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The kID
#192647
09/17/04 20:31
09/17/04 20:31
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The kID
Greetings every1.I think its time to post my project on showcase2. Short description: Short description. You will be playing a private investigator named .....?! wich has been paid to find a missing kid in a small semi forgotten city(there will be a legend behind this).The kid has been kidnaped and the only edvidence found in the place where he dissapeard is a photo of him with his family made in a nearby small city called ....?! The story will evolve,there will be another character wich will "help" the player through the game. The finished project will include: Dynamic camera change (static to chase) Dynamic map Cut-scene based story-telling 2 playble characters 1 Whole city to explore Many types different enemys. 2 bosses Weapons will vary from simple objects found in the level to handgun This is all the info i can give now.Expect for new features to be included as development goes on. Here are the screenshots:
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Re: The kID
[Re: Locoweed]
#192937
08/16/05 14:32
08/16/05 14:32
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Joined: Feb 2005
Posts: 1,785 Jesusland
Towelie
Serious User
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Serious User
Joined: Feb 2005
Posts: 1,785
Jesusland
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Updated graphics? Damn, looks nice... nice... remember that your computers better than most other computers out there, especially those premade piece of craps.
Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide.
A stitch in time saves nine... what the hell does that mean?!?
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Re: The kID
[Re: bupaje]
#192940
08/17/05 16:33
08/17/05 16:33
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Joined: Mar 2003
Posts: 4,427 Japan
A.Russell
Expert
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Expert
Joined: Mar 2003
Posts: 4,427
Japan
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I couldn't download the beta. All I got was two files of it. Another problem you'll have with using all models is that the collision detection will be slower. Also, and I only know this is the case with map entities, perhaps polygons behind polygons are not being culled (forget the word for that now). I know this happens with map entities, so you have to narrow the view right down. ] It sounds like either something has to give, or need to wait and release it on the Playstation 3 . You are using too many processor intensive features for most PCs to handle. For a start you could try cutting down the maximum screen resolution and downsizing all the textures, but I think you might be best to consider switching to regular level geometry. It is still possible (though troublesome) to apply baked textures onto level geomtry if need be (ask me if you don't know how) and a lot of your current problems will be at least improved somewhat. At the least, you could try putting invisible blocks in and use them for the collision detection. From an artistic standpoint I think it's beautiful. That last character model looks a lot like you, Fuxers.
Last edited by A.Russell; 08/17/05 16:36.
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Re: The kID
[Re: A.Russell]
#192941
08/17/05 17:28
08/17/05 17:28
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Joined: Mar 2002
Posts: 492 Tirana/Albania
fuxerz
OP
Senior Member
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OP
Senior Member
Joined: Mar 2002
Posts: 492
Tirana/Albania
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Hey Alex,its been a while since our last chat what.sup? What you say is perhaps true.But i got facts.PPl are using these texture even now.I know i 3dgs cant compete with unreal and that's why i will call this a test since i havent started to make textures that big yet.Even if i chose to do so,it will be for the biggest buildings that look blury with a 1024.We could have made the level all from cubes and wmbs but the reason we chose models,is that they have uv map and we can add details where we want.Immagine one of our buildings with cubes.It could have more than 10 or 15 textures and lots of polys to look a little better than the model building does.Until now we dont have those fps problems that we had in the begining so i think we are heading in the right way (about the likeness between the character and me,do you really remember my face?lol) He is more good looking than me :P
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Re: The kID
[Re: light_mystic]
#192943
08/19/05 00:37
08/19/05 00:37
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
Expert
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Expert
Joined: Oct 2002
Posts: 2,256
Oz
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I think we can handle the FPS, at the moment that isn't my main concern atleast. We won't be running 90 FPS or anything like that, but 50 to 60 range should be no problem. Although, I would agree on one thing, I think the streets could possibly be level geometry (or .wmb) without much of a graphics hit and it would solve some other issues with smooth c_move() movement (although I really can resolve this issue) and lighting issues on the horizontal surfaces that are occurring, as well as boost the FPS some. Mainly the lighting is driving me nuts on the horizontal street surfaces of the all-model level, it's not smooth. It skips from one horizontal model surface to the next. Although I think the correct shader could correct this. Making the streets/floors level geometry, if it looks ok, wouldn't bother me at all. But, thats up to the artist. Oh, "Hi" light_mystic, long time no see. Fuxer: Quote:
He is more good looking than me :P
True.
Professional A8.30 Spoils of War - East Coast Games
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Re: The kID
[Re: Locoweed]
#192944
08/22/05 08:45
08/22/05 08:45
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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OMFG!! i know this comes bit late but U ARE NOT A HUMAN LOCOWEED!
this is not possible ^^
10½/10
"Yesterday was once today's tomorrow."
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