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Re: Abandoned [WIP]
[Re: Nems]
#161259
10/18/07 03:42
10/18/07 03:42
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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wow. this all seems very clever. i like the concept of 'viewing arches' -- it makes perfect sense, but i haven't heard the term before.
looks like you know what you're doing. and it looks very interesting.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Abandoned WIP
[Re: Nems]
#161260
10/18/07 07:21
10/18/07 07:21
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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I wish all of you guys all of the best of luck with your project If you need a texture or something that I might be able to get done in about hour, I'd luv to contribute. GL Jesse
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Abandoned WIP
[Re: sPlKe]
#161262
10/18/07 19:16
10/18/07 19:16
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
OP
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OP
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Joined: Mar 2003
Posts: 4,264
Wellington
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Thanks for the kind words folks, there very much appreciated. @ JulzMighty, Viewing arches, holes, angles etc are all Traditional Art related terms describing composition aspects and ratios to engender viewer manipulation. @ oldschoolj, thanks, might chase you up on that one day @ sPIKe, the shots will come later as what is shown above is just for one scene point at the actual start of the game. The next LOD step view centre needs to go thru the same process as well as reverse views to ensure all angles have been covered. Models have tons of work to do yet, tweaking, building, skinning, animating and base scripting. At the moment we are setting up our remote work environment so things will pick up later on. No demos will be offered for a very long time.
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Re: Abandoned WIP
[Re: Nems]
#161263
10/18/07 19:43
10/18/07 19:43
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Joined: Dec 2003
Posts: 1,220 Just down the road from Raven
BlueBeast
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
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I think this technique is wonderful, and will surely implement it as I do my work! As long as a person does only very rough additions, just to get the idea if something will work right, or look good, this is a great way to set up the gameplay. Once the ideas and levels are all in place, then it's time to create the good models and textures. The domes are a great idea too, and i have done something similar to guage what the LOD should be in a particular level. I don't nee to see the shaders now, i can already see with those basics how things could look Great work! - Jason
Gamestudio Pro 6.4 Pentium 4 3.0 GHz 800MHz BUS AtiRadeon 9800 pro 256Mb 21" Monitor 1 Gig DDR RAM 36 Gig RAPTOR SATA+ 120 Gig SATA SB Audigy 2 w/ 450 watt Logitech Z680 5.1 www.nordicepitaph.com
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Re: Abandoned WIP
[Re: Nems]
#161265
10/19/07 23:16
10/19/07 23:16
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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I really like your approach. It shows that you have thought about the common problems which arise when creating levels. Waiting for new screenshots
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Re: Abandoned WIP
[Re: FBL]
#161266
10/21/07 19:54
10/21/07 19:54
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
OP
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OP
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Joined: Mar 2003
Posts: 4,264
Wellington
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Thanks Firoball, my stuff gets too complicated for a graphics oriented person so I need to create images to see where I am going. As can be determined, completed level sketch passes milestone_1 and here we can see all the elements that comprise the level. Each sub-level is loaded up when the player pos triggers a call and the subsequent one gets deleted. I am having a few probs with A7.07 as sectioned models seem to corrupt randomly and per engine call, still sorting this mess but it puts a hell of hold on progress for what I want to achieve. The only other way is to have the complet level model load as a single structure at this stage, not good. Its now a breeze to reference each segment and build accordingly but still have scope for additions/subtractions and so forth and all LOD requirements can be easily determined. Doc_1 hereIf anyone can spare modeling time, we need an enormous amount of sub-models made up for the LOD stages per model.
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