TileCity3D

User projects written in or related to FreeBASIC.
cyberlarkin
Posts: 2
Joined: May 06, 2012 19:37

Re: TileCity3D

Postby cyberlarkin » May 06, 2012 21:53

Looks awesome. What about adding shadows?
oog
Posts: 109
Joined: Jul 08, 2011 20:34

Re: TileCity3D

Postby oog » May 13, 2012 19:10

Version 0.10 of TileCity has included Aleatorylamps mod with new vehicles (Sailingboat, Landyacht, Balloon).

You find it here:
http://www.tilecity.de/home/


cyberlarkin wrote:Looks awesome. What about adding shadows?


I've been playing with shadows in Version 0.05/0.06, but was not very lucky. I use different light for the scene, and I always got lots of shadows. And the shadows did look strange, not solid as they should. Maybe I did something wrong. Actually shadows don't work, but I can include a compile option for one of the next versions.
oog
Posts: 109
Joined: Jul 08, 2011 20:34

Re: TileCity3D

Postby oog » May 20, 2012 12:48

cyberlarkin wrote:What about adding shadows?


You can download V0.10a2 as an add-on, which support shadows by compiler switches
#define UseShadow
#define ShadowBuildings
#define ShadowGroundTiles

However, shadows are experimental in OpenB3D library and look strange.


There are two videos, that shows the problems

Video 1: TileCity - Shadow for Player
compiled with option
#define UseShadow
http://www.youtube.com/watch?v=KHcKtunZRf4

Video 2: TileCity - problem with shadows
compiled with options
#define UseShadow
#define ShadowBuildings
#define ShadowGroundTiles
http://www.youtube.com/watch?v=BCrQqcQF1DA
oog
Posts: 109
Joined: Jul 08, 2011 20:34

Re: TileCity3D

Postby oog » Jun 22, 2012 18:34

Here are some news about the next coming version of TileCity3D

Image

The next version of TileCity will support NPCs.
Each NPC has it's own program memory which will be used as a state machine. The small programs can simulate complex moves for the NPC, the behavior.
There is actually just a hand full of behavior programs.

Some men, a ball, no rules - watch the video at tilecity.de.

This is just a previev.
Lachie Dazdarian
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Joined: May 31, 2005 9:59
Location: Croatia
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Re: TileCity3D

Postby Lachie Dazdarian » Jun 22, 2012 21:32

The video looks wicked.
chung
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Joined: Jan 16, 2010 20:52
Location: France
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Re: TileCity3D

Postby chung » Aug 14, 2012 10:11

(12/08/2012) coloured buildings added, standard road lines added
(14/08/2012) TileCity_chung : redlights and cars stop added
(15/08/2012) stops and lamps added
(16/08/2012) enhanced cross lines

=> http://chungswebsite.blogspot.fr/search/label/TileCity_chung

Image
chung
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Re: TileCity3D

Postby chung » Aug 16, 2012 15:53

(16/08/2012) Tilecity_chung : heightmaps edit,save,load,scale added
chung
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Re: TileCity3D

Postby chung » Aug 17, 2012 21:15

(17/08/2012) Tilecity_chung : openB3d.dll updated to last version (for fixed bugs, bugs in freeEntity could cause memory leak)
chung
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Re: TileCity3D

Postby chung » Aug 26, 2012 20:53

Tilecity_chung updates
(24/08/2012) look left/right/rear with hat/Right joystick/1,2,1+2 keys
(26/08/2012) gearbox (manual, automatic) added (ctrl + up/down arrows / ctrl+G)
(27/08/2012) enhanced map editor
(28/08/2012) Vumeter added , Lshift + arrows = look around
(29/08/2012) multi towertypes + textures added

Image
chung
Posts: 471
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Location: France
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Re: TileCity3D

Postby chung » Sep 03, 2012 13:00

tilecity_chung
(03/09/2012) pyramids replaced by pines
(03/09/2012) [B] to switch edit map (show/hide)
(05/09/2012) car dynamics changed

http://chungswebsite.blogspot.fr/search/label/TileCity_chung

http://www.youtube.com/watch?v=d9Jpqr5Ajd8

Image
Last edited by chung on Sep 14, 2012 15:13, edited 1 time in total.
chung
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Location: France
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Re: TileCity3D

Postby chung » Sep 11, 2012 8:32

(11/09/2012) tilecity_chung : handbrakes [ctrl] , lights [L] added
(12/09/2012) computer racing AI bug corrected, car suspensions added
(13/09/2012) gasStations added (G keys on the map)
(14/09/2012) customize vehicles added

Image
chung
Posts: 471
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Re: TileCity3D

Postby chung » Sep 15, 2012 21:41

(15/09/2012) roads pixel detection changed ( tests terrain textures pixels from position instead of screen pixels , should work better and more accurate )
(21/09/2012) commercials added (C keys on the map)
(23/09/2012) persos added
(24/09/2012) fog added [ctrl+F]
(24/09/2012) virages & priority panels added
(27/09/2012) stop2,stop3,editmap( flyto) added
chung
Posts: 471
Joined: Jan 16, 2010 20:52
Location: France
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Re: TileCity3D

Postby chung » Oct 06, 2012 10:52

(06/10/2012) Tilecity_chung : shadows added (ctrl+S)
i have added some shadows ( compatible with gui_chung ).

Image
chung
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Re: TileCity3D

Postby chung » Sep 29, 2013 9:47

(29/09/2013) tilecity_chung : midipiano_chungDLL radio added (ctrl+A)

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