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Re: ThirtyMinutes [Re: JR] #30008
09/16/04 00:41
09/16/04 00:41
Joined: Jan 2002
Posts: 692
berlin
MB Offline OP
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MB  Offline OP
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berlin
thanks for the nice comments so far, which I take as a kind of moral support. For sure, you can always improve things - illumination, material and so forth. I didn't take much about it in the current state. You won't see any shader effects for example. So in this state everything is about geometry, modelling and texturing. Nothing special at all.

I am desperately awaiting the 6.303 version, which will allow the use of *.fx files - this will be the moment to tune up the visual quality.

Re: ThirtyMinutes [Re: MB] #30009
09/16/04 02:41
09/16/04 02:41
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A.Russell Offline
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The texturing, modeling and level design looks beautiful. In some places the lighting doesn't make much sense. This is most noticable in the cinema, where the light fittings down the sides are dark and the room looks like it is lit by a couple of large invisible lights sources in the middle of the room.

Despite that, it still looks awesome.

Re: ThirtyMinutes [Re: MB] #30010
09/16/04 23:42
09/16/04 23:42
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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I see the point of previous posts about lighting. IMHO, though, not every game has to have dark, moody lighting to be good. I think that dark "look" is a bit overdone. Surely there is room for a game where you can see where you are.
So, yes, it can be improved. But, darn, it looks pretty good to me, overall.
Regards,


Jim
Re: ThirtyMinutes [Re: JimFox] #30011
09/17/04 01:52
09/17/04 01:52
Joined: Sep 2004
Posts: 2
Rutgers University, NJ
J
JR Offline
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JR  Offline
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Rutgers University, NJ
Agreed, but I'd have to say that dark, moody lighting is the only viable option for a demo like ThirtyMinutes. Cheers,

John

Re: ThirtyMinutes [Re: JimFox] #30012
09/17/04 01:55
09/17/04 01:55
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A.Russell Offline
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It's not the brightness I was refering too. It was the logic behind the light sources. The light fixtures are dark in the cinema and it appears to be lit from the middle of the room. I think it would be good with lights coming from the light fixtures and really long range, slightly dimmer lights in the centre for ambience.

You can see it in the other shots too. Like the dabbs of light on the stairs that don't seem to come from anywhere.

Re: ThirtyMinutes [Re: A.Russell] #30013
09/17/04 11:26
09/17/04 11:26
Joined: Sep 2003
Posts: 363
Ottawa
MathewAllen Offline
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Posts: 363
Ottawa
the game looks frigging beautiful but i cant even figure out how to get out of the first room, it jsut happens some times.

Re: ThirtyMinutes [Re: MathewAllen] #30014
09/21/04 16:35
09/21/04 16:35
Joined: Dec 2002
Posts: 1,866
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b_102373 Offline
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Posts: 1,866
Very good work. Congratulations on great levels. How long have you been working on this game for?

Jeremy

Re: ThirtyMinutes [Re: b_102373] #30015
09/22/04 06:35
09/22/04 06:35
Joined: Jan 2002
Posts: 692
berlin
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berlin
I am leaving my underground and getting outside.
Geat feeling: that there's no need to care about lights and illumination, but only sky above and nothing else.
No, that's not true. What happened was, that I confronted some severe frame rate considerations.



So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems. I really like the engine, but would love to see it running much faster.

@cumpterprogramer: Yes, all this is extremely time-consuming, but programming is worse and you don't see anything. What I found painful as well as extremely satisfying, was doing archiect's work: rebuilding these edifices, texturing them, things like that. It looks really habitable after a while.

Hope I can post a little scenery soon.

Re: ThirtyMinutes [Re: MB] #30016
09/23/04 07:54
09/23/04 07:54
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Quote:

So - going into complex geometry like these few (still unfinished) buildings, sucks framefrate and makes you wonder, what ways there may be to circumvent these problems.




Maybe, this could help you: Lutz Tewe's culling system

Re: ThirtyMinutes [Re: MB] #30017
09/23/04 18:33
09/23/04 18:33
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A.Russell Offline
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You could use a LOD system so that the isides of the buildings are not created until the player is really close to them. Even one floor at a time.

Your use or colour and texture is beautiful.

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