Page 1 of 1
The ingame painting Art Thread :)
Posted: 21 Apr 2006, 16:26
by Rayden
a co production of me, Dr. Inferno and InsaneBernd

Posted: 21 Apr 2006, 17:14
by Zenka
Hihi, very good ^.^
DANGER: ingame art dump!

there was a depth charger there (that anti ship thingy)

FIDO's FTW!!

I like this shot as well ^.^
Though, these lines arn't drawn by me

Uber TLL Nuke on Speed Metal 2.
Posted: 21 Apr 2006, 17:23
by NOiZE
where is trogdor?
Posted: 21 Apr 2006, 20:02
by NOiZE
Here he is:
And a warcow:

Posted: 21 Apr 2006, 20:05
by Day
NOES!!!! trogdor is burninating my base! ;.; how could you

(
Posted: 21 Apr 2006, 20:10
by Zoombie
TROOOOOOOGDOOOOOOOR!
Also, not to sound like a noob, but how do you do those doddles?
Posted: 21 Apr 2006, 21:03
by FizWizz
NOiZE wrote:Here he is:
(picture)
And a warcow:
(picture)

!!!ZOMG!!! The true identity of WarC has been revealed!!!!1111oneone
@Zoombie: hold down the `/~ key (above tab) and draw on the map. There is a Wiki article that defines all the different ways you can mark a map
Posted: 21 Apr 2006, 22:42
by SinbadEV
Posted: 28 Apr 2006, 03:29
by knorke
Posted: 29 Apr 2006, 17:22
by AF
Beat this suckers!!!!

Posted: 29 Apr 2006, 18:58
by Min3mat
WOOOAOAGAAHHHH!
Posted: 29 Apr 2006, 20:52
by Zenka
NTAI will now throw screen deforms that the winning human player?
If he plays dirty so can we, I'll just decrease the number of memory the AI can access
now serious, what did caused the screen to flip like that, bad graophical card?
Posted: 29 Apr 2006, 22:48
by AF
In the above I realized I had amde an error, in taking the Red values from the TGA, so aside from one or two other improvements to unblur it somewhat and speed the loading and drawing process up I got this:
The onyl problem I see apart from sloowness when displaying large images and the TGA format I had to use (how do i laod jpegs?), is that the engine re-orients every line marker pixel as it does with grass and other thigns so that pixels close to the centre field of view are distorted as a result, which can be seen in the first pic, although showing ti from its side improves quality a heck fo a lot...
Perhaps those of you around during the time of JCAI and NTAI 0.2 will remember that screenshot, that was of NTai on it's 5th playtest ever, before I released the very first version (so early it would fill a quarter of the map with stuff but I hadnt told ti what todo with it yet).
That unit in the 3rd shot is the squarerook from nanoblobz.
PS: Now I need to speed it up and animate the image (which I guess requires GIF loading as lots of TGA frames would kill it), cant wait to get my anime girl to eat the bunny rabbit over and over again ingame......
Posted: 30 Apr 2006, 15:53
by zwzsg
So now we can have building with giants flat screen showing the action of other part of the map in real time? Or is it an AI scribbling and too ressource intensive and experimental to be used on units?
Posted: 30 Apr 2006, 18:21
by AF
Well you'd need a grouPAI ro Global AI running, and I couldnt get it to display what was happening somewhere else on the map, not exactly, it laods from a TGA image atm.
I guess I could show whats happenning somewhere else using the interface if given the texture map or a minimap.. onyl there'd be no unit animation ro weapons firing.
It is a bit too intensive to make use of it everywhere atm but I'm working on that... I'm thinking of using it more to send messages and custom markers or for ingame GUI's and icons rather....