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Re: Rebel Planet Trailer #2
[Re: Machinery_Frank]
#44250
04/15/05 12:04
04/15/05 12:04
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Joined: Dec 2002
Posts: 293 Minnesota
Peter Churness
OP
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OP
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Joined: Dec 2002
Posts: 293
Minnesota
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Quote:
By the way: I like your detailed buildings very much. Did you do these with blocks or with models. And how big is your terrain? Do you create different levels or one huge level?
Most of the better looking buildings and levels were done by others. Bernd from Twin Bits did many of the stand-alone structures. Yes, they are blocks. And he did a suberb job texturing them as well. The pillared level with the flags was also done for me by someone else (Miguel). I pieced it all together, but many others get the credit for the actual level building.
As for the levels themselves, yes they are different levels pieced together. However, I've tried to make it as seemless as possible and to at least give the illusion of one big world. For example, I've implemented a kind of LOD for actor ai. NPC's will move from one level to another just like the player and the ai will keep track of where they should appear in the level as they're walking or running from one location to another. It's pretty cool I think, and when I eventually release a demo to the community I'll likely release my code as well (unless I get a publisher who tells me not to).
The terrain is only 32x32 for individual "sub-levels". However, the entire first level of the game has about 9 of these outdoor "sub-levels". Not all the game levels will be this big though.
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Re: Rebel Planet Trailer #2
[Re: Peter Churness]
#44251
04/15/05 12:54
04/15/05 12:54
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Thank you very much for the answer. That is very kind of you.
I showed the video to a few friends and we were all speechless about the detail. We did not know that you can use so many animated people in an outdoor world like yours with dynamich ligting a.s.o. in 3DGS.
Your idea with level changing and NPC handling sounds very good. That must be a lot of work.
Sorry, but I did not completely understand the last sentence from you. Do you mean that you stick 32 hmp's together and use 9 of these in a complete level or do you mean that a terrain has 32 divisions?
Frank
Models, Textures and Games from Dexsoft
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Re: Rebel Planet Trailer #2
[Re: Machinery_Frank]
#44252
04/15/05 13:50
04/15/05 13:50
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Joined: Dec 2002
Posts: 293 Minnesota
Peter Churness
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Joined: Dec 2002
Posts: 293
Minnesota
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Quote:
Sorry, but I did not completely understand the last sentence from you. Do you mean that you stick 32 hmp's together and use 9 of these in a complete level or do you mean that a terrain has 32 divisions?
Sorry. No, I mean that as far as gameplay is concerned, for what I'm considering the first of the games seven levels, it has 9 hmp's total. Each hmp is 32x32 squares/triangles, and each gets loaded in as a separate "sub-level" (i.e. through level_load() function)
For example, here is one of the 9 hmp's that make up the first "level":
However, the cool thing with the ai is that if an enemy is chasing you and you leave one sub-level and enter the next, the enemy will follow you into the next sub-level. Also, if an NPC exits a sub-level heading for some desination either in that sub-level or through it to the next, and your player follows him in, the npc will appear exactly where you would expect him to given the time you've given him to be walking across the next level.
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Re: Rebel Planet Trailer #2
[Re: Peter Churness]
#44254
04/15/05 16:54
04/15/05 16:54
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Joined: Aug 2002
Posts: 673 Las Cruces, NM
JimFox
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Joined: Aug 2002
Posts: 673
Las Cruces, NM
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Hi Peter, Congratulations on a big milestone. I am sure that you are encouraged by the positive feedback.
Why did you not simply use one 96X96 terrain? I assume that was because it helped the FPS. How much difference did it make? Regards,
Jim
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Re: Rebel Planet Trailer #2
[Re: JimFox]
#44255
04/15/05 17:32
04/15/05 17:32
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Joined: Dec 2002
Posts: 293 Minnesota
Peter Churness
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Posts: 293
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Quote:
Hi Peter, Congratulations on a big milestone. I am sure that you are encouraged by the positive feedback.
Why did you not simply use one 96X96 terrain? I assume that was because it helped the FPS. How much difference did it make? Regards,
Thanks Jim. Yes, its a framerate issue. Plus everything is just more managable in smaller chunks (fewer pathfinding nodes, fewer entites, etc). However, if there ever is a Game #2 I want to work on making the whole world seamless with dynamic loading of everything. But one thing at a time ...
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Re: Rebel Planet Trailer #2
[Re: Peter Churness]
#44256
04/15/05 19:09
04/15/05 19:09
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Joined: Aug 2003
Posts: 425
DocJoe
Senior Member
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Senior Member
Joined: Aug 2003
Posts: 425
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I thought it was at least two years ago I saw a trailer from your game. It's absolute phantastic, great athmosphere, bombastic! Congratulation!
Don't take the cake to the party.
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