist catch wind of its all around supremacy. The basic movement mechanics are already probably better than any game that has ever existed. It's just going to get better and better.


PS: That is a good looking sword. Minus the decal. I'd like to see it in many different styles. But that style is particularly nice. One way to distinguish yourself from commercial games is to just use a different art style. Fine artists have been doing that forever to great effect. I can't encourage that though because it would be too much to ask for.
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#19
Thanks Holy Diver :-)

What I mean by reverse rotation. ‎  Say you make an object, as an event you can set that object to rotate. ‎  Such as a custom door or other object. The engine won't allow you to rotate it in the reverse direction. ‎  You can set it to on its ‎  axis up to 360 degrees . however to make the door shut you have to make a second object in a reverse direction to make the illusion that it is shutting........ ‎  So it would be nice if you could set the event to reverse. -360, -180 -90 ect.

We can reverse direction for subjects that go up and down , left and right, but currently we can only rotate (or spin) in one direction... Not that big of a deal since your new tools allow us to make animated object, and doors chest etc ‎  that have that data in place... But as a whole reverse rotion would be nice as a stock feature............

...................... Remember my outhouse. I made, I had a heck of a time making the door because it could only open andnot shut, DMP, taught me how to make a mirrored object so I could get the door to close....... I don't think I am ever going to use the outhouse set if any one wants it let me know I will post it. ‎  ‎  ‎  ‎  ‎  ‎  ........ML
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#20
Since this thread is already hopelessly off topic (sorry Havok ‎  Doh ‎  ), I'd like to see pictures of you outhouse Joe. . . There's something I never thought I'd hear myself say ‎  Tongue
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