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Re: TurtleIsle V1 .......... Released!
Posted: Mon Mar 28, 2011 7:53 pm
by Chacal
Charura wrote:Why are the new ages not even able to run on newer computers?
It's not a question of them being new Ages.
It is because Cyan knew all the tricks to make their Ages playable.
Re: TurtleIsle V1 .......... Released!
Posted: Mon Mar 28, 2011 8:34 pm
by Annabelle
dendwaler wrote
I will make an update for this age, and introduce much more colliders.
you won't be able to walk freely everywhere after that, but there is one big mesh which uses the triangle mesh as collission detection.
arggggggggg and I was beginning to like you
I will have to find my "how to get around things" handbook...I must have left it somewhere, it helps me a lot in a lot of ages already

Re: TurtleIsle V1 .......... Released!
Posted: Mon Mar 28, 2011 9:24 pm
by Charura
Chacal wrote: It is because Cyan knew all the tricks to make their Ages playable.
Me wonders when those flips and double doozies and 'just a nice landing' stuff is gonna be available..How much easier/nicer - could/would it be at that point?
Re: TurtleIsle V1 .......... Released!
Posted: Mon Mar 28, 2011 11:47 pm
by Egon
Charura wrote:Chacal wrote: It is because Cyan knew all the tricks to make their Ages playable.
Me wonders when those flips and double doozies and 'just a nice landing' stuff is gonna be available..How much easier/nicer - could/would it be at that point?
But this "stuff" is available. To be more precisely it more of "know-how" to write an age. Stuff like:
- You don't do a chair with 4000 vertices if You can represent such object with 40 vertices.
- You don't use dynamic lightning on static object (which is like 90% of age content), but use light maps or vertex coloring instead.
etc.
Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 6:09 am
by kaelisebonrai
Egon wrote:Charura wrote:Chacal wrote: It is because Cyan knew all the tricks to make their Ages playable.
Me wonders when those flips and double doozies and 'just a nice landing' stuff is gonna be available..How much easier/nicer - could/would it be at that point?
But this "stuff" is available. To be more precisely it more of "know-how" to write an age. Stuff like:
- You don't do a chair with 4000 vertices if You can represent such object with 40 vertices.
- You don't use dynamic lightning on static object (which is like 90% of age content), but use light maps or vertex coloring instead.
etc.
Actually, not all of this "Stuff" is available, "Stuff" like visregions aren't in the blender plugin. And denwalder is definitely a competent modeler and Age Writer. =)
In any case: congratulations, denwalder on the release!
Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 6:29 am
by D'Lanor
It is correct that the Blender plugin lacks lots of "stuff" but it does in fact support
visregions.
Edit: They are a pain to set up though because you need to add AlcScript to each object within the visregion.

Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 7:56 am
by kaelisebonrai
D'Lanor wrote:It is correct that the Blender plugin lacks lots of "stuff" but it does in fact support
visregions.
Edit: They are a pain to set up though because you need to add AlcScript to each object within the visregion.

Weird, I was told it doesn't really do it properly >.> My mistake. =P
So occluders and visregions work properly? interesting >.>
Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 9:50 am
by D'Lanor
Yep, Adrael for example has working visregions.
Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 9:54 am
by dendwaler
Occluders ?
If they work please tell how, its the most important issue for me.
Visregions do work but i have not used them.
I have tried it, its not the alcscript why i decided to get rid of them.
Its because i did need an "in between region"
Like it excist in Gareeshen.
When you enter it door 1 opens and door two opens when door one is closed.
the problem was inmy case that you looked thru everuthing until you entered the second region.
i could not solve it with the available mesh , i could not longer alter it after everything which was ready.
Re: TurtleIsle V1 .......... Released!
Posted: Tue Mar 29, 2011 12:53 pm
by andylegate
Gahreesen uses something else too. Everything inside the Training Building (the big rotating building), is not there, but built elsewhere. The avatar is "warped" or transported to the place where the inside of the building exists.
When that happens, the visregions are able to work. However, with the Blender plugin, you will have a problem doing it that way. It is because the Blender plugin does not support Multistage Behavior Mod. This is needed in order to get the avatar to walk where it's needed before it's warped, like in my video here:
http://www.youtube.com/watch?v=-bfjRtowY30When the camera switches to the outside door, the vis regions have worked, the rest of Neolbah that I was in before is no longer being rendered.
I did this with Max and the Cyan plugin of course, but I do wonder if there might be a work around for Blender people. I'm not sure why the Multistage Behavior Mod was never implimented, as it's quite useful. I used it in Eder Tomahn with the elevator levers. I was able to stack more than one avatar animation on top of the other. When I first tried it using One Shots, the avatar would "blink". But Multistage Behavior is built for having more than one avatar animation, and when I switched to that, the avatar animation became very smooth.