Hi everyone,
It's been a long time since I've posted something about Dark Res.
The project has come a long way since then. I've learned a lot more about Blitz3D, Geoscape3D, Cartography Shop, TreeMagik, Plantlife and
GameSpace.
progress so far:
- I know now everything about Types (finally :O ).
- Maps are made in Geoscape3D and exported as a texture and as a heightmap
- Maps are loaded in B3D and scaled 20 times its original size
(imagine starting on one edge, walk to the opposite edge: this will take you 3 minutes, and that's in a straight line. 0_o )
- All X.Objects have EntityAutoFade enabled.
- The game also has fog - combined with EntityAutoFade mentioned earlier, this makes for some smooth screen-build up
- The program is now able to read and write files to harddisk.
These files are used to place objects on the map ( trees , bushes, grass, mushrooms, houses, wells, ruins etc etc).
- I've programmed an editor that can set up zones where the player can or cannot walk
Each map has an accompanying file, which is automatically loaded, that will handle the placement of the zone.
The program will read the file and places the values into a fixed DIM array. After that, the zone is placed according to those values
in the array. This may sound like more work than there is to it, but it isn't.
You see, when writing a file to harddisk you first need all these values in memory, before writing them to disk.
The editor keeps track of how many zones there already are on one given map.
So, there's no fear of overwriting existing data when adding new data.
- There's a second editor that's used for my waypoint-system that's going to be used for NPC's
In this editor you can set up a grid. The only thing you have to do, is to set the number of gridpoints and where those points must be.
Each point (a custom type) that's created will have it's own unique ID-number, and 4 empty fields.
It will check where the nearest points are and assigns the ID-numbers of these points to its own fields.
Each NPC can now walk on the grid, and when it comes to a junction-point, it will check the 4 fields of that point,
takes a random number between 1 and 4, takes the value from the corresponding field,
and it will plot its new course to the point that has the same ID-number. Sounds easy huh ?
the loop for each NPC will consist of a Select/Case structure, so the main loop only has to work through a section of the code for each NPC
Also I'm programming everything in such a way , that it will only tackle the code for one NPC each loop .
Before the main loop starts, I let the program search for a certain custom type
( example: IF (MODIFY.NPC <> NULL ) Then ....... )
If the example above is true then I'll let the pointer <cough> point <cough> to the first NPC type in the collection
and at the end of the loop I move the pointer to the next NPC type in the same collection.
If it comes up empty then I simply move the pointer again to the first one in the list.
(with a lot of npc's, this saves a lot of processor-time)
- Cartography Shop is real easy to work with. Once you know how, you can have a decent model up and running in no time.
To show you my progress with Cshop, here are a few screenies:









You'll notice that buildings do not have doors/windows (yet).
This is because I need to figure out the exact scale of each building, in relation to the map it is placed on, and the surroundings on that map
Once that is out of the way, I can start adding doors and windows.
It is my intention to open doors automatically when the player is near it.
Also a number of textures are just placeholders. I've noticed that some textures are a bit too real in relation to other textures that are a bit umm.. shall we say.... cartoony (?)
(yikes... my fingers are getting numb from all that typing)
- Gamespace is a tough nut to crack, but I'm getting there, albeit very slowly. :/
(the video tutorials made by 3DBuzz are a great help though).
From the first series on how to build a game-character, I'm halfway through lessons that tackle "adding arms and legs"
(lessons 4 and 5 if I'm correct)
Furthermore: I can set up reference panels, move & modify primitives, modify vertices-faces-lines, extrude geometry from a model,
paint faces, use the UV-editor , to name a few.

- TreeMagik and Plantlife are the icing on the cake (yum.. cake).
You can have grass,mushrooms,weeds,trees,bushes,rocks and a few others in all shapes, sizes and colors.
You can even mix a few of them up.
Okay, that's it from me so far. Hope you like the screenies.
See you soon with more screenshots.