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Re: Babylon 5 project [Re: ryangregory] #224533
08/30/08 19:43
08/30/08 19:43
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
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cro_games  Offline
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Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
easier,certainly not..
But it is similar..;)

Last edited by cro_games; 08/30/08 19:43.

Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: Babylon 5 project [Re: ryangregory] #224534
08/30/08 19:43
08/30/08 19:43
Joined: Jan 2008
Posts: 1,580
Blade280891 Offline
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Blade280891  Offline
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Joined: Jan 2008
Posts: 1,580
laugh no problem, if not i can probably help out a bit.


My Avatar Randomness V2

"Someone get me to the doctor, and someone call the nurse
And someone buy me roses, and someone burned the church"
Re: Babylon 5 project [Re: Blade280891] #224546
08/30/08 19:55
08/30/08 19:55
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
Member
ryangregory  Offline OP
Member

Joined: Dec 2007
Posts: 156
England
Thanks alot, Id really appreciate it. At the moment I need to focus on the models, levels, panels, animations, textures before I need to worry about proggramming. As soon as I have the minimum amount of these I will need I can start coding properly.

Cheers, Ryan.

Re: Babylon 5 project [Re: cro_games] #224618
08/31/08 11:16
08/31/08 11:16
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
lite-c isn't hard. it's more consistent and smooth than c-script. c-script can look almost just like lite-c (the conversion is possibly very simple), except lite-c is slightly more strict than c-script about some things which will make the change harder if you've developed bad habits.

is that main character from babylon 5? (never seen babylon 5 myself) apart from the eye thing lc mentioned, he's well done but very generic, especially for a main character (brown average haircut, brown eyes, 5 o'clock shadow ...).

i hope these thoughts are useful.

jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Babylon 5 project [Re: JibbSmart] #224710
08/31/08 21:09
08/31/08 21:09
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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Joined: Dec 2007
Posts: 156
England
Hi Julz, No hes not from the show just a character I made up. I was afraid of that. I didnt want him to look too generic, any ideas to make him stand out more?

Re: Babylon 5 project [Re: ryangregory] #224732
08/31/08 23:16
08/31/08 23:16
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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Joined: Dec 2007
Posts: 156
England

any better?



I cant do too much with it as hes supposed to be in the military, any thoughts would be much appreciated.

Re: Babylon 5 project [Re: ryangregory] #224760
09/01/08 04:01
09/01/08 04:01
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i like the eyebrow scar, and the eyes look better. i'm no pro, but i guess one idea would be to describe him in words. you'll probably find a lot of "medium" and "average" in there. what if he has bags under his eyes? his nose looks like it has been broken before? a receding hairline? slightly over-the-top sideburns? of course he'll be a less attractive character, but perhaps more recognisable. the balance is up to you. i am by no means asking for him to look like i just described :P

as he is, he's well done. with the changes you've done he's also fairly recognisable. maybe a little generic is a good thing, if you want it to be easier for the player to associate themselves with the main character.

i like what you've done with so few polys and the texture-work is great.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Babylon 5 project [Re: JibbSmart] #224771
09/01/08 06:33
09/01/08 06:33
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
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ryangregory  Offline OP
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Joined: Dec 2007
Posts: 156
England
Thanks for the complimants Julz. Im fairly happy with him now, I'll probly just tweak some things give him a little extra character, I dont want to go too over the top with it. theres still quite a bit of work to do with the texture yet, then I can decide whether to keep it as the main character or not.

Re: Babylon 5 project [Re: ryangregory] #231397
10/14/08 09:06
10/14/08 09:06
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
Member
ryangregory  Offline OP
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Joined: Dec 2007
Posts: 156
England
Hi, long time since I posted here, I havent had much time to spend on this project lately. I have been working on this level for a while now and its still a while away from being finished, I just wanted to know what you think.





Its a large main area of babylon 5 called the zocolo, kind of like a big marketplace with stalls/shops. Ive added some new stuff such as the fountain in the centre and the tunnels from the customs area to the zocolo. the large boxes are going to be a restaurant, the casino and a shop, with upper and lower sections. Its still pretty barren, I've just got the basic structure in place before I start adding more interesting things to the scene.
At the moment I've just added shadows straight to the textures, If anyone knows a better way to handle shadows on model based levels I'd really like to know.

Cheers, Ryan.

Re: Babylon 5 project [Re: ryangregory] #231531
10/15/08 09:33
10/15/08 09:33
Joined: Sep 2007
Posts: 1,093
Germany
T
Toast Offline
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Toast  Offline
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T

Joined: Sep 2007
Posts: 1,093
Germany
Well you've beaten Second Life already... wink
http://flickr.com/photos/bryanalexander/2187702528/

It's already looking good although it has a flaw imo. That "ring gate stuff" doesn't really blend into the scene yet and looks too much like a prop placed on the floor than being part of the room. I'm also not too sure about the frequence at which those gates show up in your first screenshot (I'm talking about those four rings right next to the fountain section). I'm not entirely sure but they imo are too close plus afaik they only were that close in the part where the doorway behaves like a "donut" and as such the entire "tube" you walk in goes up like on this foto:
http://www.trashotron.com/agony/images/2005/05-columns/04-18-05/louzocalo.jpg

When it comes to textures and shadows you don't need to bake the shadows into the textures as this is/will be possible for models (I'm not up-to-date with the current workflow for this but at some point the A7 lightmapper will work for you pretty much as you know it from blocks). So maybe put up the texture resolution a bit / add more textures or details and use shadows generated by a lightmapper. This also is going to add a lot of atmopshere to the scene...

Enjoy your meal
Toast

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