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Dragun

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  1. Hmmm...then what's the point of index buffers if texture mapping is N/A? This sucks.... Let me see what happens if I stetch a texture over this whole thing...
  2. Is it possible to properly texture map using vertices in a vertex buffer while the terrain is laid out in an index buffer? I'm trying to texture map my terrain: I've read that it can't be done because the texture coords would be jacked while some tutorials hinted that there's a way around this. Can anybody shed some light? Thanks. [Edited by - Dragun on May 22, 2005 5:43:54 PM]
  3. Hey fellas, just wanted to let you guys no I hammered down the vertice and index buffer routine so I can now generate the basic maps on the fly (I throw in '4' and it creates a 4x4 hex map). This is a 64x64 hex map with a funky rotation loop [Edited by - Dragun on May 22, 2005 5:54:11 PM]
  4. What questions do you have?
  5. Here's an update on what I have going. So far the map is hardcoded and rendered with a vertex and index buffer. I haven't figured out how to texture map it so far...Also I plan to replace the hardcoding of the vertex with an algorithmn... [Edited by - Dragun on May 22, 2005 3:50:32 PM]
  6. Hey Frostburn, with your idea I can do triangle fans...good point.
  7. Currently it's at: ...________ ../|...../|./.|..../.|./..|.../..|..\..|../...|../ .\.|./....|./ ..\|/_____|/ With each hex tile following it's own slope (the four tiles will have the same slope), I don't think adding a pivotal point in the middle would do anything besides increase the vertices being rendered. But I could be wrong... Oh, and any ideas for a map? Damn, this forum blows on formatting. [Edited by - Dragun on May 10, 2005 2:01:57 AM]
  8. Call me crazy, but I'm trying to create an 3D engine with rolling terrain via Hex tiles. Inspiration came from 'Dai Senryaku VII' on the Xbox. The only thing I hated about the game is the 'stacked' hexes for hills when they clearly should have done a rolling terrain of some sort. I've figured out how to texture map onto a hex using triangle strips but now I'm stuck on how to actually create the rendering loop for the map. I thought about doing it 2D style where I would write a function to individually render each tile at a time but that was horrendously slow. Anybody have any ideas? Any suggestions would be appreciated. To get what I'm trying to accomplish, the following pcitures are Dai Senryaku (the inspiration), the hex grid system that I'm using for the terrain height (yes, lots of wasted space), and the rendering of my single hex so far (yes, four triangles make a hex). [Edited by - Dragun on May 22, 2005 3:52:05 PM]
  9. All this talks reminds me of the SNK fighting game King of the Monsters...
  10. Made a simple hello world program with my new Mac and it's great. Whatever. So I started to drop in my generic header files with a bunch of classes and it's giving me errors with the declarations of my classes. Getting frustrated, I removed all the files and made a simple 'Foo' class and it still give me declaration errors. I finally came to the conclusion that Xcode is not compiling the C++ code. Is there anything special I have to do? All I did was start a new empty Carbon application and went from there.
  11. Yeah, I guess the game is a satire of the religions today (mostly a reflection of those in the US). But it would be sweet if one of the 'hard' campaigns would be to rectify the religion when one of your hired clergymen got caught doing something he *wasn't* suppose to do and attendance to the church starts falling...
  12. Thanks for all the suggestions fellas. I will keep these in mind. I think I'll keep with the isometric perspective because I think the art would be a lot easier to do (and faster to program). And for the membership goes, maybe I should change it to tribute?
  13. Hey, how about a GDN desktop image eh? I think it's about time! Have the 'G' all spiffed up in a cool looking background. Or something like that...Someone does have a high res version right?