hi,
i'm working at a gameproject named betrayal of heroes.
its our goal to make a "realistic" medieval-fantasy mmorpg.
as we work on our spare time ("and neglect school") we wern't planning to buy a engine so our first choice went for irrlicht (its a great engine btw!).
"copied from our site (www.goldenoakdesign.net)"
Our goal is to make a realistic medieval MMORPG, this will be different from other MMORPG's with our unique combat system, this will be more like an oblivion or mount and blade (hack and slash style) combat system. Not only higher levels will be important but the skills of the player will decide how good you are, blocking or parry an attack can save your life.
Not only the combat system but the whole world will be realistic, you can walk around in a full dynamic medieval world and meet friends and you will be able to form parties and raid the enemy with combined strength.
It doesn't matter you choose the path of the warrior or become a healer, each class has its own advantages and will be useful in a party in his own way.
Although the game is based on realism, there are a lot of mythical creatures like dwarfs, elfs, giants et cetera.
Let's start your journey here and explore the amazing world of Betrayal of Heroes!
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the game will be mostly PvP (player versus player) based, as i think the game won't survive with only some creatures to slay...and as we try to stay away form games like everquest, WoW,..
We will concetrate at the gameplay aspect of the game by adding some orgninal features, like our combat system...only one online game i know that's doing the same is "roma-victor"...even if the servers are kinda dead.
But also we will be reducing the amount of magic like you have in many mmo's, this has its own reason, as you know the game is for a large part based at PvP, its my opinion that magic will screw that aspect of the game, as we want some more realistic medieval combat. Well as example:
archer : A arrow just missed me (i'm lucky)
mage : EEK!, a fireball is following, damn..i got to run..O damn..he frozen me, i can't move anymore.
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Main story:
http://www.goldenoakdesign.net/mythsandlegends.php?id=1
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explenation of the name "Betrayal of Heroes" :
Ages ago the humans settled a village some where at the other side of the great sea. But the king of the imperial city "port baye" was demanding to high taxes for 'port dynecia (new village)' , they are unable to pay the taxes cos their lands are tormented by Geroyle, king of darkness.
The people where getting desparate, a massive war threatened their village, not from the side of gergoyle, but from the side of their king.
Gergoyle (who ain't stupid) saw hes chance and forged an alliance with the people living at port dynecia, unaware of the danger the inhabitants of port dynecia thought this would scare away the king (we should find a name for him -.-). But it didn't , the king launched a massive attack from port baye... (well i know it went a bit the same with america, but this looks a perfect situation for PvP).
As player you can join one of the home cities, port baye or port dynecia.
port baye : as loyal follower of your king you will engage the battle with the 'at your point of view' corrupt people of port dynecia.
port dynecia : as fighter for independancy you will fight against
(at your point of view) cruel king.
Well...we have mucht more story line, we have much more Myths but its to much to list it all here.
atm we are working on our first village port-baye "home-city of the humans"
some screenshots:
srry for ripping the skybox and dwarf, we are working on our own atm
we have some great modellers and 2d artists, but we are still looking for more people to participate at our project,
especially programmers and modellers. if someone is intrested pls send me a PM or add me on msn: thomas@vanhoutte.eu.com[/b]
Betrayal of Heroes (mmorpg)
we are facing some problems with our textures, the get rotated 90°...it's exported from 3d studio max, and we are using irrlicht 1.0 because we had a strange bug at 1.1, it messed up the whole mesh.
but i think this ain't working much better at 1.0, cos we still get objects at strange positions even if they are placed right at the 3ds max renderer.
ps: We are still working at port_baye and We will get it alot more dynamic, like we are re-doing the wooden frames atm.
but i think this ain't working much better at 1.0, cos we still get objects at strange positions even if they are placed right at the 3ds max renderer.
ps: We are still working at port_baye and We will get it alot more dynamic, like we are re-doing the wooden frames atm.
Pellinore, i get issues with 3ds max on exports in both 1.0 and 1.1 versions of max.
the thing i have found that helps, is before the export, select the model/mesh reset the XForm (its in the tools section, where polygon counter and all that lives).
And then collapse the stack. I dont know if that makes sense, im a programmer more than an artist.
the thing i have found that helps, is before the export, select the model/mesh reset the XForm (its in the tools section, where polygon counter and all that lives).
And then collapse the stack. I dont know if that makes sense, im a programmer more than an artist.
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try irrlicht from svn instead, iirc hybrid added some changes to do with origins of 3ds mesh buffers.
if you're still having problems when using the latest svn version of irrlicht, please post a bug in the bug reports forum explaining in detail with screenshots of how it should look and a link to your mesh.
I think a mmo might be a bit too optimistic if you've never written a multiplayer or rpg before.. but I'm quite sure you won't listen, so good luck
if you're still having problems when using the latest svn version of irrlicht, please post a bug in the bug reports forum explaining in detail with screenshots of how it should look and a link to your mesh.
I think a mmo might be a bit too optimistic if you've never written a multiplayer or rpg before.. but I'm quite sure you won't listen, so good luck
k, thnx this works perfect...for 1.0 atleastZeuss wrote:
the thing i have found that helps, is before the export, select the model/mesh reset the XForm (its in the tools section, where polygon counter and all that lives).
And then collapse the stack. I dont know if that makes sense, im a programmer more than an artist.
only some textures still get rotated 90°
this is with planar mapping:
Code: Select all
scene::IAnimatedMesh* mesh = smgr->getMesh("../../media/Port_Baye_16.3ds");
scene::ISceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(0,0,0));
anode->setScale(core::vector3df(30,30,30));
smgr->getMeshManipulator()->makePlanarTextureMapping(
mesh->getMesh(0), 0.1);
scene::ISceneNode* node = 0;
Code: Select all
scene::IAnimatedMesh* Pmesh = smgr->getMesh("../../media/planes_09.3ds");
scene::ISceneNode* pnode = 0;
pnode = smgr->addAnimatedMeshSceneNode(Pmesh);
pnode->setPosition(core::vector3df(0,0,0));
pnode->setScale(core::vector3df(30,30,30));
you can see here the difference between reflection on windows and no-reflection, pls notice that you won't be able to see the effect like they are in-game..you might not even see the 'sky-reflection'.
you can see a torche here and i'm standing before another one too, as you might notice the character is being lighted by the torch behind him, you will see this very clearly when playing betrayal of heroes.
these images are jpg-format...so they look a bit crappy.
but still didn't had an reply at my previous question