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The Seed of Inception

*This post have spoils about the movie Inception. If you are reading this you probably watched Inception (if not, I strongly recommend you to stop and watch). What I’ll write will not be to discuss the quality of the movie, instead it to discuss his plo [...]

Posted by dimitribueno • 18 months ago • View comments

Dark Mushroom Model – Português

English Version Algum tempo atrás um amigo perguntou-me: “Ei Dimitri, cadê os modelos doidos?” Isso entrou na minha cabeça e me fez pensar que ele está certo, eu devo fazer alguns “modelos doidos” independentes. Primeiramente um humanóide ou [...]

Posted by dimitribueno • 19 months ago • View comments

Dark Mushroom Model

Some time ago a good friend of mine asked: “Hey Dimitri, where are the crazy models?”. This got on my mind and made me think that he’s right, I should do some independent “crazy models”. At first a humanoid or monster came into my mind, but thes [...]

Posted by dimitribueno • 20 months ago • View comments

Work Shop Cultura Inglesa

I have just arrived from a trip to Sao Paulo which I were participating on a game Workshop ministered by Matthew Costello and realized by the Cultura Inglesa. The event was really organized and very rich, Matt Costello is really a good professional and pe [...]

Posted by dimitribueno • 21 months ago • View comments

House Model for Game – Português

English Version Outro modelo para o meu jogo. É uma casa low-poly com 228 + 110 poligonos de uma porta e duas janelas. A casa é pouco detalhada devido ao estilo do jogo. Não se trata de uma casa estática no mundo; mas sim de um objeto que pode ser mu [...]

Posted by dimitribueno • 23 months ago • View comments

House Model for Game

Versão em Português Another model for my game. It is a low-poly house with 228 + 110 polygons of a door and two windows. The house is low-detailed because of the style of my game. This will not be a static house on the world; it will be a malleable obj [...]

Posted by dimitribueno • 25 months ago • View comments

Diffuse + Normal + Specular – Português

English Version Já escrevi sobre mapas de Normal e Specular, mas agora irei compará-los em um modelo que fiz. Estou criando um personagem para meu projeto principal (um mmorpg), já o modelei e estou aplicando a textura. O rosto está feito com texturas [...]

Posted by dimitribueno • 25 months ago • View comments

Character – Português

English Version Eu estou trabalhando o personagem do meu jogo (veja o post passado) e fiz algum progresso. Personagem Eu fiz esse personagem com texturas de Difuse, Normal e Specular. Ainda tenho alguns detalhes para ajeitar, como os encontros das text [...]

Posted by dimitribueno • 26 months ago • View comments

Character

Versão em Português I`m working on the character of my game project (see previously post) and I`ve made some progress. Character I`ve made this character with Difuse, Normal and Specular texture. I still have some details to arrange, such as the chunk [...]

Posted by dimitribueno • 26 months ago • View comments

Specular Map – Português

English Version Specular Map, semelhante ao Normal Map, é uma textura utilizada em modelos 3D para definir o brilho da superfície. Um textura preta e branca é usada, branco na textura representa as partes que brilham no modelo, e preto representa parte [...]

Posted by dimitribueno • 27 months ago • View comments

Welcome to Nightfall develop social network.

Here you can find all information about the development of the Nightfall
Game.

If you want to join, please send a email to andrei.daldegan@gmail.com.

Newsfeed

Anibal joined our group!
Andrei Daldegan FIX: Refactored server and client initialization (and created startup classes).
Andrei Daldegan Addiction: Created buildings table files to hold buildings information.
Andrei Daldegan FIX: Bug that crashes client when asking to create a new entity.
Andrei Daldegan FIX: Bug that prevents client to request correct entity when asking entitys properties froms sever.
Andrei Daldegan ADDICTION: Information about how many objects still need to be loaded/unloaded in LoadManager.
Andrei Daldegan BUG: Bug that prevents NightfallEditor from crashing when loading addons.
Andrei Daldegan BUG: Bug that caused addons to do not load location and rotation when loading on NightfallEditor.
Andrei Daldegan FIX: Workaround in NightfallEditor when changing the current Meshe that causes random crashes.
Andrei Daldegan FIX: Bug in NightfallEditor that prevents from deleting the right addon (which causes random crashes).
Andrei Daldegan FIX: Fixed a few bugs concerning BaseMesh serialization and deserialization.
Andrei Daldegan FIX: Changed collision setup on BaseMeshes to avoid unloaded meshes erros.
Andrei Daldegan FIX: Removed fixes done because of 3Ds max export problem.
Andrei Daldegan FIX: Refactored the way which mesh groups are done in the engine.
Andrei Daldegan FIX: Reviewed all files in solution, added a lot of "ingnore" items on svn.
Andrei Daldegan FIX: Bug that prevents addons to be moved on NightfallEditor.
Andrei Daldegan FIX: Bug that causes NightfallEditor to crash when selecting different addons.
Andrei Daldegan FIX: Refactored Building files and its usages.
Andrei Daldegan Rearranged all textures and files in GameDir directory and changed the solution to proper work with it.
Andrei Daldegan FIX: Bug that mismatch Terrains with Meshes during collision tests.
Andrei Daldegan FIX: Bug that prevent collision to retrieve the correct MeshPart.
Andrei Daldegan FIX: Bug that prevent collision to retrieve the correct MeshPart.
Andrei Daldegan FIX: Refactored the way which net packets are sent; now, for each client there is a sender that control packets sending.
Francisco Tupy joined our group!
Andrei Daldegan has uploaded a new photo.
Andrei Daldegan Fixed a bug that prevents packets to be processed when large amount of data arrives in netclient (client internet engine).
Andrei Daldegan Refactored the way which net packets are sent; now, for each client there is a sender that control packets sending.
Andrei Daldegan Added console command "graphic", which changes the current graphic of an targeted entity.
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