What are you working on?

Posted By: ratchet

What are you working on? - 06/05/11 18:51

Post any screenshot,picture of anything that you are working on with A8 , it can be anything like a model, a 2D level design, a texture, a game etc ...

(It's a standard thread in lot of 3D artist and some 3D engine forums, i just wanted 3DGS to have one, it can be interesting)
Posted By: WretchedSid

Re: What are you working on? - 06/05/11 19:01



The screenshot is made on a Mac running OS X 10.IMNOTALLOWEDTOTALKABOUTIT, but it compiles with Gstudio as well (beside of the stuff in the LFUnsupported folder). Just in case screenshots of code are allowed too =/
Posted By: Progger

Re: What are you working on? - 06/05/11 19:15


Screenshot of a fun game im working on not good just for practising wink
Posted By: Puppeteer

Re: What are you working on? - 06/05/11 19:28


Posted By: ratchet

Re: What are you working on? - 06/05/11 20:14

@JustSid: yes code screenshot allowed too, or tools screenshot also laugh
It can be 3D Work, 2D work, code, 3D game WIP , music, anything realated to a 3D project with A8 !


@Progger : i really like the game test you are making, reminds me some really cool arcade games that was made some ages ago !

Posted By: Harry Potter

Re: What are you working on? - 06/05/11 20:38

Today I was working on the halogen lights of my space station level
(project Pax et Bellum - 'Fotorealistisches Mittelalter'):




Posted By: ratchet

Re: What are you working on? - 06/05/11 20:43

Alien WIP : really basic shapes !
For an 2.5D platformer with A8.


Posted By: Bone

Re: What are you working on? - 06/05/11 21:03

My road tool project RoadTool GS.
Test version coming soon.




Posted By: Rackscha

Re: What are you working on? - 06/05/11 21:57

Working on something like a precompiler, which precomputes c++ like classes to be usable in LiteC laugh
Posted By: Hummel

Re: What are you working on? - 06/05/11 22:58

DX10 Effects Development Framework, switching to DX11 later.
Ah ok A8, well then: nothing.
Posted By: ratchet

Re: What are you working on? - 06/05/11 23:12

What are you working on is mainly for screenshots laugh

Without screenshots, we could have lot of people only posting :
"I'm working on this project" !

-------------------------

Yes only post screenshots please, this is a WIP thread not a Annoucement thread !

(Perhaps someone can launch an Annoucement thread if people are interested ? )
Posted By: Joozey

Re: What are you working on? - 06/05/11 23:30


Posted By: JibbSmart

Re: What are you working on? - 06/06/11 01:35


Still coming along.

Jibb

EDIT: Now with new and improved car shader:

Posted By: darkinferno

Re: What are you working on? - 06/06/11 03:06

last visual thing i did for scion that i'm willing to show:


Posted By: Anonymous

Re: What are you working on? - 06/06/11 05:37

Originally Posted By: ratchet
...working on with A8...

are A7 pics allowed aswell?
if yes, this is what I do at the moment:

Posted By: MasterQ32

Re: What are you working on? - 06/06/11 06:28

TimeDigger Adventure Game

Made with CubeX Framework
Posted By: Pavle

Re: What are you working on? - 06/06/11 11:06

Working on my contribution for AUM 100: level parts & skull-warrior models...






Posted By: Realspawn

Re: What are you working on? - 06/06/11 15:40

Working on more things today (multitasking)

Project : DR





Project : BB




Project : KB





Also rendering a new company intro movie laugh

busy as hell today

Posted By: TerraSame

Re: What are you working on? - 06/06/11 16:13



Just took the shot yesterday...
Been working on the lighting...

Something a bit different from my usual work...


It's a model of the "Consciousness Grid"
(Done in 3dsMax for a new type of game.)


You know... The grid that envelopes our planet...


The geometry is very compicated but at the same time, very simple...
Eeach sphere crosses its adjacent spheres and creates the "Flower of Life" pattern in 3d...


In its geometry, is many, or as some say... all patterns...


This is one completed prototype...

[img:center]
http://www.terrasame.com/photo_gallery/Image35a.jpg[/img]
This is another...
Posted By: ratchet

Re: What are you working on? - 06/06/11 21:14

Amazing what people are working on laugh

@chris_oat :
Yes any 3DGS Version you use, you can post, it could be A6,A7 or another version !
Posted By: Rondidon

Re: What are you working on? - 06/08/11 15:06

- Just finished the official GameStudio Trailer. http://www.youtube.com/watch?v=w3uw0e5y4nE

- Working on an Alan Wake like movement script for chris_oat

- Working on my project "Adrenaline". Improved the HUD.


Posted By: HeelX

Re: What are you working on? - 06/08/11 16:18

Very well done, Rondidon!!! Is this an official video for JCL or have you done it just for our pleasure?
Posted By: Rondidon

Re: What are you working on? - 06/08/11 16:28

Thanks laugh . It`s officially done for JCL, but of course it`s also for our pleasure wink . Was a lot of work though.
Posted By: HeelX

Re: What are you working on? - 06/08/11 17:32

"The Descent", fly-a-firefly-through-cave-and-have-a-device-attached-to-your-heart-to-measure-heartrate-and-do-biofeedback-in-game -- prototype

high heart coherence -> green aura, much sight


low heart coherence -> orange to red aura, low sight

Posted By: ratchet

Re: What are you working on? - 06/08/11 21:56

@Rondidon :
Just one thing : put ShowREAL instead of ShowREEL laugh
Great video, i saw in the video some 3D character manipulation in
WED, perhaps yu could have used another lot more detailled character model than a basic one ?
Anyway great.
Posted By: JibbSmart

Re: What are you working on? - 06/08/11 22:12

Quote:
Just one thing : put ShowREAL instead of ShowREEL laugh
No. Look up "reel".

Jibb
Posted By: Michael_Schwarz

Re: What are you working on? - 06/08/11 22:23






Posted By: Realspawn

Re: What are you working on? - 06/08/11 23:13

Some ingame music i made today.

Something for the ears : http://www.youtube.com/watch?v=OOUjYhjlWno
Posted By: Rackscha

Re: What are you working on? - 06/08/11 23:18

Nice Work RealSpawn. LittleQuestion: Which software did you use to create those effects for the video?
Posted By: Realspawn

Re: What are you working on? - 06/08/11 23:46

The particles are clips i found on Youtube. I used them
and edit them al in correl videostudio pro X4

so the particle video snippets are not mine laugh
but it fits the music laugh
Posted By: TerraSame

Re: What are you working on? - 06/09/11 18:08

Nice work Mr. Schwarz...
Your work looks very relistic...

Posted By: JibbSmart

Re: What are you working on? - 06/09/11 18:17

Quote:
The only thing I noticed a little strange, is in one shot the glass in a window looked a bit wavvvy...
Why is that strange?

Jibb
Posted By: Hummel

Re: What are you working on? - 06/09/11 18:53

@Michael: you should really add some envmapping to your windows, would look much better I guess.
Posted By: lostclimate

Re: What are you working on? - 06/09/11 18:58

Originally Posted By: JulzMighty
Quote:
The only thing I noticed a little strange, is in one shot the glass in a window looked a bit wavvvy...
Why is that strange?

Jibb


because it looks strange there too. rippled glass in a clean roomlike that doesnt really match. I ithink it would look cool with a much less dense set of ripples. (I still like them, i just think they need a very small frequency, like 3 or 4 ripples across) I've always thought that about the windows in portico tho. never mentioned it before this.
Posted By: Germanunkol

Re: What are you working on? - 06/09/11 19:15

Next Demo release is due in the next few days... working hard on getting it all set up.



Posted By: Quad

Re: What are you working on? - 06/09/11 19:15

It's there for a cause. People looking from outside should not be able to clearly see the inside of the room.
Posted By: TechMuc

Re: What are you working on? - 06/09/11 22:40

of course no game.. but: realtime editing of variables and structure members



getting to ==>


Posted By: Ascalon

Re: What are you working on? - 06/09/11 22:41

i am working on a kind of space staion-builder. you have to build up a space-staion and earn resources from asteroids and so on...



Posted By: TerraSame

Re: What are you working on? - 06/10/11 04:33

Mr. Schwarz...
I have never seen horizontal ripples, only vertical, and I only noticed them in one shot.
That's why it seems a bit odd...
As I said, very nice work..

Posted By: Rondidon

Re: What are you working on? - 06/10/11 09:00

Portal has the same window wink
http://ahkong.net/images/portal/3d/level-00/portal-3d-002.jpg
Posted By: Rackscha

Re: What are you working on? - 06/10/11 14:37

@TerraSame: Please take a look at portal^^
Posted By: JibbSmart

Re: What are you working on? - 06/10/11 18:14

Actually, it's not a bathroom. Have you really never heard of Valve's "Portal"? Michael Schwarz's game is heavily inspired by Portal -- perhaps even a parody (I'm not sure on the details), and that's why he has the rippled glass in his game.

Jibb
Posted By: JibbSmart

Re: What are you working on? - 06/10/11 20:20

You'd definitely get lots of good advice in the Morbius forum if you ask laugh

Jibb
Posted By: Redeemer

Re: What are you working on? - 06/10/11 21:09

TerraSame, I can understand if you've never played Portal, but have you seriously never even heard of it? What, have you been living under a rock for the past three years?
Posted By: Joozey

Re: What are you working on? - 06/10/11 23:16

My bathroom has a portal.
Posted By: 3run

Re: What are you working on? - 06/11/11 10:37

May be you toilet has one? grin
Posted By: 3run

Re: What are you working on? - 06/11/11 13:36

I don't think that it will lead to some interesting place grin
Posted By: darkinferno

Re: What are you working on? - 06/11/11 14:04

i kinda dont like that this thread is getting so many 'non-display' replies, it was really pretty before laugh lets leave it for the projects ok guys wink
Posted By: TerraSame

Re: What are you working on? - 06/11/11 14:22

Dark Inferno, You are right and I agree...
My chat posts have been deleted, as much as I was allowed...
I encourage others to do the same...
This post will be deleted shortly also...
Regards
laugh
Posted By: chrisp1

Re: What are you working on? - 06/11/11 18:30

I am currently working on a boss enemy for my game little submarine :
http://www.youtube.com/user/darkchrisp#p/u/0/0F8Q3TFO77c


Posted By: Liamissimo

Re: What are you working on? - 06/12/11 00:57

Working on some procedural stuff for a tiny game. No big stuff...
Posted By: WretchedSid

Re: What are you working on? - 06/12/11 03:05

You forgot the screen shot wink
Posted By: Dark_samurai

Re: What are you working on? - 06/12/11 14:53

Finally have time again to work on the new ANet version:


Posted By: ratchet

Re: What are you working on? - 06/14/11 21:39

Some ninja for a little araced game , very beginning of sculpting.


Posted By: DLively

Re: What are you working on? - 06/17/11 02:01

As Always: Making a Zelda game.


http://i149.photobucket.com/albums/s69/sdsdinc/zeldajune162011.jpg


http://i149.photobucket.com/albums/s69/sdsdinc/zeldajune162011-b.jpg


http://i149.photobucket.com/albums/s69/sdsdinc/zeldajune162011-c.jpg

For copyright reasons, I didn't invent Zelda.. Duh.
Posted By: darkinferno

Re: What are you working on? - 06/17/11 03:02

i still cant see why one would remake a game like this, idk, whats to gain ? but it does look good laugh so theres that
Posted By: achaziel

Re: What are you working on? - 06/17/11 05:40

Originally Posted By: darkinferno
i still cant see why one would remake a game like this, idk, whats to gain ?


Actually, making such a game makes a whole lot of sense to me. That way, you can find out more about game mechanics, how all that neat stuff is coded and get to know what it is that makes the original you're trying to rebuild for yourself such a great game. So there's a ton of knowledge to gain, and IMHO that's worth a lot.

But those are just my two cents. laugh
Posted By: Joozey

Re: What are you working on? - 06/17/11 12:47

Link looks fat but cool!
Posted By: lostclimate

Re: What are you working on? - 06/17/11 12:58

that and sometimes its fun to make your own version of a game. i remember when i was a kid redrawing mario levels. by the time i was 14 i remade 2 full levels of my own with exact mario bros 3 physics and images. they were fun as hell.
Posted By: Realspawn

Re: What are you working on? - 06/17/11 17:20

Working on a model pack for RTS games based on C&C generals laugh

http://www.youtube.com/watch?v=hTOxfZm3k34
http://www.youtube.com/watch?v=QRQnEpHf6OI
http://www.youtube.com/watch?v=9qVq_aOE3ss
Posted By: Espér

Re: What are you working on? - 06/17/11 17:22

Working on a way to create a game like "Stronghold Kingdoms"..

At the Moment, we are creating the Server/PHP/Database/Client Technics..

Posted By: WretchedSid

Re: What are you working on? - 06/17/11 17:36

You have a third party client that acts as run loop for the server and updates it over the wire, this has several disadvantages: First, your system isn't autarkic anymore and you gained a lot of "single points of failure". The second problem is latency, which you always have to deal in an network environment, but yours is unneeded. The third problem is concurrency and this is also the thing you will feel in labor tests (the other two points are most likely only noticeable in a real world environment). You will face many concurrency issues once you are logged in with your client, this goes from wrong updated labels to cheat possibilities for users.

The second big mistake is the choice of PHP, while PHP is great for dynamic websites, its unbelievable slow and costs too many performance. What you do is something like "hey everyone, please DDoS my server. kthxbye" and it won't take many clients to take you server down.

The third big mistake is scalability, one day, you just can't scale up anymore without facing really bad bugs, mostly due to the external run loop. You also might want to reconsider the choice of MySQL, while it is great and well tested (someone ran into a possible problem long before you), PostgressSQL for example might be well more suited.

There are many many more mistakes in your design, even if its just a rough "lets do it this way and look how we implement it in detail on the fly" (which is also a big mistake), but I'm not going to list all of them for a project that will be canceled in a few weeks so if you want to here more or a actual proposal for a new infrastructure with protocol, write me a PM and tell me what you are ready to pay for it.

In the meantime I have to stay with my conclusion:
Looks like the worst and inefficient "protocol" ever.
Posted By: Espér

Re: What are you working on? - 06/17/11 17:37

make a better proposal..
Posted By: WretchedSid

Re: What are you working on? - 06/17/11 18:02

What do you pay?
Posted By: Rackscha

Re: What are you working on? - 06/17/11 18:05

I would lok at it as a rough conceptional overview of the logic system o.O
Posted By: Espér

Re: What are you working on? - 06/17/11 18:06

giving critics is easy.. but giving good advices - is not your strength..
But why do i wonder about that.. it´s you -.-
Posted By: WretchedSid

Re: What are you working on? - 06/17/11 18:09

Starting new projects is easy... but finishing them - is not your strength.
Tell me: Why should I bother giving you advice when the project dies in a few weeks anyway? Beside that, I posted numerous advices about multiplayer and programming in general. I also wrote a pretty big library which uses lots of advanced stuff so what do you want to tell me? That I'm just saying things without showing that I can do them? Isn't it more like YOU are the one who always says "I do this epic game now" without ever finishing one of them?
Posted By: ratchet

Re: What are you working on? - 06/17/11 18:09

@Devon :
i like a lot your Zelda remake laugh
Indeed i think you'll gain big experience in programming and making cartoon stylised textures and level design !
Keep it up !
Posted By: Espér

Re: What are you working on? - 06/17/11 19:14

oh.. i finished games.. just not with A8.. but Rpg-Maker95-2000, Game maker and RmXP.. why do i talk.. *ignoring sid..*


I like the Zelda Game, too. But, aren´t there problems about Licenses?
Posted By: DLively

Re: What are you working on? - 06/17/11 20:06

Thanks for all the kind remarks laugh

I am only making this game as a learning corner - and mostly for fun.
As a child, I enjoyed Zelda3: A link to the past and always wanted to play another game like it... but that's impossible to find. So why not make it myself? tongue

Mainly @ Joozey: All the characters will be in a chibi style, inspired by the original game - Thats why link looks a little fat.. hes chibi style tongue XD

I will not be selling this game at all - its simply just a fan game, that will be free to play when it is finished; Like i mentioned its to learn how certain aspects can be achieved.. then I will make my own game.
Posted By: Germanunkol

Re: What are you working on? - 06/17/11 20:10

Just wondering... has Sid ever finished a game? He sounded like it...
Posted By: WretchedSid

Re: What are you working on? - 06/17/11 20:18

Originally Posted By: Germanunkol
Just wondering... has Sid ever finished a game? He sounded like it...

Yes, he actually did... He even finished three games and some serious applications for this new shiny iOS device.
The first one was the famous gulli:adventure (I guess you can still find it on gulli.com) with which he won an iPhone 3G and a short trip to vienna.
The second one was 5mb robot (can be found in the AUM resources)
The third one is the successful and infamous iAtoms which you can currently get for free on the App Store (to be honest, I just wrote the multiplayer part and the graphics engine for the game, Slin wrote the single player part)

And two of my recent serious applications are Moneybag and Trafiken which both can be found on the App Store as well (the second one is a pretty cool swedish traffic app).

Oh and then I wrote a small Open Source kernel called NANOS ( https://github.com/JustSid/NANOS ) and the best 2D engine for iOS devices (its still! the only one with shader support ( https://github.com/JustSid/Void-Dead ). And I still have this pretty unsuccessful (for unknown reasons) library called Lite Foundation. But all of these aren't really games and there is an even greater list of finished small projects... Oh and I have a list of abandoned projects as well, but not as long as the one from Esper: A Minecraft recipe browser for iOS (Notch told me to stop it. Meh), Die Händler (A7 game, you can find it here I guess), Miltun (A5 game) and iAtoms v2.
Posted By: Germanunkol

Re: What are you working on? - 06/17/11 21:35

Well then, congrats for finishing these.
I still dislike the way you try to make fun of him. If you think you're in a position allowing you to give advice, do so. If not then your posting is a waste both of your and our time.
Posted By: lostclimate

Re: What are you working on? - 06/18/11 02:00

"STOP STOP! JUST STOP! YOUR TEARING THIS FAMILY APART" *grabs hair* lol but seriously, lots 'o hostility on the forums recently grin
Posted By: Germanunkol

Re: What are you working on? - 06/18/11 07:44

Sorry ^^
We'll stop. Sorry Sid. To get back on topic, I'm working on: (Tadaaaa!!) fixing CSiS.

Almost all bugs either don't happen on my setup or they are ones that only happen every 30 minutes or so. That means I have CSiS running all the time, and every 30 minutes (on average) I get a tiny bit of information about one crash.
This sucks... I seriously need to think about a way to get more crashes.

In the meantime, we are adding a damage effect when health < 30:


Posted By: Rackscha

Re: What are you working on? - 06/18/11 15:10

@Germanunkol: Did you use Acknex wait(x) ? If not, you could try to implement a logger for detailed runtime information and a stacktrace on crash(last one isnt possible if you use Acknex wait(x) feature)
Posted By: Realspawn

Re: What are you working on? - 06/18/11 15:59

http://www.youtube.com/watch?v=W-dpheqfcI0

finished an other model for the RTS pack laugh
Posted By: Germanunkol

Re: What are you working on? - 06/18/11 16:49

Rakscha, sadly, I use wait(1) all over the place, yes... I'm hoping LiteEditor's debugging functions will help.
Is there another way to get acknex to render?

Good news though: We've fixed a few of the more pressing bugs today. Not bug free yet, but much, much closer to it.

Realspawn: well done on the models. But a normalmap wouldn't hurt. Why not make a highpoly version and then bake normals? I think especially the barrels would look much better.
Also, what about skins?
Posted By: Realspawn

Re: What are you working on? - 06/18/11 19:52

for now i am aiming at low poly model making as i am no
expert laugh Later i will see if i am up to the texture challenge laugh

for now however i am having fun laugh
Posted By: Rackscha

Re: What are you working on? - 06/18/11 23:57

@Germanunkol: use on_frame

It is triggered everyframe. This way you'll have to implement your own entity management if you dont want to use waits, but it allows clean stacktraces from your on_frame event down to the function that failed.

mh..just noticed there's a on_message for the winmessages to, nice^^
Posted By: Germanunkol

Re: What are you working on? - 06/19/11 07:13

Hm well, I would have had to know this 4 years ago... ^^
I don't think I'm going to redesign the entire game for this now. It might be very useful, but it's not really practical at this stage into the game. Also, I believe to have fixed most of the things.
I just found on_ent_remove... I find this one very interesting as well... ^^
Posted By: Realspawn

Re: What are you working on? - 06/19/11 11:56

finished loading dock drop platform and the war factory

http://www.youtube.com/watch?v=KoNp1od2hgM
http://www.youtube.com/watch?v=-_Viv5mpCME

a few to go laugh
Posted By: HeelX

Re: What are you working on? - 06/19/11 21:05

I prototyped today...

InnerFlow
Relaxation application for the same heart device I talked about above. No keyboard controls. Just your heart.





It looks way cooler in motion. But wait for the next iterations.
Posted By: Germanunkol

Re: What are you working on? - 06/19/11 21:10

Woot! Lovely.

So this is your heart then? grin What were you thinking about on the third image? It gets dangerously red...^^

This doesn't replace the "sort-of-procedural" levels from before though? frown I liked them...

Edit: "Radius 256"... that was a programmer's heart, wasn't it?
Posted By: HeelX

Re: What are you working on? - 06/19/11 21:59

Ok, I apologize - I don't have the device here yet, it is a procedural pattern. The red-orange-yellow-green color change indicates low-to-high heart variability, so to say, if everything is green, you are in an absolutely relaxed state.

The circles are target circles. The theory is: if the user remains his stress/relaxation state constantly (by breathing, meditating, etc.), the light-worm is circling. And the better your heart variability is, the bigger gets the circle. So, the goal is to "draw" bigger circles with your heart then the target circles. 256 is just my initialization radius ;-)

This project is no replacement, it is just another one in development for that device. "The Descent" reached now milestone 1 and when this here is done, we proceed to the next milestone.
Posted By: Hummel

Re: What are you working on? - 06/19/11 22:46

@HeelX
A surival horror prototype using this concept would be awesome. The only lightsource would be the one your character carries and it´s color and intensity changes the way you implemented it in your firefly project. And only hiding or a lot of light could save you from getting killed through enemies...
Posted By: painkiller

Re: What are you working on? - 06/20/11 23:34

very first screenshot of a new level for Assault!

It will be a kind of old industrial zone


Posted By: Joozey

Re: What are you working on? - 06/21/11 00:04


I'm having too much projects on again.
Posted By: darkinferno

Re: What are you working on? - 06/21/11 18:53

i ran some tests to fake GI using the last shadeC beta, basically each light was two light sources, its certainly not great but it beats the direct lighting by miles ... as for speed, wasnt bad, plus my pc sucks so i assume it acceptable for most laugh


Posted By: JibbSmart

Re: What are you working on? - 06/21/11 18:57

Nice. Can we see some comparisons without the second light? Also, how do you decide where to place the second light?

Jibb
Posted By: Anonymous

Re: What are you working on? - 06/21/11 19:11

worked on the night-setting of my 3rd Person Adventure game


Posted By: darkinferno

Re: What are you working on? - 06/21/11 19:35

Originally Posted By: JulzMighty
Nice. Can we see some comparisons without the second light? Also, how do you decide where to place the second light?

I'll upload those later, am on a scripting roll at the moment .. [lol yet am here typing, lol@excuse fail] lets just work with 'al upload them later'
Posted By: sPlKe

Re: What are you working on? - 06/24/11 07:52

I am currently finishing G.R.U.N.T.S. and working on three other game related projects, two music related projects, two video related projects and the ongoing project of having a life with a fiancee and friends. i dont sleep much lately...
Posted By: darkinferno

Re: What are you working on? - 06/26/11 02:24



top: direct lighting
bottom: secondary non shadow light placed to illuminate previous shadows

ahm, at the moment i was just testing the possibility so all i did was the other light at the same position as the first, this ofcourse means that this light would shine through walls but i think it showed me that correct placement could achieve something good

also i think boh_havoc has GI planned, its already in but commented out, havent heard from him but it sounds good
Posted By: Hummel

Re: What are you working on? - 06/26/11 13:33

@darkinferno:
Rendering a second light is quite inefficient since the same effect could be achieved with one or two extra lines in the 'shadowed light'-shader, but it looks quite good.
You should request this as a feature for ShadeC.
Posted By: WretchedSid

Re: What are you working on? - 06/26/11 13:47

Well, I'm currently working on the Lite Foundation threading stuff (again) to make it even better when it will be available with the next LF update. Prepare for delicious code.

Posted By: Kitsu

Re: What are you working on? - 06/26/11 17:01

i'm currently working on an animation for the background of the loginscreen for the game Nakoon
and here is where i am at the moment:

Posted By: Espér

Re: What are you working on? - 06/26/11 17:32

I´m still working on the Launcher/Updater for Nakoon..

And i still need help with the video_border..
See: Lite-C problem: video_border
Posted By: Espér

Re: What are you working on? - 06/26/11 21:35

Endlich funzt des...

Game-Launcher WiP:

http://nakoon-game.de/Nakoon_Game/Artworks/Grafiken/Launcher_WiP.png
Posted By: sPlKe

Re: What are you working on? - 06/27/11 06:16

I am currently working on some music for a game me and achaziel are working on for months. its not going to push any limits tough wink
Posted By: darkinferno

Re: What are you working on? - 06/27/11 06:52

Originally Posted By: Hummel
@darkinferno:
Rendering a second light is quite inefficient since the same effect could be achieved with one or two extra lines in the 'shadowed light'-shader, but it looks quite good.
You should request this as a feature for ShadeC.


i know and GI is expected in shadeC, i was just running tests
Posted By: Redeemer

Re: What are you working on? - 06/27/11 13:33

Originally Posted By: sPIKe
its not going to push any limits tough

I saw what you did there
Posted By: Rondidon

Re: What are you working on? - 06/27/11 13:56

Quote:
I saw what you did there

OMFG, it`s Boxxy!
End of offtopic laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 06/27/11 15:23

/offtopic: You are late, Rondidon.
Posted By: Joozey

Re: What are you working on? - 06/29/11 01:31


Most time sits in the tile editor which now features a versatile layering system and soon tile events coupling.
This game is supposed to be top down, I just suck at drawing proper perspectives laugh.
Posted By: lostclimate

Re: What are you working on? - 06/29/11 03:32



The fruits of a brief programming break. Supposed to be a kobald.
Posted By: Ayumi

Re: What are you working on? - 06/29/11 08:53

Unreal Tournament 2004(like) based shooter without any Shader.
It have to be better than original Game.


Posted By: 3run

Re: What are you working on? - 06/29/11 10:02

Guys, you work looks really great.
Posted By: HeelX

Re: What are you working on? - 06/29/11 23:25

Update on InnerFlow. You may notice, that the visuals changed for some reasons. Everything is rendered in A8. In realtime. I didn't photoshopped it, it is pure A8 awesomeness. And hell - I love the HDR shader! Beware, bubbles and lightbeams ahead grin





P.S: the number in the upper right corner is not the fps. It's an indicator how well your heart performs.
Posted By: ratchet

Re: What are you working on? - 06/30/11 01:14

@lostclimate:
Really good model and shape, design laugh
Just will need to be refined, more regular curves for clothes etc ... just refining !

What too do you use for sculpting ?
Posted By: lostclimate

Re: What are you working on? - 06/30/11 01:16

sculptris only. grin
Posted By: Superku

Re: What are you working on? - 07/04/11 18:38

Yesterday I've had a look at Slin's deferred lighting and got an idea for spotlights with arbitrary start and target cone widths (without additional views and the like):



Then I realized they cannot cast dynamic shadows that way, what makes them pretty useless... :<
Posted By: Slin

Re: What are you working on? - 07/04/11 19:11


Posted By: sPlKe

Re: What are you working on? - 07/04/11 22:17


Posted By: Hummel

Re: What are you working on? - 07/04/11 23:49


Posted By: WretchedSid

Re: What are you working on? - 07/05/11 06:08

EHEC 2.0?
Posted By: HeelX

Re: What are you working on? - 07/05/11 10:03

@Hummel: awesome!
Posted By: xbox

Re: What are you working on? - 07/05/11 12:14

a stereoscopic (cross-eyed view) 3d level

Posted By: TerraSame

Re: What are you working on? - 07/05/11 12:33

Slin...
What ya got there?
The terrain layout looks pretty good!
Except, it looks like you have over-lapping or "Striping" at the edges.
If that is "Striping, try changing the verticie count of your terrains so the count is as described in the manual:

"For avoiding unchunked mesh stripes, terrain_chunk should be a multiple of 8, and the number of terrain mesh squares in x
and y direction should be a multiple of the terrain_chunk value."

In other words... a multiple of 8 plus 1...
So, for example...
32 verticies in the x direction plus 1,
32 verticies in the y direction plus 1.
So the terrains would be 33 x 33 = 1089 verticies total.
Then set your chunk value at something like 8 or 16...
Just experiment...
That would make the terrain an even number of rows and the striping will go away and the game will run much faster and the edges will look better when textured while running it through the engine...
Just my thoughts... And it does look good!
Posted By: WretchedSid

Re: What are you working on? - 07/05/11 12:35

Judging from the file name Slin works on Water with LOD steps.
Posted By: Realspawn

Re: What are you working on? - 07/05/11 12:40

toying around with the fake car physics from 3run aum 100
creating a small car game laugh

having fun so far laugh

http://www.youtube.com/watch?v=_s85lDgSUBs

road models : Lennart Hillen
Car model : Blattsalat

Music : me
Posted By: ratchet

Re: What are you working on? - 07/05/11 18:56

@Spike: your level looks good, some RPG action (by seeing icon mouse) ??

@Realspawn:
When i tried it, i also thaught of using the simple and fast physic car demo from AUM100. Great beginning for your game, you'll just have to make great looking carts laugh !
Posted By: Espér

Re: What are you working on? - 07/05/11 21:26

Atm i´m working on the update system for Nakoon.
+ Downloading new Objects (Model+Infofile+Button images)
+ Downloading random Heightmap at Startup

and, i´m working on the System, to place objects on the terrain (thx to Hummel - he creates the shader for the terrain - see some posts above ^^")
Posted By: painkiller

Re: What are you working on? - 07/05/11 22:19

Working on a template/code contribution that should be finished soon, it will feature a stable PhysX car, traffic lights and traffic AI that will interact with traffic lights, stop signals and other cars while follows a path created in WED.


Posted By: ratchet

Re: What are you working on? - 07/05/11 22:59

Sculptris WIP : alien !
For some Dead Space project, i mean levels on some space stations and bad aliens to fight, something fun and
action with RPG elements.


Sculptris is great , any time you can go on details or back reducing polygons, it's really free sculpting without care about detailling level !
Posted By: bart_the_13th

Re: What are you working on? - 07/06/11 02:30

Working in something for the "Scary Game Contest"...
Really doubt I can finish it on time though
http://www.youtube.com/watch?v=Bh0IUFOVQaE
Posted By: lostclimate

Re: What are you working on? - 07/06/11 03:23

that video has a confusing ending grin
Posted By: darkinferno

Re: What are you working on? - 07/06/11 05:52

horror game entry, download here :

best thread ever ?
Posted By: Joozey

Re: What are you working on? - 07/06/11 11:51

Nice effort bart and darkinferno.
This thread needs a sticky.
Posted By: Anonymous

Re: What are you working on? - 07/06/11 12:23

...also a scary game...



Posted By: HeelX

Re: What are you working on? - 07/06/11 20:54

@darkinferno: is that EVIL SID???? ^^
Posted By: Espér

Re: What are you working on? - 07/06/11 20:56

working on a Sword:

Posted By: HeelX

Re: What are you working on? - 07/07/11 01:46

Worked all day on establishing a design & content for a new area of FireFlight. This is no mockup. And the grass doesn't react on fog.. currently, ya.


Posted By: darkinferno

Re: What are you working on? - 07/07/11 03:23

Originally Posted By: HeelX
@darkinferno: is that EVIL SID???? ^^
yep, darkSid
Posted By: alpha_strike

Re: What are you working on? - 07/07/11 12:04

Wow...HeelX, your pics remind me at really bad days in the past.
The time between the semesters, when you think that some stuff could be a spiritual expansion of your human neuronal feelings. Love and peace bro. I think you listen tooooo much the doors
Posted By: Germanunkol

Re: What are you working on? - 07/07/11 12:15

HeelX, it looks really nice, but there's no light source. That makes it look kinda weird... why's there disco-light out in the open?
Posted By: WretchedSid

Re: What are you working on? - 07/07/11 13:08

The light source is the heart of the player.
Posted By: lostclimate

Re: What are you working on? - 07/07/11 13:54

Originally Posted By: alpha_strike
Wow...HeelX, your pics remind me at really bad days in the past.
The time between the semesters, when you think that some stuff could be a spiritual expansion of your human neuronal feelings. Love and peace bro. I think you listen tooooo much the doors



"some stuff" that begins with an L, has a S in it and ends in D? wait, i think i ruined the whole spelling outloud so no one knows what it is, convention.
Posted By: HeelX

Re: What are you working on? - 07/07/11 15:02

I don't take drugs. I have Dr. Pepper! grin Huh, by the way, Enter the Void is a great film!

Thanks for the nice comments smile

Sid is right, both games I am showing here are for the same client and in the "games" you control the "player" (in InnerFlow) and/or some gameplay related values (aura in FireFlight) with your heart. I will certainly add soft shadowmapping, but for now the other areas and RIGHT NOW a custom level loader (gnarr!!!) and entity-recycler (grrr....whoarwhh!!!) have much more priority. And then I post to the future forum.
Posted By: lostclimate

Re: What are you working on? - 07/08/11 04:40



Uploaded with ImageShack.us

some more progress.
Posted By: lostclimate

Re: What are you working on? - 07/08/11 04:54

I feel like.... he needs chains.... or shackles...
Posted By: lostclimate

Re: What are you working on? - 07/08/11 05:36

I promise, no more adjacent posts after this one.







Posted By: ratchet

Re: What are you working on? - 07/08/11 08:33

Great 3D model laugh
my personnal taste :
-You should color the clothes pants in a different color, caus the color is too near to the body color ?
- perhaps remove the grey part on arms ? looks strange !

You just have to make some level now , and we'll have an original indie FPS with original ennemies.
Posted By: lostclimate

Re: What are you working on? - 07/08/11 08:41

thanks.Im trying to figure out how to get the leather in my head on him. been experimenting. Still needs a lot of work on the shoes, claws, eye, also he has mutton chop like facial hair that sticks out, you can see it if you look close, that has to be detail normal mapped and painted.


And then....

I am going to add details of drool hanging down (all normalmapped of course), and shackles and chains all around him (if im not too lazy) Im hoping to make him wield my axe i gave out in aum 100 grin


EDIT:





I think im pretty much don with the diffuse texturing. of course when i make the low poly one, and bake this tex to the proper uv map im going to touch it up in gimp, but any crits and comments before I retopo it would be much appreciated.
Posted By: alpha_strike

Re: What are you working on? - 07/08/11 11:18

Sorry, I did not get the sense of this thread.
Is this a project thread in the project thread??
Don´t get me wrong. It is cool to see that some guys are still working with Acknex but I don´t understand the above.
Posted By: 3run

Re: What are you working on? - 07/08/11 11:46

Originally Posted By: alpha_strike
Sorry, I did not get the sense of this thread.
Is this a project thread in the project thread??
Don´t get me wrong. It is cool to see that some guys are still working with Acknex but I don´t understand the above.
This thread about projects in project thread. Main idea of this thread to show each other your projects and to prove that 3DGS isn't dead yet.
lostclimate@ model looks really great, where will u use it? Or will it be for sale? Will you animate it as well? laugh
Posted By: lostclimate

Re: What are you working on? - 07/08/11 12:13

well this thread allows us to get kinda realtime snapshots of what we are working on instead of long drawn out posts. admittedly i overdid it a little and probably should have made my own. will probably do that soon.

@3run: both. i will be selling source art from projects im working on, I have quite a bit of it made now, (want to have a decent set before i start sales)

yes it will be animated. I'll be manually taking frames from videos i capture of myself so that i can get a mocap type look.
Posted By: MrGuest

Re: What are you working on? - 07/09/11 04:49

Originally Posted By: alpha_strike
Sorry, I did not get the sense of this thread.
Is this a project thread in the project thread??
Don´t get me wrong. It is cool to see that some guys are still working with Acknex but I don´t understand the above.
alpha, i've read some of what you've posted and wondered wtf, but a thread that is titled "What are you working on" and youd don't know what it's about???

are you looking for your usual forum argument or really not understanding what the thread of "WHAT ARE YOU WORKING ON" thread is really about?
Posted By: HeelX

Re: What are you working on? - 07/09/11 08:58

MrGuest, stop it.
Posted By: ratchet

Re: What are you working on? - 07/09/11 09:07

"WHAT ARE YOU WORKING ON" :
Is for any 3D work people are making and that is towards A8, it can be Programming , tool, 3D art, in game or experiment with A8.
----------------------------

One rule , should be to post only one or two shots each time, and not a lot in some few days.
It's like a brief and quick snapshot (or flash preview) on what you are working on !

It's a thread where people want to see lot of different things going on , and not a WIP of a project only on several pages !
---------------------------


@losticmate :
It's ok like that, but next time you could post only one or two screenshot each time like all people laugh
Or you could post when your model will be final or when it will be great differences on your progress ?

And you can open for lot of lot of feedback and put 5 or 10 or more screenshots each time in few days, perhaps open a new thread dedicaced specificaly to your model, to improve it and show your progress each time ?

I'm not against, but i think it's better to keep this thread
like a real snaphot preview of what people do.
Some 1 or 3 screenshots each time , and when things have progressed a lot or new things have been done !


Posted By: darkinferno

Re: What are you working on? - 07/09/11 14:50

yes but too many ppl keep having discussions here, not that i have a problem with it but i wish the thread would stay more like a showcase ..


[i'll delete this response soon]
Posted By: bart_the_13th

Re: What are you working on? - 07/10/11 00:56

'The Light'
Title:


Ingame:



Near End:

Posted By: Redeemer

Re: What are you working on? - 07/10/11 16:14

A hearty "thank you" to whoever decided to correct the punctuation in this thread's title.
Posted By: HeelX

Re: What are you working on? - 07/10/11 18:04

I like the "G" in the title.. nice smile ... the last shot is creepy :-) but I guess in that room you don't need a flash light... nor are "they" illuminated...
Posted By: Germanunkol

Re: What are you working on? - 07/13/11 13:00

Doodling with sculptris while waiting for CSiS to crash... which, sadly, it seems to do on all PCs but mine.

Posted By: TheShooter

Re: What are you working on? - 07/13/11 13:08

really nice. How many polygons??

Im working on a lift for my horror game. no pictures yet.
Posted By: Germanunkol

Re: What are you working on? - 07/13/11 13:11

Too many. There's a reason I'm not showing the wireframe grin

I'm having a hard time remembering to turn off polygon adding when sculpting, so there's always too many polygons flying around. I might show a wireframe later on, when I've cleaned the mesh a little.
Posted By: rayp

Re: What are you working on? - 07/13/11 15:53

My current A8 com City map



mfg
Posted By: ratchet

Re: What are you working on? - 07/13/11 18:46

@rayp : great, looks good, with homogenous lightening laugh
No video ?

@Germanunkol :
Good start ! Why not making entire model with legs and tail ?

Yes Sculptris really rules, i use it niw in combination with Zbrush caus it gives lot more control on polygons !
Posted By: HeelX

Re: What are you working on? - 07/13/11 22:29

Update! New area: "rocky". Similar to the milestone #1 pics, though smile




Posted By: Slin

Re: What are you working on? - 07/13/11 22:50

You should try some more contrast, as well as some more variety in that cave texture blending over a second texture or something like that. Are you btw using a triplanar projection, it kinda seems so and I couldn´t imaging unwrapping that cave to be fun tongue. Other than that it kinda reinds me of trine. You should probably just make it a real game after that heart thingy is over wink.
Posted By: HeelX

Re: What are you working on? - 07/13/11 23:09

Thanks for your comments - for now the cave texture is sufficient, I will consider using a multitexture shader in later milestone, if I get the contract for that smile I am heavily relying on the HDR shader and colors, its harder to get it right than I thought :-) I also had to extend my visual settings framework so that different maps can determine their own settings. The HDR shader and all visuals are very sensitive and the settings for the cave produce a total overglow in the valley scene.

The unwrapping was done automatically by Cinema, so no triplanar projection wink I will certainly talk with these guys about distributing an "offline" game version of this, maybe.
Posted By: alibaba

Re: What are you working on? - 07/14/11 08:53

Finally managed to add the model from arteria laugh
Added bone support and thank you alot superku
for your hitboxes laugh
They are working peerfectly laugh




Posted By: Germanunkol

Re: What are you working on? - 07/14/11 12:58



20518 polies now...
Posted By: Superku

Re: What are you working on? - 07/14/11 13:11




Posted By: Germanunkol

Re: What are you working on? - 07/14/11 13:36

Wicked.
Posted By: alibaba

Re: What are you working on? - 07/14/11 14:14

@Superku

Wow! 0.0
Posted By: Pappenheimer

Re: What are you working on? - 07/14/11 14:15

Huh! Whats the frame rate?
Although, if it is low, you could build a sky in game and save it as sky cube.
You could offer such a thing as tool!
Posted By: Superku

Re: What are you working on? - 07/14/11 15:37

Thanks. There are still many issues like overlapping clouds and blur being independent of the distance to the camera, but I will try to fix those.
It runs with > 760fps, but I assume the impact on the framerate will be too high for a game that is no flight simulator. The sky cube tool idea is a nice one! wink


Btw. 5 months ago I've had an idea for postprocessing fur, but I lost interest (and did not know how to create a nice fur outline):

Posted By: lostclimate

Re: What are you working on? - 07/14/11 16:52

that is nice looking fur. and id guess much more efficient than the shell fur shaders.
Posted By: painkiller

Re: What are you working on? - 07/14/11 17:17

Feeling AS_warehouse from the ground:




Posted By: 3run

Re: What are you working on? - 07/14/11 17:44

Reminds me of COD:MW map laugh Looks great.
Posted By: Superku

Re: What are you working on? - 07/14/11 18:08

@painkiller: Map looks pretty good, but it's too clean!


Last cloud screenshot I will post (fixed the issues I've addressed above):


Posted By: 3run

Re: What are you working on? - 07/14/11 18:17

Looks good, the cloud to the right look like a doll in theaters for kids (those dolls with hand in a sock) grin
Posted By: WretchedSid

Re: What are you working on? - 07/14/11 18:19

The right cloud looks like way too much Copy'n'Paste of the same small patch. Especially the upper left part.
Posted By: Superku

Re: What are you working on? - 07/14/11 18:41

Quote:
The right cloud looks like way too much Copy'n'Paste of the same small patch. Especially the upper left part.

The repetition is a result of the very bad noise image (and noise model = a sphere) that I'm currently using:


Posted By: Shadow969

Re: What are you working on? - 07/14/11 19:41

looking good. are these clouds dynamic? if yes - it'd be interesting to see them in action
Posted By: bart_the_13th

Re: What are you working on? - 07/16/11 08:37

@superku: That's amazing... Is the cloud's image animated, a video or an animated giff will be cool to see it in motion.

Foolin around with sculptris:


Posted By: HeelX

Re: What are you working on? - 07/16/11 14:01

Working on a procedural lava texture in Cinema4D, so that I can generate different texture instances (cold, hot lava) to be combined in a multitex-shader later in Gamestudio. In a lava scene. smile



Translates maybe into a HLSL shader in the future, it uses a relative easy technique, like noise mixing and colorizers...
Posted By: MrGuest

Re: What are you working on? - 07/16/11 21:57

@Superku & HeelX, Both look awesome, nice work!
Posted By: lostclimate

Re: What are you working on? - 07/17/11 00:15

agreed. seems like sculptris is really catching on grin
Posted By: alpha_strike

Re: What are you working on? - 07/19/11 12:56

Years ago, I have had the obsession to make crap and get very fast a deal with a publisher. This worked for some of my finished projects in the past. These days, I dont have the push to work on this route anymore, so I went back to the style of my early projects. I just take long time and work out animated bitmaps. These are all windows, needles and a chaotic script sturcture with overloaded panel elements. No "bitoperations" and strange drugs like that. And tell you what... chaotic scripts are working very well.

Posted By: MrGuest

Re: What are you working on? - 07/19/11 13:02

lookin pretty, would be good to see the animation
Posted By: ratchet

Re: What are you working on? - 07/19/11 18:25

@Painkiller : great work, looks professionnal !

But perhaps bring on some mood or dirt floor on ground, some sort of texture like that laugh (less grass golf terrain) ?

Perhaps bring on some 3D assets like for example crahsed cars laugh or other 3D assets to make it look less empty outdoor ?




@HellX:
Really good ! does Cinema 4D incorporate some texture generator ?

Posted By: painkiller

Re: What are you working on? - 07/19/11 18:28

yeah, putting crashed car models would be nice, but I would need to buy them
Posted By: ratchet

Re: What are you working on? - 07/19/11 18:39

I think you cand find some free ones on internet, you just have to make polygon cuts, deform vertices, than put apply some dirty rust paints on the texture.
Posted By: Espér

Re: What are you working on? - 07/19/11 18:56

finished the sword mesh today:

http://www.imagesload.net/img/Nemesis_Sword.png
Posted By: ratchet

Re: What are you working on? - 07/20/11 19:20

fast sculptris character !
Little big planet influence for possible arcade game.


Posted By: Germanunkol

Re: What are you working on? - 07/20/11 19:38

Very nice! The material covering his mouth looks too plastic though. Try making sharper edges and smoother lines there.
Posted By: HeelX

Re: What are you working on? - 07/25/11 16:31

Originally Posted By: ratchet
@HeelX: Really good ! does Cinema 4D incorporate some texture generator?


Kinda. You can compose any arbitrary material by composing and blending everything procedurally together. I used e.g. procedural noise textures to build the (cold) lava texture and I am coloring it by a color gradient, dependent on the noise value, to achieve the lava effect. It is really awesome!
Posted By: Joozey

Re: What are you working on? - 07/27/11 06:44


This thing is full of copyright.
Posted By: Redeemer

Re: What are you working on? - 07/27/11 13:49

Looks good, except for the blatant dwarf fort rip.

EDIT: If you want, I could hand you a nice 2D collision system I wrote that would be just perfect for your game.
Posted By: Joozey

Re: What are you working on? - 07/27/11 15:00

Thanks but I'll manage laugh. I think the dwarves fit in nicely. If on the other hand you can make me some assets ^^...
Posted By: lostclimate

Re: What are you working on? - 07/27/11 17:38





a new one of my hopeful contributions to sky titans laugh
Posted By: ratchet

Re: What are you working on? - 07/27/11 18:05

@losticmate : quality texturing , looks pro !
What is this in the end laugh ?
Posted By: lostclimate

Re: What are you working on? - 07/27/11 18:08

Thanks. I've been spending a lot more time on my normalmap detail (high poly bakes, with detail overlay's lots of editting frown ), and i think its paying off.
Its going to be a grenade hopefully tongue
Posted By: ratchet

Re: What are you working on? - 07/27/11 21:31

Why so detailled grenade if the player will rarely see it in zoom ? Anyway great work !

----------------

Some 3D Coat work from scrathc, some quick hour of work laugh



Perhaps for some alien planet vegetation !
(BorderLands style ?)
Posted By: lostclimate

Re: What are you working on? - 07/27/11 21:38

well its going to be in the player view close up for at least a second, i'd guess (actually not sure how they are going to handle the grenade system) I'm also hoping to use this stuff as portfolio work.
Posted By: Rei_Ayanami

Re: What are you working on? - 07/27/11 21:39

I am working on my first website grin
(first time php/css/mysql/javascript D: )

(Programmer Artwork shocked )

Posted By: Germanunkol

Re: What are you working on? - 07/27/11 21:49

For the first website, that's pretty good. You're doing a lot of things right: simplicity, intuitive layout, clear design, readable. The "Nerds in Space" does not look good yet - too much aliasing (I cannot spell the word, I never remember how it's spelled). Too much ragged edges there.
Also, I don't like the background. But that's just personal taste. It looks too much like a cold concrete wall.
Posted By: Superku

Re: What are you working on? - 07/27/11 21:50

Increase the contrast by ~50%, then it would me much easier to read.
Posted By: ratchet

Re: What are you working on? - 07/27/11 22:37

@Joozey : Great !

It looks similar in some ways to that game also laugh

http://kagdev.tumblr.com/
Posted By: Rei_Ayanami

Re: What are you working on? - 07/27/11 22:51

Thanks for your opinions laugh

Well, I cannot increase the contrast much more, because it would be black/white then... (Or did I understand you wrong?) - also, I think that the contrast in the text fields is high enough, no?

Yeah, the background has that noise because it looked too clean without that noise - what would you suggest? =/

The logo is just a placeholder(as well as the ad-blocker things) wink

(Also, is it secure enough to save the md5 hash in the mysql and compare the hash of the entered password with that? [The password is still "post"-ed directly)
Posted By: Xarthor

Re: What are you working on? - 07/28/11 05:52

Of course you should not save the clear-text password in the database, so saving a hash is an improvement. Maybe salt the hash too for another improvement of security. However: Access to your database should be very secure as well. It's of no use if you save hashes of passwords in a database which is easy to access by any attacker. (A system is only as secure as its weakest element)
Posted By: Superku

Re: What are you working on? - 07/28/11 11:56

Quote:
Well, I cannot increase the contrast much more, because it would be black/white then...

Why should it? The brightest part of your design is the text with a brightness of 119/255. Try to increase the brightness of the NerdsinSpaceWebsite.png image file a little and increase the contrast. I doubt that you will ever go back.
Posted By: Rei_Ayanami

Re: What are you working on? - 07/28/11 14:07

Ah, thanks laugh (tried it with gimp, contrast/brightness to 30, looks better :))


Now I need to adjust the colors accordingly D:
Posted By: Espér

Re: What are you working on? - 07/28/11 14:19

still working on the Jump´n Run System for my Game..
AND..
the Title:

Posted By: WretchedSid

Re: What are you working on? - 07/28/11 16:13

May I remind you that this topic is for projects made with Gamestudio only?
Posted By: ratchet

Re: What are you working on? - 07/28/11 18:41

What project is not 3DGS ? (or i'm blind ?)
Posted By: JibbSmart

Re: What are you working on? - 07/28/11 18:44

Rei's website (although the latest post of it was moved).

Esper, I'm keen to see more from your project. I suppose it's too early for screenshots?

Jibb
Posted By: ratchet

Re: What are you working on? - 07/28/11 19:16

Yes the thread is for 3DGS related !

For other projects fo anything else or other engines, create your own thread in Morbius or somewhere else more appropriated ;
PLEASE laugh !
Posted By: Espér

Re: What are you working on? - 07/28/11 20:12

i´ve problems with collision system (see lite-c programming forum).
And yes, that title is WiP..
I´m open for any Proposals.
Posted By: Pavle

Re: What are you working on? - 07/28/11 20:26

..finishing the castle level of my 'SkullS' project that I have been working on for some time..





http://i44.servimg.com/u/f44/11/34/97/23/shot_410.jpg
http://i44.servimg.com/u/f44/11/34/97/23/shot_411.jpg
Posted By: Joozey

Re: What are you working on? - 07/28/11 20:47

That looks good pavle!

Thanks for your link Ratchet, been looking for those games to get inspiration laugh.
Posted By: nomis23uk

Re: What are you working on? - 08/01/11 09:14

US Solider for an FPS project im working on.



Brought model but im rigging it and will control how it will animate. I have a german one too but not started that yet.
Posted By: HeelX

Re: What are you working on? - 08/01/11 10:08

it is getting hot in here... lava area!





Posted By: sPlKe

Re: What are you working on? - 08/01/11 10:23

Originally Posted By: lostclimate
Thanks. I've been spending a lot more time on my normalmap detail (high poly bakes, with detail overlay's lots of editting frown ), and i think its paying off.
Its going to be a grenade hopefully tongue


looks like a lightsaber shaft to me wink wouldnt that be anawesome stage? battle across a lightsaber? or maybe battle across the exterior of a spaceship laugh
Posted By: ratchet

Re: What are you working on? - 08/01/11 19:16

Amazing HeelX !
It's for a game ? or pure demo ?
Posted By: HeelX

Re: What are you working on? - 08/01/11 22:34

Yes, for a real game smile other shots of a cave and a valley scenery can be found above.
Posted By: ratchet

Re: What are you working on? - 08/02/11 19:21

above ? where ?
Posted By: HeelX

Re: What are you working on? - 08/02/11 21:00

Originally Posted By: ratchet
above ? where ?


This: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Main=44884&Number=376849#Post376849

and this: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Main=44884&Number=377521#Post377521

but these are outdated, I tweaked the HDR and I made the aura today anew. Working on new gameplay elements and the connective parts.
Posted By: ratchet

Re: What are you working on? - 08/03/11 19:04

Great laugh

How did you made the lights colro ? real dynamic lights ? shaders ? sprites ? texture projection ?
Posted By: HeelX

Re: What are you working on? - 08/03/11 21:35

Code:
my.lightrange = INFINITY!



grin

I am just using dynamic lights and the HDR shader. I have to admit, that it is really great, as long as you tweak it right. I also make heavy use of fog to illuminate the scene.

For the lava scene I wrote a special shader for the lava. It involves multitexturing, turbulence, an edge glow term & simple hotness estimation and fog supression (I am discounting the fog density, so that it "glows" still in heavy fog). For the foreground rocks I added a simply orange edge glow to simulate the red light emitted by the lava glow.

The aura is composed through sprites, so that it is resolution independent. And there are LOTS of particles in the scene(s) to make it feel vibrant and full of life.

The magma eruptions are particle effects, but with several different splatter images to get a "natural" eruption (see splatter category on cgtextures).

Thats it, nothing special.
Posted By: ratchet

Re: What are you working on? - 08/03/11 21:56

Nothing special, just very clever usage of shader and effects !
The result is just awesome (perhaps bring on some normal map on rocks ?) !
Posted By: Realspawn

Re: What are you working on? - 08/06/11 09:21

Wipped up a short showreel of all the fun stuff is did the past months.

http://www.youtube.com/watch?v=pysmKtesBDc

enjoy
Posted By: Rei_Ayanami

Re: What are you working on? - 08/06/11 22:17


Posted By: Redeemer

Re: What are you working on? - 08/06/11 23:59

Nicely done Rei. Although in my opinion it would look better if you removed some of those unnecessary lines between the walls.
Posted By: Rei_Ayanami

Re: What are you working on? - 08/07/11 10:14

I know...

The positioning/scaling does not work 100%ly...

Working on it laugh
Posted By: Rackscha

Re: What are you working on? - 08/07/11 11:05

@Rei: mh the picture reminds me of a very old GameBoy game called "Die Maus" from "Sendung mit der Maus" tongue
Posted By: HeelX

Re: What are you working on? - 08/07/11 18:24

level transitions! are working! in 3D! yay. smile





And new aura. And collectable mini-fireflies!
Posted By: ratchet

Re: What are you working on? - 08/07/11 23:34

Heelx :
Just beautifull !

My personnal taste :
-In the green level, the grass sprites, are too much low polygon, the feeling is polygon , not grass life , i mean, why not putting lot of grass.
Like in Supercan A8 game ,where the grass is just perfect
Your level is not full of polygons so you can bring on more grass no ?
-I find visually strange and not enought natural the grey slopes on the fisrt plan on the grass terrain , why not putting real rocks insteas

Anyway, only few people can achieve suc beautifull levels !
(even me , im'not sure at all i could do as good laugh !
Keep it up !
Posted By: Hummel

Re: What are you working on? - 08/08/11 03:19

@Rei: Should help you: http://www.ultrashock.com/tutorials/photoshop/pa1-pixelBasics.php
Posted By: Rei_Ayanami

Re: What are you working on? - 08/08/11 07:35

@Hummel: wow, thanks ! Looks really useful (my code is more or less trial-and-error ^^)

Hmnm, the mentioned 26.565° destroy the isometric view... =/

But well, my tiles are in that 26.565° - now I am confused D:



THANK YOU THANK YOU THANK YOU


Ahhhhhh, damn -.- I just cant get it running on different resolutions without pixel errors ... frown


I guess 1280x720 is a too high min. resolution?

Posted By: Redeemer

Re: What are you working on? - 08/08/11 13:56

It certainly looks much sharper this way, but yes, 1280x720 is too high of a minimum resolution.
Posted By: 3run

Re: What are you working on? - 08/08/11 15:01

I can't understand, why not using old-school shader (or something similar)?

Heelx@ screens are wonderful! I would like to see it in action if possible, may be there is a video coming soon? laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 08/08/11 15:26

It would not have that edges, and if "models" would have colored edges, i could not be sure to have the edge rendered.

We had a thread in Game Design about it laugh

@Resolution: I got a solution for it laugh
Posted By: MasterQ32

Re: What are you working on? - 08/08/11 16:50

BrickBuilder

Posted By: Rei_Ayanami

Re: What are you working on? - 08/08/11 16:55

PhysX?

Also, the name confuses me, because my first thought was: "What? Building bricks??)
Posted By: MasterQ32

Re: What are you working on? - 08/08/11 16:59

yes PhysX
and you build with bricks, don't you?
Posted By: HeelX

Re: What are you working on? - 08/08/11 19:41

Originally Posted By: 3run
Heelx@ screens are wonderful! I would like to see it in action if possible, may be there is a video coming soon? laugh


Yes, soon smile
Posted By: ratchet

Re: What are you working on? - 08/08/11 20:56

Neo Futurist Gun (lot of polygon details to add, it's just the
rought shape :

Posted By: ratchet

Re: What are you working on? - 08/08/11 20:59

Make Human export to 3D Coat (transform as Voxels) :
Works like a charm !
So i have my base to begin the sculpt and detailling laugh !
Bfore i could waste hours in good proportions and shapes.



Posted By: jumpman

Re: What are you working on? - 08/19/11 02:39

Im working on a top down shoot em up!

http://www.youtube.com/watch?v=Plk4714Xfrc
Posted By: TheShooter

Re: What are you working on? - 08/21/11 20:18

Wow, virtual porn? grin

I'm working on a End time Game. Here a picture.



PS:Thats me kitesurfing on sardegna. laugh
Posted By: Liamissimo

Re: What are you working on? - 08/21/11 20:47

Your EndTime game contains a picture of you kitesurfing?


Neat?!
Posted By: TheShooter

Re: What are you working on? - 08/21/11 21:18

It should remind on the good old time. But there are thousands of zombies now. And tons of other mutants. hehehehehehe ^^ Muhahaha!!!!!
Posted By: TheShooter

Re: What are you working on? - 08/22/11 12:56

So something to the story: Your are a mercanary, in the wasteland. 100 Years ago was the world fine. But a atowwar between the USA and japan destroyed the whole world. There are lots of mutants and other creatures. But the new goverment dont fight against the mutants. They just fight against raiders, they ignore the mutants. But the mutants are the real problem. They kill erveryone.
You have to bring down the goverment, and create a new. Then you can fight agaist the mutants and create a new World without Mutants, etc.

All from the Ego perspective. laugh of cource! grin
Sounds intresting, eh?? grin
Posted By: Anonymous

Re: What are you working on? - 08/22/11 13:36

Originally Posted By: TheShooter
But a atowwar between the USA and japan destroyed the whole world.

so why are there stil Mutants and even a GOVERNMENT if the WHOLE world was destroyed? Which GOVERNMENT won the atomwar? Or was the GOVERNMENT new founded after the atomwar? By whom?

Originally Posted By: TheShooter
Sounds intresting, eh?? grin


actually, it does not... tongue
Posted By: TheShooter

Re: What are you working on? - 08/22/11 13:47

Forget it, its crap. frown
Posted By: Liamissimo

Re: What are you working on? - 08/22/11 14:03

/signed

I had a great game idea myself and I am forcing me now to do a first mindmap of ideas and HiLevelDesign
Posted By: Quad

Re: What are you working on? - 08/30/11 09:15


Posted By: Rei_Ayanami

Re: What are you working on? - 08/30/11 16:03

Looks great!

If I understood everythign correctly, then I love it^^
Posted By: Shadow969

Re: What are you working on? - 08/30/11 16:34

cool!
Posted By: Redeemer

Re: What are you working on? - 08/30/11 20:12

@Quad: Am I correct in my understanding that this allows us to access engine variables with Java Script and render them to an HTML page, which is in turn rendered onto a panel object in Gamestudio?

'cause that's awesome. grin Using HTML to define panel elements would be just great.
Posted By: Quad

Re: What are you working on? - 08/30/11 22:45

javascript is only one part of it.
best part of it is it's chromium, your ui runs on a separate process, supports html5/css3/flash, sports v8 js engine. You can render "tabs" on bitmaps, which does not have to be panels, it can also be level/model/terrain. And you can still interact with the page even if it's not a planar surface.

pages can be transparent. In the above screenshot html page does not use any images except for nvidia logo.

--

Though right now it's a function by function wrapper of awesomium. I will try to use as it is for a while to see which parts are not convenient, then i will add some utility functions to the plugin.

Posted By: Pappenheimer

Re: What are you working on? - 08/30/11 23:07

Do you plan to build a general plugin that you wanna purchase or is it a work for a client?
Posted By: Quad

Re: What are you working on? - 08/30/11 23:28

No, this is not a contract work.

I am not really sure about their policies about wrappers i am waiting for an answer on that from the awesomium team.

But awesomium itself is free-to use commercially for indies that made less then $100k last year.

Expect a demo soon but, although this is my main project rignt now, i do not have much time to work on it, because of work(working on a full time job) and other real-life matters.
Posted By: painkiller

Re: What are you working on? - 09/09/11 00:06

M4 Carbine fully modeled in MED

First some shots of the model process:

Modelling of main body:



Adding the upper part and details:



Front part:



Back:



Add cardtrige and some details and the model is finished!




[img]http://img638.imageshack.us/img638/6924/71948075.jpg[/img]
Posted By: MasterQ32

Re: What are you working on? - 09/09/11 00:55

Really great model!
big fat like!
Posted By: Superku

Re: What are you working on? - 09/09/11 01:43

Good work!
Posted By: DLively

Re: What are you working on? - 09/09/11 02:31

Love it.
Posted By: rvL_eXile

Re: What are you working on? - 09/09/11 06:51

try to make a TowerDefence Game... Not started with the Code yet, only Graphics ^^

The worst thing ... Measurement... uhhmmm... DAMN grin

(~2k Polys)

(around 200k Polys)


cYa Sebastian
Posted By: PadMalcom

Re: What are you working on? - 09/09/11 09:47

@Sebastian: Looks good! Especially the terrain, do you use multi texture shader? If you are looking for an existing project done in Lite-C have a look at my tower defence: http://www.jofre.de/?p=175
Posted By: rvL_eXile

Re: What are you working on? - 09/09/11 09:53

Hey PadMalco,
no i dont use a Multi Tex Shader... The Terrain got 2x 2048² Maps.
Mhhh Lite-C , think this is not supported in A6 tongue.

cYa Sebastian
Posted By: 3run

Re: What are you working on? - 09/10/11 14:50

OMG! Screens are so sweet dude! I love them!
Posted By: Joozey

Re: What are you working on? - 09/12/11 23:57




Bit older vid: http://www.youtube.com/watch?v=wv2X9NVFr7g

Still starting new projects.
When will I find one I can stick with?
Posted By: Germanunkol

Re: What are you working on? - 09/13/11 09:14

It looks great, BUT:
a) texture seams. The texture's nice, but there's seams that are annoying.
b) why on earth are you using a - what - 30 sided (?) Icosphere?! Make it much, much smoother, add details! Because the ship/fighter seems like it's a small one (cause it moves/rotates so fast) it looks like the planet, too, is very small, and at this distance it looks to me like you should be able to see mountains, craters, etc. Since the planet is the one main object on the screen (and in space there won't ever be much more than that planet), make it something interesting to look at! Adding craters and the like could also increase the sense of orientation for the player.
c) at 0:45 - is that a lag in the video? Why is it lagging? there's hardly anything on the screen? It just doesn't seem right that the fps is so low... Or is this simply the recording?
d) One thing these type of games really suffer from is the weird movement of the shots: When you shoot, you'll see the second projectile at exactly the same place where you saw the first one just a split second before, so it often looks like they're hardly moving. To make this less bad, you can use a model/particle/sprite that is blurred on it's texture (in the direction it's moving) to give it a sense of motion blurring. Just an idea, dunno how it'll look on your game...


That said, I really like the concept. Don't make this another one of the dead ones, it could be very simple to make a great game out of this, since the mechanics seem simple enough yet very enjoyable.
Posted By: Joozey

Re: What are you working on? - 09/13/11 12:15

a) that's the top I guess, needs more polies to have it somewhat worked away.
b) You're right, I'll give the planet more polies soon. But there will be many levels with planets, craters etc. are a lot of work to create procedurally when you got a random biosphere on each planet. Still it's nice to see details, just 1) hard to achieve a convincing unified look and 2) time consuming, and I need to work on so many more parts, esp. scripting side. I'm not an artist, I just try to make a solid framework for the game, but in the meantime make it look cool enough without too much effort to not loose my motivation.
c) recording lag, average fps is 60 with fps_max = 60; wink
d) Not sure what you mean, perhaps its just a recording "feature"?
Posted By: Germanunkol

Re: What are you working on? - 09/13/11 20:54

d) might really be because of the recording.
Still, I found shots look better when they're faded. But it's nothing of high priority.

Good luck with the project!
Posted By: Joozey

Re: What are you working on? - 09/15/11 02:06

Update:
http://www.youtube.com/watch?v=eCIERDwvsoE

Round planet, more backgrounds & skins, and more video compression!
Posted By: Superku

Re: What are you working on? - 09/15/11 02:13

Looks way better! I'm not a fan of the transparent grid planet, though, and one planet is too dark.

I'm still hoping that you continue to work on Lineblaster someday.
Posted By: Germanunkol

Re: What are you working on? - 09/15/11 07:03

I agree. It looks much better already! And I'm also not convinced by the grid planet...
Posted By: 3run

Re: What are you working on? - 09/15/11 09:27

Josey, project looks promising! Keep it up! Waiting for it to appear with a download link under projects forum tongue
Posted By: Quad

Re: What are you working on? - 09/20/11 12:11

playing around and taking notes on awesomium chromium wrapper
(graph is html5 canvas, showing fps, http://smoothiecharts.org/ )

Posted By: zeusk

Re: What are you working on? - 09/20/11 16:55

Pokemon/digimon/monster hunter type game.
at first it was only gonna have slime based monsters but now theres gonna be a wide variety of monsters. Right now im creating characters and working on the battle code.
Posted By: JibbSmart

Re: What are you working on? - 09/20/11 18:13

I'm going to need to increase the level size limit.









Jibb
Posted By: lostclimate

Re: What are you working on? - 09/20/11 18:16

WOOT! KARBOOM UPDATE! laugh
Posted By: MrGuest

Re: What are you working on? - 09/20/11 18:46

Originally Posted By: lostclimate
WOOT! KARBOOM UPDATE! laugh
grin

liking the new car skins!
Posted By: Redeemer

Re: What are you working on? - 09/20/11 18:55

Awesome job! I also like the new car skins.

I see you've been doing plenty of polishing on the new art too. Have you done the ramps too?
Posted By: JibbSmart

Re: What are you working on? - 09/20/11 19:06

Thanks guys laugh

Until the end of September I'm focusing on some contract work (KarBOOM related), so I haven't finished off the ramps yet. I know it has been a ridiculous amount of time since a KarBOOM release frown I'm hoping to get a fairly stable version done for IGF (deadline is October 17th), so I'll hopefully have a version up here beforehand so you can all help me test it laugh

Jibb
Posted By: Error014

Re: What are you working on? - 09/20/11 21:45

Why would you set your sword on fire. That sounds like a really dumb idea to me.



Seriously. You're probably only going to destroy your sword with that. Gosh.
Imagine Harry Potter sees that. He would just scream at you. Stop it.



I'm pretty sure the handle's gonna get really hot, too. God. You're the worst dungeon explorer ever.
Posted By: JibbSmart

Re: What are you working on? - 09/20/11 22:20

Dungeon Deities!!!!!!!
Posted By: Joozey

Re: What are you working on? - 09/20/11 22:21

Awesomeee!
Posted By: lostclimate

Re: What are you working on? - 09/20/11 22:42

nice screen... dd's was kinda hard, guess my gaming skills r a lil week wink
Posted By: PadMalcom

Re: What are you working on? - 09/20/11 22:50

I'm currently working on my enemy and weapon system for my RPG.
http://imageshack.us/photo/my-images/16/shot0d.jpg/
http://imageshack.us/photo/my-images/98/shot5c.jpg/
http://imageshack.us/photo/my-images/402/shot1p.jpg/
Posted By: ratchet

Re: What are you working on? - 09/21/11 21:59

@Error014 : Amazing retro 3D design laugh
Remember me old PSX 3D games with sprites (2.5D)

How will it be : campaing mode ? how many dungeons ,levels ,
hours of play ?
Posted By: JibbSmart

Re: What are you working on? - 09/21/11 22:17

Quote:
how many dungeons ,levels ,
hours of play ?
Infinity. Dungeon Deities is a kind of persistent online red-vs-blue dungeon builder slash dungeon crawler with powerups.

And loot and stat leveling now, apparently laugh

During the last alpha session players were split into two teams competing to complete various goals, mostly involving finding things in dungeons built by the opposing team. Completing a dungeon would steal a powerup from the player that built the dungeon. This way, players competed with each other for speed boosts, attack boosts, fireballs, boomerangs, spinning attacks, and heaps of other stuff.

The alpha closed a while back so some bigger changes could be made. Looks to me like we might get more soon grin
Posted By: Redeemer

Re: What are you working on? - 09/22/11 00:43

Originally Posted By: JibbSmart
Dungeon Deities is a kind of persistent online red-vs-blue dungeon builder slash dungeon crawler with powerups.

Really? I honestly had no idea, I saw the alpha test last year and was somewhat curious but I was so busy at the time I never bothered to take a look.

It sounds awesome though! What kind of connection does Dungeon Deities require to work well? My connection isn't great but it works well enough for online games most of the time. When the next alpha test rolls around I'd like to try it! grin
Posted By: lostclimate

Re: What are you working on? - 09/22/11 00:59

i believe it is all managed through php, and levels upload how you do at the end (correct me if im wrong) although to me this always seemed like there would be some security issues that way.
Posted By: JibbSmart

Re: What are you working on? - 09/22/11 01:00

Quote:
What kind of connection does Dungeon Deities require to work well?
It doesn't need a good connection at all. I'm pretty sure it only communicates with the server to download a dungeon, to report completion of a dungeon, and perhaps some checks in between in case a player steals one of your powerups while you're playing in another dungeon. But each player plays in their own instance of each dungeon.

The actual dungeon building is done through the dungeon deities website. Tiles, monsters and so on cost gold, and gold is found in other people's dungeons, or earned when a player dies in one of your dungeons.

It was a lot of fun, and it's good to see Error014's making progress!

EDIT: Ninja'd by John. As far as I know, what he says is correct (besides potential for security issues -- I mean, I understand why he said it, but haven't heard any confirmations), but that's just from playing it and talking to Error014.
Posted By: alpha_strike

Re: What are you working on? - 09/22/11 08:10

I am working again on my psycho adventure...




Posted By: PadMalcom

Re: What are you working on? - 09/22/11 09:08

Reaaaally nice, reminds me of Final Fantasy, cannot explain why...

EDIT: The last screenshot is the most realistic scene I've ever seen in this forum.
Posted By: lostclimate

Re: What are you working on? - 09/22/11 11:40

Originally Posted By: PadMalcom
Reaaaally nice, reminds me of Final Fantasy, cannot explain why...

EDIT: The last screenshot is the most realistic scene I've ever seen in this forum.

after you said the ff thing i felt that way too. i think it is the the black and white high contrast and the feathers give a slight throwback to ff8 (although i never played too much of it)

it does look very interesting, i'd be interested in seeing it in motion since im having a hard time distinguishing prerendered from actual scenes.
Posted By: Error014

Re: What are you working on? - 09/22/11 15:23

Thanks for the comments! Especially to you Jibb - you somehow managed to explain the game better in one sentence than I ever managed in dozens!

To answer the few questions - yeah, the game mostly communicates via PHP. It is, at it's heart, a browsergame. This means that you'll be able to play it with basically every internet connection. My own here is limited, and DD is the last game to give trouble! It shouldn't go past a few kilobytes for HOURS OF DELIGHT (more accurately, it's in the same range as refreshing a few text-only pages for a few times).
Of course, communication via PHP can be a problem as far as security issues are concerned, though nothing of that sort happened last time. I think flash-games face similar issues.

There are some security measurements in place, and we're adding more this time around*. Of course, perfect security is impossible to achieve. We're simply trying to make it so that if people are acting suspiciously for some time, they'll not be able to access all parts of the game, essentially, we'll ban them from partaking in the multiplayer-aspects of the game, where its team-vs-team. They'll still be able to play the dungeons of other people (unless we ban them completely).

Since there is nothing to gain, and no one will ever SEE if you succeed (apart from us admins), I also guess there is really no incentive to cheat. It's not that there is a high-score table for the game, or anything like that.


* - Yeah, I'm not explicitly stating them. I know security through obscurity is a bad idea.
Posted By: Rackscha

Re: What are you working on? - 09/22/11 17:21

@Error014:
The game needs statistics to visually compete laugh
Imagine a big map, split in small squares. Each square represents a dungeon, when someon beats the dungeon, hist team(red/blue) optains the tile, can place an own dungeon on it and progress on the map :D(you can only enter a dungeon if its attached to one of your colors)

Goal?... mh crush enemies Castle?

After crushing, season end, big statistic table of participants, kill/death points etc and map reset for a next game.

So you could have random games(like now) and war(my idea above).
The last one truly gives some competetive aspects^^
Posted By: Error014

Re: What are you working on? - 09/22/11 17:32

Thanks for the idea! I like it, but I don't think I'll add it.

Two reasons for that come to mind:
First, while teamwork is important, you can't expect everyone to actually DO that. In other words, if a spot on the map is taken by the team, people will place their dungeons there as soon as possible, and not a dungeon the whole team agrees on. You could get around that by having people in the team vote on what dungeon would be placed next, but that'd add another layer of complexity.
Second, that'd also makes unfair dungeons more powerful (this time around, the dungeon-selection should be more intelligent, and thus better suited to pick out fun dungeons most of the time, ignoring the unfair ones).

..

However, there is still a visual competition. Aside from story events, which may even include something like that (the ones we've planned now don't, but again, I do like the idea :)), there's the option to buy towers. Those boost the stats of your team. If you're level 10 or higher, you have a rare chance of finding tower blueprints in a dungeon. If you do, your team can build that tower - though they are very expensive, and it can only be build if all players in a team work together on that. You can also pay spies to bring down the enemy-towers.
THOSE are shown as graphics, and that allows some degree of visual competition.

Though I do like your idea. Maybe we'll add it as a pure visual indicator, with no real gameplay consequences, or as one of the weekly events. laugh
Posted By: zeusk

Re: What are you working on? - 09/23/11 14:57

a monster made in sculptris for my monster catcher game



Posted By: ratchet

Re: What are you working on? - 09/23/11 17:37

The monster is great !
What you can do is refine the model , with smooth (specialy on fore arms on the back where there is a strange scuplt) !
Using more the crease tool to avoid the glue effect on some parts.
Posted By: Pappenheimer

Re: What are you working on? - 09/23/11 19:11

I'm quite impressed by your skill to form the upper body and arms.
You seem to aim for a very lowpoly model, that's why you glued the throat with the tentacle-like things, right?
Posted By: zeusk

Re: What are you working on? - 09/24/11 14:51

@rachet-thanks for the tips rachet. im new to this sculpting thing, and i use body builder magazines and pics as references when creating muscular characters.

@pappenheimer-yes i actually make high-poly highly detailed models then create a low-poly version of that model and use screenshots of the high-res model like the one above to texture the low-poly model.It looks about the same but my uv unwrapping could be alot better grin.

you can follow my progress on this game at my blog Sweet onions
Posted By: MTD

Re: What are you working on? - 09/25/11 19:51

Today started a new small project.
Let's call it "Car Crash" smile

http://www.youtube.com/watch?v=G3jbaQrtsds

Hope that next week will have a ready "Alpha" version
Posted By: Pappenheimer

Re: What are you working on? - 09/25/11 20:03

I'm working on an ingame model editor where the kids can modify given models, because it happend that MED is too complicating and cumbersome to 8-year old kids.

You can thicken parts of the model per mouse click...


...and you can drag single vertices or a bunch of it, as you like.

Posted By: PadMalcom

Re: What are you working on? - 09/25/11 20:31

@MTD: Why do you have just one make up video in your YT favourites? grin
Posted By: Rackscha

Re: What are you working on? - 09/25/11 23:05

@MTD: mh ... played to much Burnout (the part where you vrash into the car traffic to get points :D)
Posted By: ratchet

Re: What are you working on? - 09/25/11 23:27

@Pappenheimer :
You should do like RPG, where different parts really grow homogenously instead of pushing vertex ? But perhaps it's what you want ?
Posted By: HeelX

Re: What are you working on? - 09/26/11 15:06


Posted By: zeusk

Re: What are you working on? - 09/26/11 16:33

new screenshot from game
Posted By: Quad

Re: What are you working on? - 09/26/11 19:25

@Heelx, can't wait to get my hands on it.
@zeusk, more info?
Posted By: ratchet

Re: What are you working on? - 09/26/11 21:27

@Zeusk : great !
You would just need cartoon palms and grass on your terrain !
I know A8 don't have the vegetation tools ...
Posted By: lostclimate

Re: What are you working on? - 09/26/11 23:13

@ratchet,zeusk:

and a nice cartoony looking multi texture wink
Posted By: zeusk

Re: What are you working on? - 09/27/11 22:27

thanks guys i love how the models turned out in game like theres almost an ambient occlussion effect but theres no shader in the game.

@quad

Sweetonions (title pending) is a monster catcher game where you play a kid named Horace who has entered a fantasy make belive wonderland of his own creation. but the world he has created is hunted by an evil wizard king ( a character he loosely based off of his step dad) who wants to destroy horaces world and create a new. the games art style is inspired by Adventure Time, a cartoon in the states. and most of the monsters are based off of creatures in the series. adventure time
Posted By: CD_saber

Re: What are you working on? - 09/28/11 06:18

Hei,

just wanted to show some screens of (not to go into detail) my "realistic" medieval game. One large level is allready completed.
I'm still looking for a skilled scripter? If there is anyone out there, please pm me. Besides, I will make a request here in "jobs offered" in about a week.







[img]http://img849.imageshack.us/img849/673/shot8.th.jpg[/img]

Posted By: Redeemer

Re: What are you working on? - 09/28/11 14:44

CD_Saber, that looks fantastic!

EDIT: On second thought, the second and fifth shot do look a bit bland. There isn't enough texture variation between the hills and the plains, nor enough objects to fill the scene. The third and fourth shots still look excellent though.
Posted By: MrGuest

Re: What are you working on? - 09/28/11 16:05

Originally Posted By: Redeemer
EDIT: On second thought, the second and fifth shot do look a bit bland.
there are places in the RW which do look like this though, not every area you walk is as picturesque as we'd like.

great work, what kind of project are you looking to create?
Posted By: zeusk

Re: What are you working on? - 09/28/11 16:34

CD_saber those screen shots look amazing 1,3,and 4 are my favorites.
what type of game is it?
Posted By: ratchet

Re: What are you working on? - 09/28/11 22:04

@CD_saber :
Yeah great screenshots !
We can do that in some minutes in Unity 3D unfortunately laugh
And it would just be basic terrain if you would post that in Unity 3D forums !

Anyway good terrain textures and good trees.

(What tool have you used to make the terrain and place the trees in A8 engine ?)
Posted By: Superku

Re: What are you working on? - 09/28/11 22:23

Quote:
We can do that in some minutes in Unity 3D unfortunately

Why?
Posted By: ratchet

Re: What are you working on? - 09/28/11 23:35

in unity 3D You already have great floor textures and free additionnal bunch of real quality floor textures !
You have really good quality trees and animated grass to start your game. Something Torque 3D is following by putting quality 3D assets and characters now , they have understood !

Unity 3D is more artist side : you sculpt , paint terrain , paint vegetation , all that in real time without quitting the editor laugh

-----------


I also use Unity Free for a Free roaming RPG action , caus i can edit any time and directly the terrain, vegetation and texture, i can import my models and textures for 3D assets and you can see them in the editor as thumbnails ... etc ... etc ...
I don't have to care about terrain shaders or even terrain coding or tools, i just have to create !



I just wanted to spot, that with A8 only few people make good terrains, not a lot are seen in showcase ...in Unity you can find good terrains made by beginners everywhere !


We won't go in another flamewar A8/Unity, this thread type already exists and lot of people will say paint them in photoshop or use another third party tool laugh
I know , i know ...
When Shiva 3D, Torque 3D, C4 engine,Unity 3D, Esenthel engine etc ... have their editor, A8 is just behind and no one here cares about a real complete terrain editor integrated in A8.
So i stopped talking about that, and i talked now, but i stop caus i know nobody cares about that laugh


@Superku : Sorry but your question as started my long response laugh
Posted By: Nems

Re: What are you working on? - 09/30/11 06:14

Lotsa great stuff still happening here, good to see.
Posted By: Germanunkol

Re: What are you working on? - 09/30/11 07:14

Cd_saber, I think they look cool as well, but they're so dark!
It looks like it's constantly dusk or dawn in those screens... intentional?
Posted By: CD_saber

Re: What are you working on? - 09/30/11 18:48

Hey there,
sorry for my late reply.Here are the answers to your questions :-)
Terrain work was done in earthsculptor, and was completly shaped and painted from from flat. the terrain shader is a multexture shader with normal maps.

The game is supposed to be a medieval "bow simulator", but with story in it. The aim was to make the game rough and realistic (the medieval ages weren't a nice place - therefore I use dark, brown color, a lot of fog and smoke.)
The problem is not the level and model creation, but I lack serious scripting skills - for example for player movement, weapons etc. Please feel free to contact me.

Therefore, IS ANYBODY (seriously) interested in joining my "team"? I do believe, that this could turn out to be a very good game, and even commercial.
Posted By: painkiller

Re: What are you working on? - 09/30/11 19:08

I sent you a pm some days ago, CD_saber
Posted By: CD_saber

Re: What are you working on? - 09/30/11 19:14

sorry, I just answered your pm a few seconds ago :-)
Posted By: ratchet

Re: What are you working on? - 09/30/11 22:13

Another character WIP for an arcade game , some sort of commando , Little Big Planet influence in proportions laugh




Posted By: zeusk

Re: What are you working on? - 10/01/11 15:38

hands and face needs work but otherwise its pretty good! laugh

screenshots of main character horace:











Posted By: ratchet

Re: What are you working on? - 10/01/11 16:34

Original character, i like it !

What is the bag ? a special magical creature ?
Posted By: zeusk

Re: What are you working on? - 10/01/11 17:18

yeah its a companion side kick like character. this model is just a stand in. the real horace model will have a rigged back companion that aids him through the level by turning into wings,flash light, underater breathing apparatus, etc.

by the screenshots i posted you can obviously tell im not that good at unrapping and texturing models. so if any of you guys want to help. please pm me! laugh
Posted By: ratchet

Re: What are you working on? - 10/01/11 18:37

Your character have inspired me laugh



If i finish it , i could give it to community for free use !
(You could use it as bonus alternative character bonus or
ennemy to beat at some footing race or climbing race or whatever ?)

Will your game have fighting system ?

Posted By: Superku

Re: What are you working on? - 10/01/11 18:42

@ratchet: The thighs of your models usually, esp. the recent one, are too thin, no matter if you want realistic proportions or not. Try to decrease the "distance" between them, too.
Posted By: ratchet

Re: What are you working on? - 10/01/11 19:04

@Superku:
Thanks for the insight i'll take it in account for next models laugh
(For now i'll kepp with it like that, not easy to go back ! )
Posted By: ratchet

Re: What are you working on? - 10/01/11 19:43

My version of the bag : Japanese inspiration : Fudo Myo !



And the front with some mid cartoon face for the character :



Now Retopology time on 3D coat !


Posted By: MrGuest

Re: What are you working on? - 10/02/11 15:18

Originally Posted By: Ratchet
Your character have inspired me laugh

If i finish it , i could give it to community for free use !

I enjoy seeing what everyone is up to and glad you started but copying someones idea and giving it away to everyone probably isn't the best approach...
Posted By: HeelX

Re: What are you working on? - 10/02/11 19:19

I sent the first version of FireFlight to my client with connection to the heart rate sensor. I am excited smile
Posted By: Superku

Re: What are you working on? - 10/02/11 19:23

pics (at least screenshots) or it didn't happen
Posted By: HeelX

Re: What are you working on? - 10/02/11 20:40

Yes, of code.. sure ^^ no... they test it with their device and when everything is alright and the production starts, I get my own.
Posted By: Superku

Re: What are you working on? - 10/02/11 20:52

What I've meant: Post a recent screenshot of your game! wink

Originally Posted By: ratchet
Post any screenshot,picture of anything that you are working on with A8 , it can be anything like a model, a 2D level design, a texture, a game etc ...

Posted By: alibaba

Re: What are you working on? - 10/02/11 20:54

My first model with sculptris laugh

Will be used in Sky Titans


Posted By: ratchet

Re: What are you working on? - 10/02/11 21:32

@MrGuest :

"Your character have inspired me laugh"

I never said it inspired me laught ? just re read what i posted before ?? Who are you to bring on false information or to make such desinformation ??
I said his character inspired me , i never said it inspired me laught ??????????????

----------------

But yes, my ideac to give to community was not so good , i understand better now laugh
Well, i'll gice it to him he can use it as second playable character or some rival , or for some two players coop mode ?
Posted By: MrGuest

Re: What are you working on? - 10/02/11 21:46

Originally Posted By: ratchet
@MrGuest :

"Your character have inspired me laugh"

I never said it inspired me laught ? just re read what i posted before ?? Who are you to bring on false information or to make such desinformation ??
I said his character inspired me , i never said it inspired me laught ??????????????
I copied the text and pasted it... it changed your smiley face to 'laugh'. Now get down off your high horse and keep being inspired wink

btw you really only need to use one '?' the others really don't have much meaning after the first.

Originally Posted By: Ratchet
But yes, my ideac to give to community was not so good , i understand better now laugh
Well, i'll gice it to him he can use it as second playable character or some rival , or for some two players coop mode ?
Love this idea!
Posted By: ratchet

Re: What are you working on? - 10/02/11 22:09

Sorry for the inconvenience !
I didn't know smiley could be traducted and produce such things.
I just wanted to say that his character was great and inspired me
instead of something else laugh

Yes, i hope to finish the character and that he will find some use of it laugh ! Perhaps some evil rival ?
Posted By: YellowAfterlife

Re: What are you working on? - 10/03/11 13:56

Things done by weekend...
1. Level (idea finalization, geometry, textures) that I wanted to do for some time:


2. Got to tweaking previously created character model. Re-did mapping from scratch, added fingers, and fixed bones. I'm pretty pleased with results so far.

Feedback is welcome, I guess.
Posted By: MPQ

Re: What are you working on? - 10/04/11 14:29

cool, how did you do the "glowing effect" and the lighted surface?
Posted By: Rei_Ayanami

Re: What are you working on? - 10/04/11 14:51

Bloom?
Posted By: zeusk

Re: What are you working on? - 10/04/11 16:06

@ratchet

love that my concept model was able to inspire you to make something great! your new model looks way better than the old one but like superku said, the thighs need work.Also i really love the idea of your charecter being a rival to horace in my game. It works really well seeing that horace is in a dream world manifested from his imagination. your character could be an evil alternate reality version of horace!if you want to send me the model PM me for my email. And yes my game will have a basic melee fighting system. its a platform game so im aiming for a mario 64-ish style gameplay.

@yellowafterlife:

love the lighting effect and the level.
Posted By: ratchet

Re: What are you working on? - 10/04/11 21:25

@Zeusk :
Sometimes not only graphics are enought to make a good game.
Gameplay and game mechanics plesure can be lot mroe important.
I have finished Xenoblade on WII, believe me the graphics even on WII are artistically amazing and the RPG experience is one of the best i haven't seen after FF7 or Lost Odissey laugh !
So yes, you can refine graphics at the end and concentrate in gameplay and entertainment !

I have finished the model retopology, i'll put colors that you could change and some more painted details no normal map.
I have to do animations now !
Just PM me for the list of animations you need.

Posted By: zeusk

Re: What are you working on? - 10/04/11 21:43

@ratchet: i agree with you 100% but i have to see the big picture sometimes in order to work on the gameplay mechanics properly. it helps me get the job done laugh
Posted By: Stansmedia

Re: What are you working on? - 10/05/11 01:54




Posted By: bart_the_13th

Re: What are you working on? - 10/05/11 02:41

Originally Posted By: Rei_Ayanami
Bloom?

It's not bloom I guess(at least not PP Bloom shader), there's no light 'bleed' on the pillars in front of the windows.

@ Stansmedia: It's a little too dark... I can't see nothing, but that hand of monster look scary, I don't really think I want to see the rest of it grin
Posted By: 3run

Re: What are you working on? - 10/05/11 06:53

I'm agree with bart about the rest of that hand grin plus I'm currently working on a horror project too. May be we could help eachother, if you think in same way please pm me.
Posted By: Rackscha

Re: What are you working on? - 10/05/11 09:36

eh...screen is a bit dark, but i can see the whole "Thing"^^
Posted By: zeusk

Re: What are you working on? - 10/05/11 14:31

very nice nice screen shots but a bit dark. i cant wait to see more!
Posted By: Error014

Re: What are you working on? - 10/05/11 19:44

This video tells a haunting tale of braveness, and foolish overestimation. Will the hero become successful?

YouTube-Link: Click here to see it and thus join the group of really amazing people.


Here's a screenshot of something not happening in the video, in case your imagination is good enough that you don't need the pictures moving all by itself, as if by magic.




And here's a link to the corresponding IndieDB-page.

Can you feel it? That warm, fuzzy feeling in your stomach? That's happiness, that this game brings to you.
Posted By: ratchet

Re: What are you working on? - 10/05/11 22:26

Some update : Low poly finished , normal map ready, i'll have to begin painting basic colors !



Basic coloring :




@Zeusk : Just tell me if basic colors tones are ok, or do a paintover if you prefer other ones !
Posted By: Otter

Re: What are you working on? - 10/05/11 23:11

@Error014:
The sound is a bit strange, but i like the music melodie and this nostalgic zelda feeling. laugh

@ratchet:
Looks like he has a very flat head. Is that intentional?

The first screenshot from my game...
... und mein erster beitrag in diesem thread ^^ Yeah!


Posted By: ratchet

Re: What are you working on? - 10/05/11 23:38

@Otter :
Your cartoon character is marvellous , i like it a lot
(It is from "Justsid 3D character contest" ?)
Some 2.5D shooting game laugh ?

For the character i made; yes the head was cartoony somehow , bigger than body and with some adult touch, not kid.
You are right, perhaps i rescale the head before animating to feet with the character style for the game of Zeusk!
Posted By: zeusk

Re: What are you working on? - 10/06/11 15:05

@ratchet yes you should study the screenshots of horace i posted in this forum to get a better feel for the art-style im going for. and i lke the basic coloring but i think the shirt ahould be black (the oppisite of the white shirt horace wears)

and for the face he should look menacing or completely evil.

@otter

i love the anime art-style you went for with your character.
Posted By: ratchet

Re: What are you working on? - 10/06/11 20:34



Is his face really ugly enought now ?
Posted By: zeusk

Re: What are you working on? - 10/07/11 14:46

XD he loooks sad not evil. but its a step in the right direction i geuss.
Posted By: MTD

Re: What are you working on? - 10/09/11 21:34

Back to "X" game:
(Added new stuff & making it stable) smile

http://www.youtube.com/watch?v=lLdvKYySlqg
Posted By: Otter

Re: What are you working on? - 10/10/11 21:09

Ich arbeite gerade an einem "Minenlevel".
Dort wird es Zwerge geben, die ihre schätze aggressiv gegen jeden "nichtzwerg" verteidigen.
Als sie rausfinden das Sid un co. in wirklichkeit gar keine zwerge sind, (bei ihrer ingame größe wäre es gut möglich)
stürzen sie sich sofort auf die helden.



.....hmmm .... irgendwie erinnern die beiden mich an etwas ....
Posted By: ratchet

Re: What are you working on? - 10/10/11 21:27

Otter :
Awesome charcaters, great cartoon style and great details like the hat. I like a lot this Nintendo games feeling laugh

What is the game style ?
Posted By: zeusk

Re: What are you working on? - 10/11/11 18:00

@otter very nice norwegian mario brothers? XD
Posted By: Pappenheimer

Re: What are you working on? - 10/11/11 19:32

Originally Posted By: ratchet


Is his face really ugly enought now ?

ratchet, do yourself a favour, and get rid of the seam in the middle. Nobody accept a model ever that has a seam in the middle like an old puppet made of plastic.

Import it in blender, duplicate it without changing the coordinates, make a new uv-layout, and bake the texture of your model to the model with the new uv-layout. Twice, once for the color texture and once for the normalmap.

Second, learn the proportions of a face, copy the faces with the pencil, even the simple of the following examples:
drawing cartoony faces
drawing faces
Posted By: lostclimate

Re: What are you working on? - 10/11/11 20:05

here another good example ratchet if you do decide to hone your face creation skills, andrew loomis has a great method. its something ive also been trying to improve recently, and it helps if you look at people and try to pick out the underlying bone structure of the skull and how the muscle stretches across it (easier to observe in real life while someone talks because you can see how it moves while it stretches)
Posted By: ratchet

Re: What are you working on? - 10/11/11 21:52

Thanks !
For the seams, it's 3D coat baking, i'll try Blender solution.
But i made standard UV , it should work directly, But when 3D Coat re import the low poly model it makes the seams.

For the head proportions ?
I don't know but ib the real life all people have really really different heads, really.
Some have a big mouth , some other a bigger top head, anothers some really large head , some have little heads than body and some it's contrary like bigger head than body etc ... etc ...
Perhaps observe people of any age in real life ?
I don't see where the head is so wrong ?

Perhaps i'll follow this example :


Posted By: Pappenheimer

Re: What are you working on? - 10/11/11 22:08

Its better to follow this sort of standard:
face drawing
Posted By: lostclimate

Re: What are you working on? - 10/12/11 00:44

yes there are variances, but its like they vary from the standard. to know what is abnormal you have to know where the standard line is in the first place. i rarely use standard proportions anymore, but i start with the same base drawing for every one, and then i edit from there. i know it seems silly. i used to think the same thing, that i was just going for a "different style", but it really does help laugh

EDIT: www.youtube.com/watch?v=9BevsH0jOMA

that may help you laugh helped me a lot.
Posted By: lostclimate

Re: What are you working on? - 10/12/11 06:02



btw... i hate how blender makes normalmaps not baked in blender look... stupid nonstandard z/b channel mapping.... mad

EDIT: screwed with some of the specular and normal settings and got something a lil more acceptable. also doesnt help that im still working on the model (shoulders are still high poly) and havent gotten to the spec map yet. also the guy himself is still pretty low detail diff.


Posted By: MrGuest

Re: What are you working on? - 10/12/11 11:57

I like him! laugh
Posted By: ratchet

Re: What are you working on? - 10/12/11 22:11

But again this is general head, it some some people havign eyes in the borders really :), or some having them near the noze and large head, really you should observe people of any age !
But thanks for the advices laugh

@losticmate :
I have two points , personnal taste like always :
-you should make some leather to support the armor parts, they look like they are just posed or floating over the model , or i'm wrong ?
- He seems to smile, it is a monster or not, perhaps make the mouth more angry ? (just some normal map and color repainting ?)

Anyway really good model, it is for an A8 game ?



Posted By: lostclimate

Re: What are you working on? - 10/12/11 22:18

thanks. your not wrong about the armor, just early laugh still working on it :)im making a club for him right now and then im doing some leather straps for the armor. as far as the smile, his face will be rigged and im still working on an inner mouth piece for him since im modeling that seperate (seemed like it'd be a pain to do it with the character in sculptris)

its for a game that im not sure which engine im going to use for it. thinking a8/7 then was going to use torque but then i lost use of my good computer so i might be back to a8/7 with it. its more of a side project and demo that i do in between other projects, but im releasing all the art for sale as i finish it (same game i made the kobald for) I've already done some a7 engine renders, and they are turning out nice, much nicer than those blender screens laugh
Posted By: Pappenheimer

Re: What are you working on? - 10/13/11 06:44

Originally Posted By: ratchet
But again this is general head, it some some people havign eyes in the borders really :), or some having them near the noze and large head, really you should observe people of any age !

Nonsense. It isn't even anatomically likely or possible at all.
Just have look on group fotos.
Just as one of thousends: http://unity3d.com/company/
Measure the distances between the edges of the eyyes and the side of the head, between chin and head top, between chon, mouth, nose (lower end), eyes(height) and top.
You will see that all of the faces within those group fotos are very close to the standard proportions. (Maybe, this foto is a bit too small to actually measure th eproportions, but there are enough fotos that are very large.)

I mentioned 'anatomy' - that's a different point to consider when modelling or painting.
It is not identical to proportions, although proportions depend on anatomy.

It is a point that came to my mind when looking at your model, lostclimate. I thought about what I'm missing in your model. I'm missing details anatomy.
Anatomy is about our expectations how the body of the given model 'works', it is about where we expect to see 'hints' through the skin about the muscles and bones and ligaments and joints of them, and it is about 'weights', means, that we expect that a big muscle is connected to strong ligaments and strong bones that are able to bear the strength of the muscles.

Hints of anatomy is that what comes additionally in when we are forming cartoony characters, because their forms are often anatomically impossible.
The exaggeration of certain parts is compensatd by anatomical details. Additionally, there are conventions of drawing (expecting) cartoony characters, that you have to consider, too.
Nontheless, cartoony characters and, even more, caricature have some different rules, too.
The following picture from the wiki is a nice example:

Posted By: dice

Re: What are you working on? - 10/13/11 13:39

My roleplay towerdefense game is progressing grin

For more Screenshots look at: http://www.mjip.de








Posted By: Superku

Re: What are you working on? - 10/13/11 15:25

Experimenting with ent_buffers and sort of creating AABB movement, no c_trace/ c_move involved:


Posted By: Redeemer

Re: What are you working on? - 10/13/11 15:34

Cool stuff! You wouldn't mind sharing your results, would you?
Posted By: lostclimate

Re: What are you working on? - 10/13/11 19:05

Originally Posted By: dice
My roleplay towerdefense game is progressing grin

For more Screenshots look at: http://www.mjip.de









looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones.

EDIT: figured i'd show the progress on the club laugh :


Posted By: Joozey

Re: What are you working on? - 10/13/11 19:54

Looking good there! laugh
Posted By: ratchet

Re: What are you working on? - 10/13/11 20:28

@Losticmate:
For the path i already used A8 Path points system to for example make a character follow path, A8 have already simple functions like NextNode , FindPath etc ...
it's easy to create on the editor and to manage by code laugh

@dice :
You couldchange the textures in the final version, they look like having too much noise perhaps ?
You could put some Blurr filter on your ground textures to make them less grainny from long distance view ?
Or use some Bloom filter in game to have more homogeneity on graphics, it looks like all elements and textures was not in the same ambient light.







just my personnal taste.

Anyway great game , a tower defense for 3DGS laugh !
Keep it up.

Posted By: dice

Re: What are you working on? - 10/13/11 20:55

Originally Posted By: lostclimate
looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones.


There are two types of towerdefense in my game: the one's with a preset path and the one's where monsters can decide which way they choose.
For the first type I used the path tool in the wed editor... every level has its default path!
The second type I implemented the Dijkstra-algorithm, where the monsters choose the shortest path to their goal.
How did you implement youre way of "pathing" ? laugh


Originally Posted By: ratchet
@dice :
You should change the textures in the final version, they look like having too much noise perhaps ?
Or use some Bloom filter to have more homogeneity on graphics,
it looks like all elements and textures was not in the same ambient lightor not lit.
Event if you don't use lights you can adjust luminosity of textures to matche better ?

just my personnal taste.

Anyway great game , a tower defense for 3DGS laugh !
Keep it up.


Hehe, I know the design looks horrible! Ill improve it when game mechanics work correctly. I dont know much about good texturing and lightning... at this time my game only uses the standard texture pack from 3DGS laugh
I also want to implement some terrains to let the environment look and feel better... I want to do so much!!! grin
But thanks for the hints wink

GreetZ
dice
Posted By: lostclimate

Re: What are you working on? - 10/13/11 20:57

@ratchet, i was actually asking dice wink what kinda game are you working on though?

lol i know i update too often but :


Posted By: ratchet

Re: What are you working on? - 10/13/11 21:37

@Losticmate :
Now the model really rocks !
It is sculptris ?

@Dice :
Okey they are just for prototyping. After that go simple even very simple textures can look lot better than detailled that don't match between tehm or on contrast/luminosity laugh
I think you can find good ones on internet that match between them.

This makes me think , we should really ask for A8 to have really decent texture pack for floors and terrains !
Like the free additionnal packages of ground textures that Unity 3D has !
Posted By: lostclimate

Re: What are you working on? - 10/13/11 22:47

yep laugh
Posted By: ratchet

Re: What are you working on? - 10/14/11 20:50



Sculptris playing and WIP !
Unrealistic proportion : I started from some Dino Cartoon head, than turned it more human !
I know : large heaps, no normal head (but .. hey it got eyes, mouth and nose , so it's ok for me ) !
Could be some ennemy for a casual arcade game !

even with the Dynamesh tool for Zbrush 4R2 and ClyLive tool on 3D Coat :
I prefer Sculptris, i feel i have lot lot more control on scultping with the Pen Tablet, and hard surface with teh crease tools are so precise and easy to make !
For me it's the definitive sculpting tool.
(If Pixologic didn't have baught it , it coould have evolved in something monstruous )
Posted By: Redeemer

Re: What are you working on? - 10/14/11 21:15

Looks sort of like a sumo-baby with oven mitts. wink
Posted By: ratchet

Re: What are you working on? - 10/14/11 21:39

Yep, after some 30 minutes of fun i have turned it more evil !
(It's inspired by the goblin model i made also)

With Zbrush or 3D cota i would have lost lot of time making that character, with Sculptris i keep good control on details as i want by zomming/Dezooming and at fast speed.
Well ... it's just my taste and personnal workflow also !



Just would need a terrain and a shotgun and make a horde of Babies Zombies like that to have fun shooting at them laugh
Like borderlands little groms !

Some awesome models that gives me lot of inspiration :









Original thread :
Polycount low poly forum thread

Posted By: Joozey

Re: What are you working on? - 10/14/11 22:38

Those are great models indeed. But eh it's from the polycount. Wouldn't expect less grin.
Posted By: ratchet

Re: What are you working on? - 10/15/11 00:12

Yep ! there are amazingly talented 3D artist on this sort of forums.
Like here some amazing talented programmers laugh

"REMOVED" :i won't continue in the character and it has started too bad

Posted By: ratchet

Re: What are you working on? - 10/15/11 00:27

Alien commander head that will speak on some little HUD to give instructions to player :



I must stop Sculptris, it's a demon program, once you start you can't stop laugh
Posted By: Sajeth

Re: What are you working on? - 10/15/11 21:14

http://www.youtube.com/watch?v=3REThT_uRpQ

why.
Posted By: ratchet

Re: What are you working on? - 10/15/11 22:59

it is a bug ? it's projects thread , not bugs showcase laugh

--------------

Another character ennemy for the arcade game , just a WIP of some little fun cartoon ninja :




Posted By: ratchet

Re: What are you working on? - 10/16/11 20:52

Cartoon soldier (somechat team fortress 2 inspiration) !
A8 Fun Third person shooter project.

Model done , next step : retopology !





Another class :
I think i'll have to make the mouth of the models more discret
kinda like Battlefield Heroes !




Posted By: Superku

Re: What are you working on? - 10/18/11 00:40

Last night I've had an idea for a very simple hitzone system (there's not much to see on the screenshot, I know):



It supports an almost unlimited number of hitzones per model, it's very precise, it supports animated actors, it does not use any additional models (unlike my previous hitbox solution) or bones, and it doesn't even use c_trace, woot!
Posted By: exile

Re: What are you working on? - 10/18/11 01:46

OMG SHARE SUPERKU!!
Posted By: JibbSmart

Re: What are you working on? - 10/18/11 01:57

Hectic grin grin How??
Posted By: Superku

Re: What are you working on? - 10/18/11 01:57

Oh no, I've just noticed that I don't get the hit (world) position for particle/ decal effects, what makes my method above pretty useless.
I guess I will write a simple hitzone system with c_trace and SCAN_TEXTURE then (I will release the source, too).
Posted By: alibaba

Re: What are you working on? - 10/18/11 05:13

yay!
Posted By: 3run

Re: What are you working on? - 10/18/11 14:28

Waiting for it! laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 10/18/11 15:33


->

Posted By: Joozey

Re: What are you working on? - 10/18/11 17:13

Nice Rei laugh
Posted By: ratchet

Re: What are you working on? - 10/18/11 18:30

@Superku :
Will it be a raycast against polygons for animatec characters ?
you trace against the real animated(rotated) polygons of the characters ?
Others engines do that for ages (10 years or more) ... Sad that A8 don't have that simple feature.
Posted By: Superku

Re: What are you working on? - 10/18/11 19:06

Yes, the hitzone system is already finished. Acknex has this feature, too, at least since A6, it's called c_updatehull and reloads the (invisible) collision mesh from a certain frame. As the function is, of course, pretty slow, you should avoid every call when possible and thus I've made some optimizations: All enemies are saved in a linked list. Before you c_trace, I iterate over all enemies and check if they are close to the ray. Then I sort those close entities by distance to the trace origin and update only the collision mesh of the first 3 (any value is possible) enemies.
Posted By: lostclimate

Re: What are you working on? - 10/18/11 20:05

Originally Posted By: dice
Originally Posted By: lostclimate
looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones.


There are two types of towerdefense in my game: the one's with a preset path and the one's where monsters can decide which way they choose.
For the first type I used the path tool in the wed editor... every level has its default path!
The second type I implemented the Dijkstra-algorithm, where the monsters choose the shortest path to their goal.
How did you implement youre way of "pathing" ? laugh


Originally Posted By: ratchet
@dice :
You should change the textures in the final version, they look like having too much noise perhaps ?
Or use some Bloom filter to have more homogeneity on graphics,
it looks like all elements and textures was not in the same ambient lightor not lit.
Event if you don't use lights you can adjust luminosity of textures to matche better ?

just my personnal taste.

Anyway great game , a tower defense for 3DGS laugh !
Keep it up.


Hehe, I know the design looks horrible! Ill improve it when game mechanics work correctly. I dont know much about good texturing and lightning... at this time my game only uses the standard texture pack from 3DGS laugh
I also want to implement some terrains to let the environment look and feel better... I want to do so much!!! grin
But thanks for the hints wink

GreetZ
dice


ah. i missed this. i have several nodes that have "distance from entry" value most levels have about 6 values. once a character reaches a value, they choose a random next node of the next value up. this only allows seperate paths to have a 1 node depth before remerging onto a main path but as my maps are not big at all it shouldnt make a difference laugh just have to do some creative level design laugh
Posted By: ratchet

Re: What are you working on? - 10/18/11 23:24

Yes, the hitzone system is already finished. Acknex has this feature, too, at least since A6, it's called c_updatehull and reloads the (invisible) collision mesh from a certain frame. As the function is, of course, pretty slow, you should avoid every call when possible and thus I've made some optimizations

@Sodoku :
strange how A6/A8 engine works, in others engines you just access the nearest triangles to the ray and perform some math
detection collision between rays end triangles.

The reconstruction of some Hull is typical to 3DGS, taht's why it's slow ! In some other engines you have the general character collision shape for the level, and with raycast you can check on any polygon when the character is animated directly laugh

Well, this Hull system should be removed in A9 ! Just do like other engines , you create a capsule independant and just "attached to your character".
Any collision ray if hit a character bounding box would perform more accurate math collision detection :
Ray Vs List of triangles.


------------

Well i'm also very interested in your new solution laugh

Your Hitbix ssystem was great also , caus we could check what limb was hit and perhaps make custom reactions or lacunh custom animation (the ennemy drop teh gin when hit on the hand or foreharm for example) !
Posted By: zeusk

Re: What are you working on? - 10/19/11 16:19

Wow this forum inspires me to find more time to spend on my project so i can show it off! XD. I really like what everyone is working on and the i finally got zbrush and all autodesk software today! (thanks to my school). so I'm free to create without the limitations of free software. i'll post some of my project related creations soon.
Posted By: ratchet

Re: What are you working on? - 10/19/11 21:24

@ Zusk :
No need for big expensive sofware , with Blender and sculptris that are free tools you can go very very far laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 10/19/11 23:13



Contextmenu added to a button with contextbuttons having tooltips.


(Btw, we are rendering everything by ourselves in directX and use RTT to show it on screen, it's faster and you can animate any 2D Object in 3D + It allows better rendering to 3D-Objects!)
Posted By: 3run

Re: What are you working on? - 10/20/11 10:20

Here is my current progress with my top-down splitscreen shooter:
Last Stand 2D v 0.2
Posted By: PadMalcom

Re: What are you working on? - 10/20/11 11:01

This must be fun to play grin
Posted By: Joozey

Re: What are you working on? - 10/20/11 13:52

Looks great!
Posted By: zeusk

Re: What are you working on? - 10/20/11 17:02

@ratchet i got all the software free so it wasn't expensive
Posted By: painkiller

Re: What are you working on? - 10/23/11 12:42

Here is a quick video showing the player combat system of the Medieval project that CD_Saber and me are currently working on

http://www.youtube.com/watch?v=2QfPP0B5Efc

There are more types of attack that I forgot to show on the video
Posted By: Random

Re: What are you working on? - 10/23/11 14:41

I`m working on my, game called Tarrox;
Forum link
Posted By: Germanunkol

Re: What are you working on? - 10/24/11 18:10

painkiller:
good start (sounds are pretty good, models are nice, movement seems good), but there's a few points I think need work:
a) way too much sliding around. Try to get the animations and the movement code to fit!
b) you almost always use the same jump-to-the-side to avoid the attack, which works because the guys only do one attack. I know it's WIP, but the guy should at least have a sideway slash and a forward thrust animation as well. Check out some of wolfire.com's combat movies.
c) I know it's a game, but people shouldn't be standing upright after having been hit with a sword once, or when having an arrow in their chest. This is something that bothers me with pretty much every RPG though.
d) the jump's too high.
e) it would be cool if you could make the shield block even when not in blocking stance. For example, in the video, almost every hit you get on the enemy goes through his shield from the side.
Posted By: Espér

Re: What are you working on? - 10/24/11 18:16


An ingame 3D Sideview Editor for "Angels & Devils"

Got some problems with the List Function.. i hope EvilSOB has a bit Time to help ^^"
*back at code*
Posted By: zeusk

Re: What are you working on? - 10/24/11 18:34

when i lack inspiration i goto this site:

Crasher is a game developed in unity3d but the graphics, modeling and texturing skills can be applied to lite-c if you're willing to push yourself.

vid of crasher
Posted By: dice

Re: What are you working on? - 10/24/11 20:36

Originally Posted By: zeusk
when i lack inspiration i goto this site:

Crasher is a game developed in unity3d but the graphics, modeling and texturing skills can be applied to lite-c if you're willing to push yourself.

vid of crasher


Wow, I really like the way theyre modeling! Looks awesome to me ;D

Good inspiration side, I agree with you!
Posted By: ratchet

Re: What are you working on? - 10/24/11 21:03

@Painkiller : great
Just need a crosshair when shooting with the arrow.

Reminds me this :
Dark Souls gameplay

I think you can make any type of ennemy like strong, or some more quick, ro some that blocks or evade a lot, or why not some having deadly attacks hard to avoid some times !

Strong base you have here, Keep it up !
Posted By: ratchet

Re: What are you working on? - 10/24/11 22:19

Some free hour late tonight so finished retopology, importing under Blender :



Next Step : color painting in cartoon style !
Posted By: sivan

Re: What are you working on? - 10/25/11 09:08

painkiller:
really nice, just as others advised, if you were used separate attached helmet/shield/weapons models to base character for better hit/blocking/injury detection, it would be really fine.
moreover, some camera zooming when using the bow would be not irrealistic in this case too, even if no sniper rifle is used laugh
...and I'm expecting more weapons, more attack/defend animations with cutting off body parts, group attacks and siege weapons too grin
Posted By: sivan

Re: What are you working on? - 10/25/11 09:23

I'm just playing with environtment settings, tweaking my mapeditor, finding out new options, to get something nice without shaders...
and meeting engine bugs "as always" grin


By siwaan at 2011-10-25
Posted By: painkiller

Re: What are you working on? - 10/25/11 09:26

Originally Posted By: Germanunkol
painkiller:
good start (sounds are pretty good, models are nice, movement seems good), but there's a few points I think need work:
a) way too much sliding around. Try to get the animations and the movement code to fit!
b) you almost always use the same jump-to-the-side to avoid the attack, which works because the guys only do one attack. I know it's WIP, but the guy should at least have a sideway slash and a forward thrust animation as well. Check out some of wolfire.com's combat movies.
c) I know it's a game, but people shouldn't be standing upright after having been hit with a sword once, or when having an arrow in their chest. This is something that bothers me with pretty much every RPG though.
d) the jump's too high.
e) it would be cool if you could make the shield block even when not in blocking stance. For example, in the video, almost every hit you get on the enemy goes through his shield from the side.


Originally Posted By: ratchet
@Painkiller : great
Just need a crosshair when shooting with the arrow.

Reminds me this :
Dark Souls gameplay

I think you can make any type of ennemy like strong, or some more quick, ro some that blocks or evade a lot, or why not some having deadly attacks hard to avoid some times !

Strong base you have here, Keep it up !


Originally Posted By: sivan
painkiller:
really nice, just as others advised, if you were used separate attached helmet/shield/weapons models to base character for better hit/blocking/injury detection, it would be really fine.
moreover, some camera zooming when using the bow would be not irrealistic in this case too, even if no sniper rifle is used laugh
...and I'm expecting more weapons, more attack/defend animations with cutting off body parts, group attacks and siege weapons too grin


Thanks, I really appreciate your feedback. Yesterday I added a crosshair and also zooming the camera when you are using the bow. Weapons are actually separated models attached by script, so virtually it's possible to have a unlimited number of weapons. I will also take into account your other suggests.
Posted By: zeusk

Re: What are you working on? - 10/26/11 18:15

New Gameplay footage in the grasslands:







this area in the level is where the monsters and creature will appear and where you will hunt them at
Posted By: Espér

Re: What are you working on? - 10/26/11 19:19

working with my first struct ^^ *happy*

my 3D Block Editor moves on!


now working on the button to change the models between closed sides, and open sides (to avoid that grid on the modelshading)
Posted By: Redeemer

Re: What are you working on? - 10/26/11 19:32

Originally Posted By: Espér
working with my first struct ^^ *happy*

Structs are cool! laugh

Nice editor, btw.
Posted By: Anonymous

Re: What are you working on? - 10/26/11 19:42

@zeusk: Nice Screenshots! May I ask how you set up the Vegetation (grass) in your Level?
Posted By: Espér

Re: What are you working on? - 10/26/11 19:59

WORKING ^^



dunno why.. but today, i´ve got a run!
Posted By: ratchet

Re: What are you working on? - 10/26/11 21:37

@Zeusk :
Great ! How did you put your grass ?
A8 don't have grass editor?

Some refining on some team Fortress 2 style character :
(Need to make hears and hands)





Posted By: Rackscha

Re: What are you working on? - 10/26/11 23:18

@Esper: Nice, but the user should user a scaledup cube anyway or he will waste polygons tongue
Posted By: Espér

Re: What are you working on? - 10/27/11 05:34

You're right, we will add bigger Cube Systems later ^^

Posted By: ratchet

Re: What are you working on? - 10/27/11 19:31

@Esper :
looks like a cool tool, does it produce model based level or BSP ?

Some progress on a Breed game inspired character :



Sculptris rules !
Posted By: Rei_Ayanami

Re: What are you working on? - 10/28/11 21:33



I kind of love diagrams/charts now.
Posted By: Superku

Re: What are you working on? - 10/29/11 00:01

Just had an idea for "advanced" dynamic lights, see the comparison below:



The first screenshot shows a regular dynamic point light, the second image shows the light with "edge detection", that is a regular object shader. It's a very simple 2D effect and it has many limitations, but there's no additional rendering involved, works on PS 2.0 and is very fast (runs at 2200-2300fps).
Posted By: JibbSmart

Re: What are you working on? - 10/29/11 04:19

Well, Superku. That's just a bit too lovely and perfect. Questions!
1> Does it rely on a sort-of hallway/room layout? (that is, will it give every scene stunning and perfect dynamic shadows, or does it specifically take advantage of 2D layouts to give that lovely effect?)
2> Will this perfect shadow with perfect penumbra be cast on other objects, such as props and characters?
3> Will you give us a running techdemo, or at least a video?
4> Will you tell us how you did it and/or make it accessible in some form to the community, even if for a price?

It's really just gorgeous. Well done!
Posted By: Quad

Re: What are you working on? - 10/29/11 10:51

Superku, awesome, one of the things that irritated me most in the past looks like now it's solved.
Posted By: Clemens

Re: What are you working on? - 10/29/11 11:31

Rei, will there be soon a video or a techdemo of your GUI available?
Posted By: Rei_Ayanami

Re: What are you working on? - 10/29/11 11:41

Hopefully soon, but as we want are working on one element after another and we get more and more ideas for those element (like more source implementations or behaviors) it takes longer than expected.

Also our DX9<->Gamestudio rendering step took/takes it time [If we will ever get multiplatforming, it would be too bad to rely on dx9]
Posted By: ratchet

Re: What are you working on? - 10/29/11 11:43

Little Update : Low poly and quick color picking !
(2.5D shooter)


Alien early wip :



Posted By: Superku

Re: What are you working on? - 10/29/11 14:45

Thank you guys! As I've said, esp. right now it has many limitations.
1) Exactly, the (2D) layout matters and thus it's only suitable for corridors and hallways with some pillars here and there. Props and characters should use stencil shadows, though.
2) Yes, it "casts" on everything, it's an object shader (see below) that you can apply on every model.
3) Here you go: http://www.youtube.com/watch?v=4b3BvHuDetk
4) Currently, I take an invisible model, place it at the corner and let it calculate a (2D) normal vector that is perpendicular to the direction vector light->corner. (I make sure that the normal vector does not point inside the level geometry.)
Then in my regular point light object shader, I add the following lines:
Code:
edgelightdir = vecLightPos[i].xz-dyn_corner_flt[0].xy;
fj = length(edgelightdir);
edgeposdir = InWorldPos.xz-dyn_corner_flt[0].xy;
projrange = dot(edgelightdir,edgeposdir)/(fj*fj); //yes, the case fj == 0 is ignored right now
if(projrange < 0)
{
	off = distance(dyn_corner_flt[0].xy,InWorldPos.xz)/5;
	fj = dot(dyn_normal_flt[0].xy,dyn_corner_flt[0].xy)-dot(dyn_normal_flt[0].xy,InWorldPos.xz)+2;
	Shadow += vecLightColor[i]*fac * (1-pow(saturate(fj/(5+off)),1.5));
}
else Shadow += vecLightColor[i]*fac;


All I do is that I check on which side of the line light->corner the current pixel (InWorldPos.xz) is (in respect to the normal vector calculated by our corner model) and depending on the result of that calculation I blend the shadow/ light.
Posted By: JibbSmart

Re: What are you working on? - 10/29/11 15:13

That's brilliant. Thanks for the info, Superku! It looks perfect in action, and makes me want to make a corridor shooter just to use it. Given how many corridor games exist it has a lot of use even with its limitations.
Posted By: MrGuest

Re: What are you working on? - 10/29/11 21:39

@Superku, The shadows looks amazing, great work!
Posted By: Superku

Re: What are you working on? - 10/29/11 21:57

Thanks, I'm prototyping a shooter (far from Battlefield/ COD or any realistic setting) for some time now that I plan to release after my sidescroller, that's what I'm developing those small systems for (like the hitzone system). When I work on lighting for indoor levels and continue to work on this shadow system, I will probably release a working code snippet as I did with the hitzone script.

As my father likes tanks and esp. driving them, I've made a tank game some years back (good old A6 times). This year's birthday present is a new tank game:

(only multitex + sounds missing)
Posted By: painkiller

Re: What are you working on? - 10/30/11 23:02

Here it is another quick video to show the progress in the combat system of the medieval project being developed by CD_saber and me. First I show all the current possible attack types, and then try to beat the three soldiers (and fail tongue )

You can also see that now you can turn around your enemy while in combat mode, apart of other small improvements and bugfixes.

http://www.youtube.com/watch?v=HmEC1pNv-hU
Posted By: MasterQ32

Re: What are you working on? - 10/31/11 15:28

LiteGUI RenderToTexture-Test:

All iPhone-Buttons are clickable, clock shows the real time




^ 3D Transform of 2D image ^
Posted By: ratchet

Re: What are you working on? - 11/01/11 23:03

@painkiller : SOLID fight System.
You just need some skilled 3D artist to make levels laugh !
Posted By: Rei_Ayanami

Re: What are you working on? - 11/02/11 15:17

http://marianfrische.com/?show=video&videoName=3DManipulation

A video showing a 3D transformation by our GUI without needing to load a level or doing other stuff beside using (very) few function of the GUI.


Video now with HTML 5.
Posted By: HeelX

Re: What are you working on? - 11/03/11 18:12






Posted By: Redeemer

Re: What are you working on? - 11/03/11 20:01

Crane Game: the sequel?
Posted By: HeelX

Re: What are you working on? - 11/03/11 20:43

Originally Posted By: Redeemer
Crane Game: the sequel?
What?
Posted By: lostclimate

Re: What are you working on? - 11/03/11 21:29

I believe he's referring to the old physics demo that used to be on the download page;)
Posted By: HeelX

Re: What are you working on? - 11/03/11 22:46

Ah, I see. No, it's for a client. Everything is done inside PhysX, for which I had to extend the plugin. The only Lite-C code is for enabling physics, setting up constraints and collision shapes, and applying forces, when keys are pressed.
Posted By: ventilator

Re: What are you working on? - 11/04/11 09:33

nice project! a video would be cool. what were the biggest hurdles to overcome with physx? does everything work like you want already? (i would have chosen newton for something like this. :p)
Posted By: MasterQ32

Re: What are you working on? - 11/04/11 10:02

LiteGUI SingleLineInput aka TextBox:

http://www.youtube.com/watch?v=MMCuJh2eBgU


Posted By: MTD

Re: What are you working on? - 11/06/11 22:00

Today had some time and made some progress:
(UI - still missing)

http://youtu.be/91ceQoxJF0w
Posted By: Espér

Re: What are you working on? - 11/06/11 22:41

When i look at this, all my memories of the crash events in BURNOUT are back xD
Posted By: Shadow969

Re: What are you working on? - 11/06/11 22:50

Espér, can you answer my PM? i know that you've already read it.
Posted By: Espér

Re: What are you working on? - 11/06/11 23:05

answered.. sry for my absence.. was a little bit stressed ^^" totally forget about that... becoming a father changes your live completely.. stress enough...
Posted By: HeelX

Re: What are you working on? - 11/07/11 00:50

Originally Posted By: ventilator
nice project! a video would be cool. what were the biggest hurdles to overcome with physx? does everything work like you want already? (i would have chosen newton for something like this. :p)


I'll ask my client if I am allowed to post a video. I am not yet finished, I will post more details about it tomorrow - we are going to replace the raycast wheels with solid ones, I will inform you if this went well, or not smile
Posted By: EvilSOB

Re: What are you working on? - 11/07/11 06:54

MTD: What the hell is that project your doing (and just youtubed)?

I want a copy! Even as is NOW I think it would make an excellent screen-saver!
Posted By: Rackscha

Re: What are you working on? - 11/07/11 14:44

@MTD: pretty good car movement. even the Cars trying to get back to the road o.O.

Watch 0:30 and look at the bus coming from top and driving to the bottom. Pretty cool.

Solid Movement^^
Posted By: ratchet

Re: What are you working on? - 11/08/11 21:23

Hand painted wall try :




Tileable roof texture : very basic ,no details or color variation also !



Very damaged wood , first try :



For people interested i just suggest this links :
TorchLight media

Posted By: CD_saber

Re: What are you working on? - 11/09/11 00:57

After Painkiller showed the fighting system, its time to present screenshots of the first level.















http://img511.imageshack.us/img511/1292/shot9.jpg

Posted By: Iglarion

Re: What are you working on? - 11/09/11 01:35

@CD_saber
I really enjoy watching these images. Looks really nice wink.
You and Painkiller works together on this project? If yes this is great combination beacuse i really like his fighting system, and it would be interesting to see it in this level smile .
Posted By: ratchet

Re: What are you working on? - 11/09/11 02:22

@CD_Saber :
Great , looks professionnal.
On first screen , i don't know why , but rocks and buildings
seems too much illumintade compared to the rest of level !
For example the buildings could have some bigger shadow or SSAO
to avoid that "cutting" edges : bright Building posed on
dark terrain ???

But it's only noticeable on first screen, and for an indie project that's already amazing level !
Posted By: lostclimate

Re: What are you working on? - 11/09/11 03:07

@ratchet. very good start.i dont do much hand painted texturing, but it always fun to see it in other peoples work laugh

@saber pretty good so far. a little bare(wip i think anyways, right?), but well built :), one can easily look at those pics and see where all the little details would fit and the beauty that the levels could have when finished.


Posted By: ratchet

Re: What are you working on? - 11/09/11 23:58

another some more detailled wall texture :


Posted By: Superku

Re: What are you working on? - 11/10/11 00:12

@saber: Looks good and as it was a lot of work. I would increase the terrain's brightness a little, though.

@ratchet: New texture is way better than the old one, good work, but I dislike the seams/ the plain background color, it needs more detail.
Posted By: ratchet

Re: What are you working on? - 11/10/11 00:22

Thanks SuperKu ,
i'm beginning in hand painting laugh

some little reffining :


very simple tree wood attempt :




Posted By: Rackscha

Re: What are you working on? - 11/10/11 19:36

@ratchet: which paint tool are you using o.O(cant see from the screens :P)
Posted By: ratchet

Re: What are you working on? - 11/10/11 23:08

ha ha ... it's not a pure 2D painting program in fact ...
so yes perhaps hard to recognize : it's 3D coat laugh

Yes 3D coat is scultping,retopo,uv tool, but also great painting tool.
It has a very usefull feature that is Texture Tile making.
You choose the resolution and you can paint on the maps you want : diffuse, normal, specular.
You have :
-layers
-brushes
-masks
-bézier curves, reactangles, paths
-several lighten/Darken tools
-simple blurr (just press Shift when painting)

I forgot , you can indeed paint in 3D on your 3D model and any of the maps (diffuse/Norm/spec).

Posted By: Rackscha

Re: What are you working on? - 11/11/11 16:11

@Ratched: Sounds interestng
Posted By: MasterQ32

Re: What are you working on? - 11/11/11 16:23

@saber: Nice work, but you should increase the waters alpha value
would look much better then, because water isn't reflecting that hard
Posted By: rayp

Re: What are you working on? - 11/12/11 05:05

Working on my "Resident Evil" like project.

Thank you HeelX again for SSAO grin
Posted By: HeelX

Re: What are you working on? - 11/12/11 13:58

Hey, this looks great! You're welcome smile
Posted By: Damocles_

Re: What are you working on? - 11/13/11 19:57

Ok, I Moved that to Morbius..
Posted By: Rei_Ayanami

Re: What are you working on? - 11/13/11 20:02

(tip: use the other what are you working on thread in morbius for non-gamestudio programs wink )

Really nice demo however!
Posted By: Emre

Re: What are you working on? - 11/13/11 22:47

I am working on a small project about the coast. This is only for fun.

Screenshots & video;






http://www.youtube.com/watch?v=21cd-AivlLU
Posted By: aztec

Re: What are you working on? - 11/13/11 23:01

Wow nice project.
I like it very much its pretty moody and good use of shader and lighting.
I'm a little bit curious why did you start that project?

regards Aztec
Posted By: Emre

Re: What are you working on? - 11/13/11 23:19

Thanks aztec. As i say, just for fun. I live in izmir and i love the gulf. I just wanted to make it with gamestudio.

here is the gulf of izmir;
http://www.tatil.name.tr/izmir-resimleri-izmir-fotograflari/
Posted By: Shadow969

Re: What are you working on? - 11/13/11 23:42

that's a really beautiful city to live in. nice demo btw laugh but visuals need some fine-tuning in my opinion
Posted By: rvL_eXile

Re: What are you working on? - 11/13/11 23:59

Reduce the glossiness... it looks too much like plastic!
Posted By: Emre

Re: What are you working on? - 11/14/11 14:10

Yes, indeed it is. Thanks for suggestions guys.
Posted By: ratchet

Re: What are you working on? - 11/14/11 23:45

Some more hand painted textures not detailled, lot blurry , but it's practice !

Posted By: WretchedSid

Re: What are you working on? - 11/14/11 23:48

I like the style, well done! But a few more highlights on the screws would fit better, I'd say.
Posted By: lostclimate

Re: What are you working on? - 11/15/11 00:14

They look nice, only advice.. Zoom in on sharp edges and contrast their lines a like more:)y but all in all very nice:)
Posted By: ratchet

Re: What are you working on? - 11/15/11 22:47

Thanks !
Yes they are blurry less detailled.
Perhaps i'll target Tale Of Visperia game textures style on levels !




Another stylish wood texture !


Posted By: Superku

Re: What are you working on? - 11/16/11 02:24

Improved my dynamic (2d) shadow effect:



In particular, I've transformed the previous experiment into a useable system that supports more than one corner (now almost unlimited) and objects such as the small blocks in the screenshot. The shadow (and the system) is far from perfect, but it should work fine for my sidescroller.
On the downside, I did not manage to make it a shader model 2.0 effect like the rest of my game's shaders. As this is supposed to be a gameplay element in 2-3 levels, this alienates 10% of possible gamers (according to a recent Hardware Survey by Steam). frown
Posted By: Hummel

Re: What are you working on? - 11/16/11 10:35

Very nice Superku. How many intructions are you over the ps 2.0 limit?
@Ratched: Really good work. laugh
Posted By: Superku

Re: What are you working on? - 11/16/11 19:55

Thanks!
He complains on PS2.0 that I use too many constants:
"Invalid const register num: XX Max 31."
I don't get how the value XX is calculated, though. When I write f.i.
float dlight_block_pos_flt[20];
and change the array dimension, it stays at XX for a few more indices and then increases by ~9 (XX => XX+9) or so. Why?
Posted By: Hummel

Re: What are you working on? - 11/16/11 20:07

Hm..don´t know, but you could encode your constants in a bitmap to work around this limitation. wink
But that would mean an increase in shader instructions since you have to decode the information from the map in the shader...
An other possibility would be to send in only the necessary block positions for a certain area if you don´t do so already.
Posted By: Superku

Re: What are you working on? - 11/16/11 21:56

Quote:
An other possibility would be to send in only the necessary block positions for a certain area if you don´t do so already.

Yes, that's what I do. I have up to 100 corners and 100 blocks/ objects and one loop that checks which corners are in the lightrange (with some optimizations including regions to disable shadows in close-by corridors). Then up to 10 active corners and 10 blocks are sent to the shader.
Posted By: chrisp1

Re: What are you working on? - 11/17/11 17:27

Working on my game : Space fighter conflicts grin


Posted By: Progger

Re: What are you working on? - 11/17/11 18:25

very good chrisp1
here is the game im working on eith others laugh
F1 Multiplayer



WFG Progger laugh
Posted By: chrisp1

Re: What are you working on? - 11/17/11 18:49

Originally Posted By: Progger
very good chrisp1
here is the game im working on eith others laugh
F1 Multiplayer



WFG Progger laugh

Your game looks also very good grin
Posted By: chrisp1

Re: What are you working on? - 11/19/11 13:43

This is a Video about the new Armageddon weapon in my game Space fighter conflicts grin

http://www.youtube.com/watch?feature=player_profilepage&v=WkMqZFeSWRY
Posted By: Roel

Re: What are you working on? - 11/19/11 16:02

@progger: i think it would be cool if you render the rear view mirror's onto the ones on the car
Also, nice you got the environment map to work.
Are the reflections realtime?
Posted By: Progger

Re: What are you working on? - 11/19/11 18:22

@ROel yes you are right i will work on this laugh and no the reflection is not realtime but ill add this later laugh
It is only a cubemap rendered on the car.
WFG Progger laugh
Posted By: ratchet

Re: What are you working on? - 11/20/11 00:16

Another original stylish rock texture for dungeon :


And some simple floor texture :



Another experiment :



Posted By: MasterQ32

Re: What are you working on? - 11/20/11 14:29

L3DT-Gamestudio-Import + Vegetation:

Posted By: 3run

Re: What are you working on? - 11/20/11 15:43

Nice!
Posted By: rvL_eXile

Re: What are you working on? - 11/20/11 17:23

@MasterQ32...

Ganz gut für den Anfang.
Ich würde noch 2-3 weitere Texturen (Rock / gras) verwenden um mehr Detail darzustellen.
Zudem würde ich noch härtere Kanten hinzufügen damit das alles nicht so "Rund" aussieht.
Ich weiß ja nicht wofür das Gedacht ist, aber du kannst locker noch 200-300 Bäume dazu setzen. Nutze die zusätzlichen Bäume als Billboards um mehr dichte rein zubekommen.

Gruß Sebastian
Posted By: ratchet

Re: What are you working on? - 11/20/11 21:40

@MasterQ32 :
Not so good for my taste only : I prefer to be honest !
I htink it's beta work also ?
I don't say that you haven't worked or put effort on it, but it looks far from other 3D terrain in some indie engine having terrain editor and vegetation editor.

Perhaps use multitexture, better ground textures, and the zoom is too much far for us to see something also laugh !

Posted By: ratchet

Re: What are you working on? - 11/20/11 22:14






I begin to have enought textures , now i'm begin making a level with them !


Posted By: ratchet

Re: What are you working on? - 11/21/11 00:32

I just put 5 min to make this rock texture, if you have normap map painting and color checked, you paint both at same time.






Posted By: MasterQ32

Re: What are you working on? - 11/21/11 15:32

@rvL_eXile, @ratchet:
The whole map gets 11 textures which are blended with multitextureing, loaded from the output of l3dt
i could get also more textures on the map, but in this map, there are only 11 materials assigned to the terrain
wait for next screenshot!
Posted By: MasterQ32

Re: What are you working on? - 11/21/11 19:26

Two news screens, 32 different trees, 11 textures:



Posted By: HeelX

Re: What are you working on? - 11/21/11 19:43

This looks so wrong. Sorry, dude.
Posted By: rvL_eXile

Re: What are you working on? - 11/21/11 19:44

Sieht schonmal besser aus jedoch was chaotisch... jetzt noch schatten baken und es wird was...
Harte Kanten am Terrain sind nicht geplant?

Gruß Sebastian

EDIT: Warum nutz du soviele verschiedene Modele?
Posted By: Rondidon

Re: What are you working on? - 11/21/11 19:50

Die Farben passen nicht (Boden zu hell, Bäume zu dunkel). Bodenvegetation fehlt. Kontraste fehlen. Küste fehlt. Außerdem sieht es aus wie ein Kuchen in Bergform, auf den jemand Bäume gestreuselt hat. Du musst das alles ein wenig natürlicher gestalten laugh . Orientier dich an Far Cry. Die Küstenlinie und die Farbanpassungen sollten im ersten Schritt schonmal für eine Verbesserung sorgen.
Posted By: MasterQ32

Re: What are you working on? - 11/21/11 20:29

Hier gehts eher um den Import aus einer Software, welche mir ein solches Terrain designen und generieren kann.
Man kann damit ziemlich gute Terrains recht schnell erstellen.
Ich hab jetzt halt noch Seeding-Funktion je nach Bodenmaterial und den Textur-Importer geschrieben.
Geht natürlich auch mit anderen Heightmaps, wenn man dazu eine Attributemap hat (eine Karte, die das Material angibt)
Posted By: Error014

Re: What are you working on? - 11/21/11 21:42



Well, Queen Blue, know what, I'll do it, but only because you asked so nicely.

Also, because that means I can help kick King Red's butt. Dude has it comin'
Posted By: Superku

Re: What are you working on? - 11/21/11 21:59

Cute, characters are a bit dark, though.
Posted By: ratchet

Re: What are you working on? - 11/21/11 22:34

@Error014: that's great , i like retro style laugh

@MasterQ32 : It's hard to see some 10 or more textures,
i just see one grey texture, with strange green things on it.
Some AAA games uses terrain chunks and some 5 multi texture, each chunck can have different textures and common ones for merging (Oblivion game) !

For your screenshot : it's very very grey, it looks strange, far from some natural terrain.But if you don't target making a game and just bring tehcnology it don't matter !



You should search for better textures : try cg textures , and put real better lightening instead of flat look and light !
Posted By: JibbSmart

Re: What are you working on? - 11/22/11 04:09

@Error014: Man, I feel like I've missed a lot in the last few days. DD is looking great!!
Posted By: Roel

Re: What are you working on? - 11/22/11 08:25

@Ratchet:
As far as I can read german, MasterQ32 isn't going for graphics here:
It seems he is programming an importer so te screenshots are just placeholders, so they are not final at the moment.
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/22/11 11:57

@Ratchet
Your screenshot is looking VERY IMPRESSIVE shocked
It's made with gamestudio or just a sample?
Posted By: Harry Potter

Re: What are you working on? - 11/22/11 12:12

Originally Posted By: Ch40zzC0d3r
@Ratchet
Your screenshot is looking VERY IMPRESSIVE shocked
It's made with gamestudio or just a sample?


wink

Here is another one
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/22/11 12:16

Wo ok i thought 3DGS is mosnta and could be like BF3 xD
Posted By: Harry Potter

Re: What are you working on? - 11/22/11 13:19

Originally Posted By: Ch40zzC0d3r
Wo ok i thought 3DGS is mosnta and could be like BF3 xD
No, it's not done with 3DGS.

But here are some screenshots from my 3DGS project 'pax et bellum' (WIP).
I think the graphics looks much better than BF3! grin grin grin
Screenshot 1 (indoor)
Screenshot 2 (outdoor)
Screenshot 3 (water)
Screenshot 4 (medieval town)
Screenshot 5 (space station)
Screenshot 6 (space station details)

Edit:
Screenshot 7 (photorealistic 'panels')
Screenshot 8 (photorealistic font)
Screenshot 9 (sky and clouds)
Posted By: Redeemer

Re: What are you working on? - 11/22/11 13:37

Originally Posted By: Ch40zzC0d3r
Wo ok i thought 3DGS is mosnta and could be like BF3

It can. Not straight out of the box ("look ma! I made BF3 in 5 min!"), but it can.

Originally Posted By: Harry Potter
here are some screenshots from my 3DGS project 'pax et bellum' (WIP).

Harry, does your game actually run on any modern gaming PC? grin

In all seriousness though those shots do look nice. Whether they look better than BF3 is debatable, but you certainly have much more detail in your creation. wink

EDIT: Then again, your screenshots do look much better than BF3.
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/22/11 13:52

What the...
These are all realistic photos shocked
It doesnt look like a game xD
Posted By: PadMalcom

Re: What are you working on? - 11/22/11 13:56

Harry seems to be a magician wink
Posted By: ratchet

Re: What are you working on? - 11/22/11 18:22

Some people have demonstrated that A8 can do AAA quality if you have some skilled 3D artist using quality textures with you :



Just skills, nice photorealistic textures package , cool fullscreen shader or ligtening , and perhaps ....
lot lot of work laugh !
Posted By: darkinferno

Re: What are you working on? - 11/22/11 22:39

Originally Posted By: Harry Potter
But here are some screenshots from my 3DGS project 'pax et bellum' (WIP).
I think the graphics looks much better than BF3! grin grin grin
Dude, i so wanna see this in real time? could we get even a 30second vid?
Posted By: sivan

Re: What are you working on? - 11/23/11 09:50

I'm also playing with L3DT sometimes, but never use more than 4 textures (plus lightmap texture):



If someone would write a direct importer, it would be really fine. Based on heightmap, texture alpha and lightmap exports, it cannot be too hard. grin
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/23/11 12:50

We currently got the texture things work its looking realistic now but its VERY laggy cause the textures are soo big. If we reduce size its lokking shit but there is no lagg!
There is any faeture dhader etc wich scale SOME textures in the far smaller and in the near bigger?
Would be really helpfull!
Posted By: Rei_Ayanami

Re: What are you working on? - 11/23/11 12:53

Sounds like mip-mapping ?
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/23/11 13:22

Yeah but I added it and its still laggy. My code:
d3d_anisotropy = 7;
d3d_mipmapping = 4;

I think the problem is that we genare the map (texture it and add lots of plants)
The finish-textured map could be exported as wmp or something so we can load a precompiled map?
Posted By: Rei_Ayanami

Re: What are you working on? - 11/23/11 13:59

Are you working with terrains with mutlitexture-shader?

does the texture even contain mipmaps?
Posted By: PadMalcom

Re: What are you working on? - 11/23/11 14:00

What you could do is to stream your models so that you only load them if they are near the player. Thats not to hard.

Concerning the texture size problem: I did never find a solution to display a hugh map with an acceptable quality without using shaders. If you find one, please tell me wink
Posted By: sivan

Re: What are you working on? - 11/23/11 15:34

hmmm... for me the non-shader multi-texture fixed function effect (effect = "terraintex.fx";) works fine after exporting the texture alpha channels from L3DT, of course by replacing the original textures with my own .dds (DTX3/DTX5) ones...
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/23/11 16:17

Yes but our textures are 1024*1024 big and the models lagg me out shocked
BTW: 256*256 looks shit but i get my full fps. There need to be a func for textures to see how far they are away from camera. Would be very amazing. Than I just could use good textures when camera is in front of them. Other wise the 256*256.
Posted By: painkiller

Re: What are you working on? - 11/23/11 19:36

Originally Posted By: Ch40zzC0d3r
Yes but our textures are 1024*1024 big and the models lagg me out shocked
BTW: 256*256 looks shit but i get my full fps. There need to be a func for textures to see how far they are away from camera. Would be very amazing. Than I just could use good textures when camera is in front of them. Other wise the 256*256.


use dds textures. With Gimp and a dds plugin you can export compressed dds textures which can contain mipmaps and they will take less memory.
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/23/11 21:05

But the quality will be?
And what type of dds i need?
DXTS1 or what?
Posted By: painkiller

Re: What are you working on? - 11/23/11 21:27

Originally Posted By: Ch40zzC0d3r
But the quality will be?
And what type of dds i need?
DXTS1 or what?


You won't notice a quality loss. Use DXT3 when you are using textures with alpha channel, use DXT1 otherwise
Posted By: EvilSOB

Re: What are you working on? - 11/24/11 14:05

PainKiller:
If you use DDS textures, how is its LOD processed? As in, how does it know which mipmap to use?

Manually by shader? Auto by hardware? AckNex Engine?


If there is no "clear" answer, can you feed my some links or useful search-terminology
so I can read up on it myself? I cant seem to find any explainations 'simple'
enough for me to grasp its concepts...

Im trying to build a scripted LOD system (I only got A8 commercial), and I need
to know/figure a way to implement mipmaps, as I dont ATM...

Thanks dude...
Posted By: painkiller

Re: What are you working on? - 11/24/11 14:19

LOD models also work on commercial edition, you just have to name your models like this: enemy_0.mdl, enemy_1.mdl, enemy_2.mdl, were _0 is the main model and _1 and _2 are the lod models.

Mipmaps are handled automatically by the engine when you use mipmapped textures, you can choose how its done through d3d_mipmapping http://www.conitec.net/beta/ad3d_mipmapping.htm
Posted By: EvilSOB

Re: What are you working on? - 11/24/11 14:24

O...K....

But I THOUGHT that LOD was a pro-only function...
Or is that just MED LOD-ing is pro only?

[EDIT] Dont worry, I see LOD is included in A8 Commercial.
I just gotta learn how to use it...
Thanks dude.


Posted By: TheShooter

Re: What are you working on? - 11/24/11 15:54

Hi,
Im just working on a Zombie Shooter (what else)

I have some problem with terrains, but I try to finish this project.

I dont have pictures yet. Just wanted to anounce it. laugh
Posted By: memoli

Re: What are you working on? - 11/24/11 17:52


with 3dgsA8
Posted By: alibaba

Re: What are you working on? - 11/24/11 18:29

My weapon model -.-

But looks great!
Posted By: Rondidon

Re: What are you working on? - 11/24/11 18:48

Looks awesome although you used at least one model from forum users without permission wink . The colors fit perfectly. Nice work.
Posted By: Ch40zzC0d3r

Re: What are you working on? - 11/24/11 20:03

Looks awesome laugh
You like to make a multiplayer FPS shooter with great weaponmodels?
When you are interested plz pm me laugh
Im working together with 3 friends.
Posted By: ratchet

Re: What are you working on? - 11/24/11 21:59

Another texture wip :

Posted By: memoli

Re: What are you working on? - 11/24/11 22:11

thanks your camment
alibaba yes it is your model sorry for this i use it for my screen shot
thanks all
and thats FPS laugh
Posted By: Error014

Re: What are you working on? - 11/24/11 22:13

It's a bit overbright, don't you think?



This is your shot, only I used the bucket tool in paint on all white areas. I've only used it once for every connected area - those are all the same, bright white!

Your shot does look definitely pretty, but maybe you can think of something else but extremely blinding whiteness for the sky and horizon.
Posted By: alibaba

Re: What are you working on? - 11/25/11 06:31

No Problem, but would be great if you could ask the next time
Posted By: JoGa

Re: What are you working on? - 11/25/11 16:09

draw a bit with gimp for my inventory (the big panel in the middle)
it's the second try and not finished over all - "working on".
But what do you think? Too dreary or okay? (my Dyschromatopsie don't allow to see all colours, so some Tips if it fits woud be great laugh )

Posted By: memoli

Re: What are you working on? - 11/25/11 16:34

ok new ss new sky and new gun
Posted By: sPlKe

Re: What are you working on? - 11/25/11 16:58

better but the sun is so bright there shouldnt be any clouds on the sky. check this:
http://solar.calfinder.com/blog/wp-content/uploads/2009/10/desert-sun-solar-power.jpg
Posted By: memoli

Re: What are you working on? - 11/25/11 20:10


Posted By: chrisp1

Re: What are you working on? - 11/25/11 21:25

Originally Posted By: JoGa
draw a bit with gimp for my inventory (the big panel in the middle)
it's the second try and not finished over all - "working on".
But what do you think? Too dreary or okay? (my Dyschromatopsie don't allow to see all colours, so some Tips if it fits woud be great laugh )


I like it grin
Posted By: ratchet

Re: What are you working on? - 11/25/11 23:09

@memoli :
Terrain textures and rocks are great even if you baught them or not laugh !
For the lightening, it's a bit too strong, you could lower it a bit perhaps ?

---------------


Back to the cartoon oldier work :





I'll try pure hand painted texture based on actual normal map to see how it can look at final !
Posted By: Rondidon

Re: What are you working on? - 11/26/11 06:21




Posted By: 3run

Re: What are you working on? - 11/26/11 10:18

Really nice man! laugh
Posted By: PadMalcom

Re: What are you working on? - 11/26/11 10:20

I thought at first that you'd use the same high res textures as harry does in his middle age game for your house. But then I realized it was a real photo wink
Posted By: Rondidon

Re: What are you working on? - 11/26/11 14:02

Yep, Harry is a wizard laugh
Posted By: Rackscha

Re: What are you working on? - 11/26/11 15:16

Can someone point me to the pictures from Harry? cant find them o.O
Posted By: 3run

Re: What are you working on? - 11/26/11 15:30

Here you go, not the best he'd made probably, but awesome:
Originally Posted By: Harry Potter
In my project (Pax et Bellum) I use thousands of grass models with alpha channel.
And I have no problem with the frame rate, because I use mipmaps and LOD.

Originally Posted By: Joey
Your grass has an alphachannel and it does not write into the depthbuffer, which means that every pixel is rendered for every grass plane every frame. And those are blended together, which means that the previous colour has to be read and mixed with the new one for every grass plane.
That's right.
But if you use mipmaps, only the smaller mipmap must be rendered when an object is far away. Rendering/blending is much faster then.
In my game I use very detailed textures (8192 x 8192 pixels). To render them as fast as possible, I use DDS textures with 9(!) Mipmaps.

Here you can see a screenshot of my game with thousands of grass models (all with alpha channel). The frame rate is higher than 60 FPS even though the level is not finished and optimized now (the grass models in this test level are old models with only 4 Mipmaps, and I use no LOD).


(click here to see the original size of the screenshot)

I hope that Harry won't get angry that I've posted this here, if so I could remove this.
Posted By: memoli

Re: What are you working on? - 11/26/11 17:39

two new ss video next week laugh




added sea:)

Posted By: Quad

Re: What are you working on? - 11/26/11 18:18

looks awesome, except for the shadows of the transparent objects. keep it up!
Posted By: Harry Potter

Re: What are you working on? - 11/26/11 22:35

Originally Posted By: Rackscha
Can someone point me to the pictures from Harry? cant find them o.O
You can find my screenshots in this topic on 22/11/2011 11:19!

I had just posted links to some old screenshots, and not pictures of my current demolevel I am working on. Because the level is not finished yet. And I don't want to publish it before it is completely finished.

The old screenshots are not perfect and they are all work in process. They are only for showing you how the game will look like when it is finished. And I promise that it will look much better when it is finished. And then I officially will present screenshots, videos and a small demolevel.

When I am designing a level of my game, I do this in 3 steps:

1st step: Making photos.
Thousends of photos. Millions of photos. Currently I have 4 terabytes of photo material! shocked

2nd step: Leveldesign by using sprites and simple 3D models.
I think this is the hardest part of the work. I have to check thousends of photos to find the best one. Sometimes it is necessary to repeat the photo shooting because important photos are missing or because of blurry photos.

Then I have to combine several photos together, correct the perspective, and correct brightness and color to fit the other textures in the game. Sometimes I have to make them tileable, or remove any unwanted details, or add additional details like static shadows (smooth shadows calculated in 3dsMax).

And I need to think about the perfect level design. The level design must be historically correct, and should make the player feel like he is in a believable environment. But the level design also must be optimized for the artificial intelligence of the NPCs and for many other things (e.g. reduce texture size wherever it is possible, avoid dynamic shadows wherever it is possible, etc.).

3rd step: Replace all the sprites and placeholder models by the final models properly modelled in 3dsMax.
And removing all visible seams between two models by adding semi transparent objects like small plants or dirt.


The screenshots I've shown here in the forum were made in phase 2 or between phase 2 and phase 3. Many parts of the level are only placeholder objects or sprites. And some of my screenshots were only done for testing and are not part of the final game. Or will look a little bit different in the final game.

Okay, here again the links to my screenshots:
Screenshot 1 (indoor)
Screenshot 2 (outdoor)
Screenshot 3 (semi transparent water with reflections)
Screenshot 4 (medieval town)
Screenshot 5 (photorealistic 'panels')
Screenshot 6 (photorealistic font)
Screenshot 7 (sky and clouds)

And here are some of the pictures (In my signature you can find some more pictures):





Posted By: Harry Potter

Re: What are you working on? - 11/26/11 22:46

... And because my game will be a time-travel game, here are the first ingame screenshots of the corridor of the space station 'OSS Virginia'.

For these Models I didn't use photo textures. The texture is rendered in 3dsMax.
Maybe I will finish this space station level during my Christmas holidays?! wink

Thanks again to Superku for his reflecting floor shader. laugh




Posted By: 3run

Re: What are you working on? - 11/26/11 22:54

How you've made shadows?!
Posted By: Damocles_

Re: What are you working on? - 11/26/11 23:00

I partly registered back then (2003!) to talk about Harry's cool project.
Thats like 30 years ago.

Using the Duke Nukem Development Cycle, it should come out
in 2014.
Posted By: JibbSmart

Re: What are you working on? - 11/26/11 23:45

KarBOOM update is really coming out this Wednesday for the public! It's a bit different to the one you guys have been testing -- mostly aesthetic changes. The new effect in the shots below (each a bit different) isn't quite finished yet.





I know KarBOOM has its own thread, but... being in Showcase I can't post new images mid-thread. I'll update the top images when the update is finished.
Posted By: Error014

Re: What are you working on? - 11/27/11 00:31

Love the effects! The more frantic, the better! laugh

all i have is a semi-old video
Posted By: Redeemer

Re: What are you working on? - 11/27/11 01:08

Although frantic gameplay is a must, I also recommend that you spend a LOT of time on player input. The improvements you made to the network code last time around are exactly the kind of things that I'm talking about.
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 03:27

Originally Posted By: Damocles_
I partly registered back then (2003!) to talk about Harry's cool project.
Thats like 30 years ago.

@Damocles: Mir kommt es eher so vor, als ob das erst 5 Jahre her ist. Unglaublich wie die Zeit vergeht. wink

Mein Projekt von 2002/2003 hat aber kaum Ähnlichkeit mit meinem Projekt von heute. Da hat sich inzwischen einiges geändert.
Nicht nur die Handlung des Spieles ist heute eine ganz andere als damals,
sondern auch technisch hat sich in den letzten Jahren einiges getan.
Hier ein Vergleich zwischen der Auflösung von meinen ersten Fotos aus dem Jahr 2002, und von Fotos aus dem Jahr 2010/2011:

Größenvergleich Fotos 2002 und 2011 (klicken für vergrößerte Ansicht):


Die Fotos von damals kann ich für mein aktuelles Projekt gar nicht mehr gebrauchen, da die Auflösung viel zu gering ist.
Erst seit 2 Jahren habe ich eine Kamera, die perfekt für mein Projekt geeignet ist.

Auch von der Engine her hat sich natürlich einiges geändert. Meine ersten Versuche waren noch aus reiner Block-Geometrie modelliert.
Ich hatte zwar relativ bald, ich glaube es war 2003, erkannt, dass Blöcke keine Zukunft haben. Und hatte seit damals voll auf Model-Entities gesetzt.
Damals noch mit Kollissionsprüfung mittels unsichtbaren Blöcken. Heute arbeite ich natürlich nur noch mit Models.

Und jetzt halte Dich fest ... zum ersten mal präsentiere ich bis jetzt unveröffentlichtes Bildmaterial von meinem Projekt (habe es soeben in den unendlichen Weiten meiner PC-Festplatten entdeckt). grin
Screenshots aus einer Zeit, bevor ich hier im Forum registriert war.
Das hier waren meine allerersten Versuche mit Gamestudio:
Erste Screenshots vom Projekt aus dem Jahr 2002 (klicken für vergrößerte Ansicht):


Der erste Screenshot, den ich hier im Forum gepostet hatte, war dann glaube ich dieser hier:


Und jetzt verrate ich noch das Geheimnis, wie ich zu meinem Usernamen "Harry Potter" gekommen bin (obwohl ich selbst gar kein Harry-Potter-Fan bin grin ).
Ein paar Tage, bevor ich mich hier registriert hatte, war ich mit meiner damaligen Freundin Silvia im Kino, und hatte mir den Harry-Potter-Film angeschaut.
Und weil sie damals zum Spaß sagte, dass ich dem Harry Potter ähnlich sehe, hatte ich daraufhin folgende Fotomontage gemacht (ich als Harry, Silvia als Hermine):
Der echte Harry Potter

Und an dem Tag, an dem ich mich hier im Forum registriert hatte, hatte dann außerdem ein Arbeitskollege über mich gesagt, nachdem er von einem meiner Programme so begeistert war: "Der Thomas ist kein Programmierer, sondern ein Zauberer". Das war dann der Anlass, warum ich mich Harry Potter genannt hatte. wink
Posted By: Rondidon

Re: What are you working on? - 11/27/11 06:32

Hehe, es stimmt aber wirklich. Du siehst wirklich ein bisschen aus wie Harry Potter im ersten Film. Und Silvia übrigends auch wie Hermine. laugh

Ich bin ja wirklich gespannt auf das Projekt, auch wenn es vielleicht noch fünf Jahre dauert. Dein Vorteil ist, dass das Spiel sowieso fotorealistisch aussieht. Von daher kann es auch noch 10 Jahre dauern. Die Grafik ist immernoch aktuell. Außerdem finde ich das Konzept so interessant. laugh
Gibt es bisher eigentlich nur Grafiken und Levels, oder steht dahinter auch schon ein gewisser Programmieraufwand bzw.
Gameplay? Ich kann mich noch an 2003 erinnern. Damals hast du irgendwas von einem "revolutinären Movementscript" gesagt, dass den Spieler auch stolpern und hinfallen lassen kann. Bin ja echt mal gespannt. grin

@KarBOOM: Looks very nice. laugh It`s a bit sad that there`s no way to port your game to Linux and Mac OS besides Wine and Virtual Machines. I think it could do better than most similar games in the software centers / app stores.
Posted By: Damocles_

Re: What are you working on? - 11/27/11 13:17

Ich und Thomas sehen uns übrigens ziemlich ähnlich.
Nur daß ich Hochdeutsch reden kann. grin
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 13:34

Originally Posted By: Damocles_
Ich und Thomas sehen uns übrigens ziemlich ähnlich.
Nur daß ich Hochdeutsch reden kann. grin
Ich weiß, Bruder! grin Als ich Dein Foto zum ersten mal sah, dachte ich, dass wir Zwillinge sind.
Ich spreche übrigens auch immer hochdeutsch. Nicht nur, wenn ich beruflich in Deutschland bin, sondern auch zu Hause in Österreich. wink
Posted By: Damocles_

Re: What are you working on? - 11/27/11 13:40

Vielleicht bin ich ja Thomas der mit der Zeitmaschine zurückgeschickt wurde...
Ich bin verwirrt.
Posted By: WretchedSid

Re: What are you working on? - 11/27/11 14:00

Ich weiger mich zu glauben das Damolces anders aussieht wie auf _IHREM_ Avatar! Selbiges gilt für Michaela Schwarz.
Posted By: Damocles_

Re: What are you working on? - 11/27/11 14:34

Meine Freundin ist Asiatin....
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 16:00

Removed to topic 'Fotorealistisches Mittelalter - Pax et Bellum'
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 16:13

Originally Posted By: Damocles_
Vielleicht bin ich ja Thomas der mit der Zeitmaschine zurückgeschickt wurde...
Ich bin verwirrt.
Ja, ich bin DU aus der Zukunft. grin

In ein paar Jahren wirst auch Du soweit sein, dass Du fotorealistische Spiele programmieren wirst können. Dein sechster Wasteland-Versuch wird dann fotorealistisch sein.
Durch den 3.Weltkrieg (ausgelöst durch den Krieg mit dem Iran) wirst Du aber dann die Lust verlieren, solche Spiele zu programmieren (weil eine verwüstete Welt dann sowieso der Alltag sein wird). Und Du wirst Dich an die gute alte (mittelalterliche) Zeit zurückbesinnen, und wirst ein fotorealistisches Mittelalterspiel programmieren.

Zu dieser Zeit wird dann auch die Zeitmaschine erfunden werden, und Du wirst ins Mittelalter zurück reisen, um dort Fotos für Dein Spiel zu schießen.
Und danach wirst Du in die heutige Zeit zurückreisen (in die Zeit vor dem 3.Weltkrieg), wirst Dich Harry Potter nennen, und wirst hier im Forum Dein Spiel präsentieren.

Und Du wirst hier im Forum mit Deinem JÜNGEREN ICH Selbstgespräche führen. grin

Alles klar? Ist gar nicht so verwirrend. wink
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 16:21

Originally Posted By: JustSid
Ich weiger mich zu glauben das Damolces anders aussieht wie auf _IHREM_ Avatar! Selbiges gilt für Michaela Schwarz.
@Sid: Nur weil DU im richtigen Leben genauso aussiehst wie auf Deinem Avatar ( grin ), heißt das noch lange nicht, dass ALLE hier im Forum so aussehen wir auf ihrem Avatar.
Das fotorealistische Ritter-Model aus meinem Avatar-Filmchen ist übrigens mein Schwager. Das bin also auch nicht ich. wink
Posted By: Progger

Re: What are you working on? - 11/27/11 16:43

Im working on a little game:
[video:youtube]http://www.youtube.com/watch?v=hxGGLHVSTHc[/video]
WFG Progger
Posted By: Rondidon

Re: What are you working on? - 11/27/11 16:48

Also ich kleide mich grundsätzlich pink, trage einen gelben Baseballhelm und springe mit einem Pogostick durch die Gegend. Außerdem sehe mit 22 immer noch aus wie 10. Was soll daran jetzt seltsam sein? laugh
Posted By: Harry Potter

Re: What are you working on? - 11/27/11 16:55

Originally Posted By: Rondidon
Außerdem sehe mit 22 immer noch aus wie 10. Was soll daran jetzt seltsam sein? laugh
Aha, das erklärt, warum Du auf Deinem Avatar-Foto so jung aussiehst. Ich dachte schon, dass es ein ALTES Foto aus Deiner Kindheit sein könnte. wink
Posted By: Rondidon

Re: What are you working on? - 11/27/11 16:59

@Progger: Nice start. I like the cockpit and the idea of a racing game. I`m a huge iRacing and Live for Speed fanboy. Does the game support steering wheels?
Have you ever thought of buying a nice racetrack on turbosquid for you game like this one? http://www.turbosquid.com/3d-models/3d-bathurst-track/569434 That could give your project a turbo boost laugh
Posted By: Rondidon

Re: What are you working on? - 11/27/11 17:01

Originally Posted By: Harry Potter
Originally Posted By: Rondidon
Außerdem sehe mit 22 immer noch aus wie 10. Was soll daran jetzt seltsam sein? laugh
Aha, das erklärt, warum Du auf Deinem Avatar-Foto so jung aussiehst. Ich dachte schon, dass es ein ALTES Foto aus Deiner Kindheit sein könnte. wink

Nein, das zeigt mein jetziges Ich bei einer Zeitreise in meine Kindheit. Ja, als ich jung war, war die Welt noch in 16 Farben und wunderbar pixelig. laugh
Posted By: Progger

Re: What are you working on? - 11/27/11 17:07

Well no i want to do this game with some friends and i dont have this amount of money now^^

Now it does not support steering wheels but ill implent that later.
It will be a multiplayer game for at least 8 players to fight against each other.
WFG PRogger
Posted By: Damocles_

Re: What are you working on? - 11/27/11 18:51

Quote:
Ja, ich bin DU aus der Zukunft.

In ein paar Jahren wirst auch Du soweit sein, dass Du fotorealistische Spiele programmieren wirst können. Dein sechster Wasteland-Versuch wird dann fotorealistisch sein.
Durch den 3.Weltkrieg (ausgelöst durch den Krieg mit dem Iran) wirst Du aber dann die Lust verlieren, solche Spiele zu programmieren (weil eine verwüstete Welt dann sowieso der Alltag sein wird). Und Du wirst Dich an die gute alte (mittelalterliche) Zeit zurückbesinnen, und wirst ein fotorealistisches Mittelalterspiel programmieren.

Zu dieser Zeit wird dann auch die Zeitmaschine erfunden werden, und Du wirst ins Mittelalter zurück reisen, um dort Fotos für Dein Spiel zu schießen.
Und danach wirst Du in die heutige Zeit zurückreisen (in die Zeit vor dem 3.Weltkrieg), wirst Dich Harry Potter nennen, und wirst hier im Forum Dein Spiel präsentieren.

Und Du wirst hier im Forum mit Deinem JÜNGEREN ICH Selbstgespräche führen.

Alles klar? Ist gar nicht so verwirrend.


Cool, war Wasteland Anlauf 6 dann zumindest ein Erfolg?
Ich hoffe das braucht nicht wieder 8 Jahre...

-----------

Wie werde ich denn die KI im Mittelalterspiel später planen? Wird
es einen Tagesablauf geben, in dem die Büttel zB morgens aufs Feld gehen, und Abends im Ratskeller sitzen?
Wobei man dann realistischerweise 16 Stunden warten müßte.

Wahrscheinlich wären so ne Art "Zeitsprünge" im Tagesablauf
Morgens,Tagsüber , Abends, Mitternacht sinnvoll,
ohne eine exakte Zeitangabe.
Die Personen wechseln dann direkt die Position.
Posted By: Superku

Re: What are you working on? - 11/27/11 22:15

Lese zwar interessiert mit und auf Deutsch ist es verständlicherweise für mich angenehmer, aber ich finde, wir sollten diesen Thread auf Englisch weiterführen. Es verärgert regelmäßig einige User, wenn englischsprachige Themen im Deutschen weitergeführt werden.
Posted By: Harry Potter

Re: What are you working on? - 11/28/11 00:09

@Damocles: answer removed to topic 'Fotorealistisches Mittelalter - Pax et Bellum'
Posted By: ratchet

Re: What are you working on? - 11/28/11 00:43

@Progger :
Great i like the clean and simple look, reminds me Virtua Racing or some N64 Games, but some things on the track side like building or trees could be great !

@memoli:
Great level composing !
You should change the grass sprite ; it looks really strange , too much low reasolution, or texture too much scaled,
it's polygons are strange arranged ?
Perhaps do like COD games , simple grass ?



@Harry Potter :
It's "What Are You Working On" thread laugh
Pleas if you want to put big Discussion, make another thread please !

(We want screenshots here, not talking too much)


Thanks !
Posted By: Rondidon

Re: What are you working on? - 11/28/11 12:13

Some progress with my level for a personal Acknex project in Blender. Still a "work in progress". Street props, lighting, trees and grass still missing.





Posted By: Rondidon

Re: What are you working on? - 11/28/11 13:20

Ship model. Blender.



Real world


Posted By: ratchet

Re: What are you working on? - 11/29/11 18:46

@Rendidon that's great.
I find all that very grey, because you don't have put textures and lightening ?
What program do you use to make buildings ? GoogleSketch ?
Posted By: Damocles_

Re: What are you working on? - 11/29/11 18:58

Quote:
@Rendidon

Calling him Rendidon is like calling me Democles wink
Posted By: WretchedSid

Re: What are you working on? - 11/29/11 19:11

@Monocles: Rendidon sounds cool! Cooler than Rondidon tbh =/
@Ratchet: His post reads like he made everything in Blender.
Posted By: Pappenheimer

Re: What are you working on? - 11/29/11 19:12

Originally Posted By: ratchet
What program do you use to make buildings ? GoogleSketch ?
Reading does help! wink
Originally Posted By: Rondidon
Some progress with my level for a personal Acknex project in Blender.

Posted By: Rondidon

Re: What are you working on? - 11/29/11 19:35

Yes, it`s Blender for buildings, terrain and texturing. Lighting is still missing. I hope it will look significantly better in the engine with sun, shodows and/or SSAO, fog and so on.

Quote:
Rendidon sounds cool! Cooler than Rondidon tbh =/

"Rondidon" has a special meaning to me. Of course it´s not a "cool" name or something, but it`s a personal one.
I used to be a huge Harry Potter fan as a child and many other kids in school called me Ron from time to time. Later my first girlfriend called me Rondidon, I was 13 back then, and it was sweet to me and so on. So it has a meaning to me and I don`t want to change it to something else. laugh We´re still friends.
Posted By: ratchet

Re: What are you working on? - 11/29/11 23:27

@Rodidon :
Sorry for the name mispelling,i had Radeon and others names in mind , so i writted in the bad way your name !

Ok , cool for Blender !
Do you use prebaked SSAO , or real time ?
(I never used that technology with 3DGS)
Posted By: darkinferno

Re: What are you working on? - 11/29/11 23:50

Originally Posted By: ratchet
Quote:
@Rodidon
Sorry for the name mispelling...



Posted By: Rondidon

Re: What are you working on? - 11/30/11 10:04

grin Maybe I indeed should change the name

I`m planning to use realtime SSAO in the future to see how it comes out.

Some progress (Blender 3D view). Still far from good-looking. The whole level has 48k Faces so far including vegetation (not that much right now). All buildings together are 28k Faces (about 30-40 med-poly buildings plus 50-70 lowpoly distant ones). I`m a bit afraid of performance issues, so my aim is to be chary with too much details and textures in the first place.




Posted By: HeelX

Re: What are you working on? - 11/30/11 16:32

Originally Posted By: Rondidon
I`m planning to use realtime SSAO in the future to see how it comes out


If you are using my solution, I would be interested in working together on new features.
Posted By: Rondidon

Re: What are you working on? - 11/30/11 16:55

Sent you a PM.

Added more vegetation, fixed some minor things. Getting somewhere. Next step will be street props and detailed trees. 49500 Faces.

What I`ve experienced so far: WED is indeed a barrier for optimized and detailed level design. I never wanted to believe this until I was forced to try out Blender because of the ship graphics demo in the showcase. I should have started to work in Blender years earlier. -.-




Posted By: painkiller

Re: What are you working on? - 11/30/11 20:14

but texturing part is more difficult in blender, isn't it? In WED you just have to apply the texture, scale it and maybe move it
Posted By: Rondidon

Re: What are you working on? - 11/30/11 22:00

I thought the same. But the truth is: For Blender it`s just as easy. Define a material, assign it to a face, create a UV mapping, scale it and move it. Plus: You can work with more details and more exact while getting the better performance laugh .
Posted By: Shadow969

Re: What are you working on? - 11/30/11 22:08

just out of curiousity - how are you going to export your level into gs?

edit: nevermind, saw your post about blender exporter
Posted By: ratchet

Re: What are you working on? - 11/30/11 22:42

@Rodidon :
Will you use some ligt Bloom filter , caus it will help to avoid that very crisp on textures or too much marked noise, and the aliasing ?

Do you use LOD to avoid performance issues ?
I see you have lot of buildings, some LOD will gain power !
Posted By: painkiller

Re: What are you working on? - 11/30/11 22:47

Originally Posted By: Rondidon
I thought the same. But the truth is: For Blender it`s just as easy. Define a material, assign it to a face, create a UV mapping, scale it and move it. Plus: You can work with more details and more exact while getting the better performance laugh .


isn't uv mapping the most time comsuming part?
Posted By: Rondidon

Re: What are you working on? - 11/30/11 23:00

Uv-Mapping: Not really if you know how to handle it.
Export: MDL-Exporter out of the Wiki from Ventilator.
Shaders: I don`t have decided that yet. Maybe. laugh
LOD: The level is relativly small. Buildings and trees that are more distant from the gameplay area are lowpoly. I don`t think that I´ll need LOD for this.
Posted By: painkiller

Re: What are you working on? - 12/01/11 15:01

Some shots of the Medieval Project being developed by CD_saber and me, this time from player's view:

(right click->open image in new tab to see them at full size)





Posted By: Superku

Re: What are you working on? - 12/01/11 15:29

Nice, but: Increase terrain brightness + contrast a little, many people think they need to have fairly low contrast textures for a realistic look but IMO it just makes the graphic look dull.
I would at least double (in x and y, thus quadruple) the terrain's vertices, use for example terrain_lod and this won't be an issue.

BTW the shadows point into the wrong direction (compare last screenshot).
Posted By: lostclimate

Re: What are you working on? - 12/01/11 15:50

lol something was bothering me, but i couldnt pick out what it was, superku got it with the shadows. laugh should be a simple fix laugh
Posted By: Schloder87

Re: What are you working on? - 12/01/11 17:09

this game remembers me on mount & blade :-)

but looks good!
Posted By: ratchet

Re: What are you working on? - 12/01/11 21:19

Very good !
From artistic point of view, you could put some 3D assets around buildings to simulate life, or some grass , rocks around them , more things. For the moment they are just building "posed" on a simple flat terrain.
That's what will bring the scene to life laugh







These pictures are just an example , we don't ask to make another Skyrim copy, we already have it , we don't need a some "copy" game without originality !

Keep it up !
Posted By: ratchet

Re: What are you working on? - 12/01/11 21:53

Transformed normal map to grey map :



Under photoshop we can paint in some color mode that don't alter what is drawn under !
For example i could paint green, the black and white variation of the texture would remain untouched, it would just become some Green variation !

Does someone knows if that exists under Gimp ?

If not i will go cartoon, or will do haindpainted stuff !
Posted By: JibbSmart

Re: What are you working on? - 12/01/11 23:18

You can do that in GIMP. Under brush options I'm pretty sure you can choose stuff like addition, multiply, colorize, and so on. Alternatively, have your grey layer as a "multiply" layer on top of your colour layer.
Posted By: painkiller

Re: What are you working on? - 12/02/11 00:02

Originally Posted By: Superku
Nice, but: Increase terrain brightness + contrast a little, many people think they need to have fairly low contrast textures for a realistic look but IMO it just makes the graphic look dull.
I would at least double (in x and y, thus quadruple) the terrain's vertices, use for example terrain_lod and this won't be an issue.

BTW the shadows point into the wrong direction (compare last screenshot).


Originally Posted By: lostclimate
lol something was bothering me, but i couldnt pick out what it was, superku got it with the shadows. laugh should be a simple fix laugh


The sun isn't set very powerful, that probably causes the low contrast.

Lol it seems I forgot to rotate the skycube to fix the sun angle.

About terrain resolution, maybe cd_saber can do that.

Originally Posted By: Schloder87
this game remembers me on mount & blade :-)

but looks good!


thanks!

Originally Posted By: ratchet
Very good !
From artistic point of view, you could put some 3D assets around buildings to simulate life, or some grass , rocks around them , more things. For the moment they are just building "posed" on a simple flat terrain.
That's what will bring the scene to life laugh

These pictures are just an example , we don't ask to make another Skyrim copy, we already have it , we don't need a some "copy" game without originality !

Keep it up !


Yes, the level isn't really finished, We use it for testing code and stuff, later we will add more props and finish it properly.
Posted By: Rei_Ayanami

Re: What are you working on? - 12/02/11 22:35





Voxels, 16x16x16, generated mesh.

Unoptimized demo - http://dl.dropbox.com/u/5000845/VoxelDemo.7z
(100fps while recreating in every frame for destroying)
Hold left to destroy voxels.
Posted By: Hummel

Re: What are you working on? - 12/02/11 23:22

@Rei: SSAO would greatly improve the visuals of your demo. wink (Or even a simply outline shader, or both)
Posted By: Rackscha

Re: What are you working on? - 12/02/11 23:29

@Rei: tried something similar in the past, but based on several cube meshes.
One cubemesh at the start, and selected cubic parts removed etc. But required one entity per Block >.<.

Are you going to make the source public? laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 12/02/11 23:41

@Hummel
Good idea, haven't thought about using shaders to make it the effect clear - thanks.

@Rackscha
Using "cubes" should be quite slower, because I only create the sides of the cubes out of planes I need (plus a few extra ones because of bugs D: )

If my project (a dungeon project) will fail [and I think, like most of my projects it will] I am going to make it public.

But first I need more performance and visual improvements.
Posted By: Superku

Re: What are you working on? - 12/02/11 23:57

Cool!
Posted By: Rackscha

Re: What are you working on? - 12/03/11 15:17

@Rei: IS your mesh a single mesh or made out of several meshes representing the sides?
Posted By: Rei_Ayanami

Re: What are you working on? - 12/03/11 15:36

Actually those planes are not connected (they do not share vertices), but I only create one mesh (one D3DXCreateMesh call).

This is a thing I want to change.

I also want to add a check for "bigger" planes, to save more polygons/triangles.
Posted By: Espér

Re: What are you working on? - 12/05/11 22:07

Redoing my Property Window..

At the Moment, i´m working on the Flag Window:


(1 Flag is free...)
Posted By: WretchedSid

Re: What are you working on? - 12/05/11 23:07

As a UI nazi I have to tell you that the use of radio buttons is exclusive for situations where you want one and exactly one option to be chosen by the user. In all other cases checkboxes are the right UI element.

See also: http://msdn.microsoft.com/en-us/library/aa511488.aspx (User Interface Guidelines about Radio Buttons)
And: http://msdn.microsoft.com/en-us/library/aa511452.aspx (User Interface Guidelines about Checkboxes)
Posted By: Espér

Re: What are you working on? - 12/05/11 23:41

These are no radio buttons ^^
That are toggle buttons... just designed like radios.
Posted By: HeelX

Re: What are you working on? - 12/06/11 00:10

Originally Posted By: Espér
These are no radio buttons ^^
That are toggle buttons... just designed like radios.


I agree with Sidney... users expect circles for radio buttons and rectangles for checkboxes (toggle buttons). You can program radio buttons with the behaviour of checkboxes, but this would be incrongruent to the user expectation, maybe they even think that this is a bug smile
Posted By: Espér

Re: What are you working on? - 12/06/11 00:37

okay.. will change them to rectangle buttons

Edit

Small Updates:

The Property Window with checkboxes:


Better?

Posted By: dice

Re: What are you working on? - 12/06/11 19:42

Hiho,

here are some new screenshots of my game Reach The Roof:
Ingame-View of the tower levels 0 - 11





Posted By: WretchedSid

Re: What are you working on? - 12/06/11 19:44

Originally Posted By: Espér
Better?

Yes, much better!
Posted By: ratchet

Re: What are you working on? - 12/06/11 20:01

@Dice:
Great, reminds me Little Big Planet style !
It seems to be 2D ?
Posted By: Espér

Re: What are you working on? - 12/06/11 21:43

Launcher ready!


Posted By: dice

Re: What are you working on? - 12/06/11 22:33

@ratchet:

This is the 2D screen where you chose your challenge. You can switch through the levels und start your next challenge.

The game itself will be 3D! The textures arent final yet - I'm tryring to fix this coming week wink




Posted By: Realspawn

Re: What are you working on? - 12/06/11 23:25

I decided to get back to my roots and start helping total noobs in coding like me. This means very basic stuf in small
mini workshops step by step.

Many things look so simple for a noob it's hard to figure out basics as jumping or a working healthbar laugh
I know i find it hard and so will all noob people laugh There now 3 workshops and more are in the making.




Little clip

Just follow my link.
Posted By: Rondidon

Re: What are you working on? - 12/07/11 18:47

Some progress with my Blender level.

Added street signs and grass. Non-brackground trees still missing. It`s sometimes a bit complicated because of the big area. I`m working preferably true to original. Many textures (street signs, facades and windows) are taken on the spot.

Next step is the other side of the river. And trees, of course.




Posted By: rvL_eXile

Re: What are you working on? - 12/07/11 19:05

please add some dirt! Your City is sooooo clean ^^
Posted By: Rondidon

Re: What are you working on? - 12/07/11 19:09

Yes, I know. The street texture is still ugly. I`ll see what I can do, but for now I`m working on finishing the mesh (architecture).

Do you have some tipps for nice street textures? What is the best method to add some dirt? Decals and alpha textures?
Posted By: ratchet

Re: What are you working on? - 12/07/11 23:22

@Rodidon :
For street , search on CG Textures, or other photos on google
and if needed make them tileable !
Yours have too much noise, thet looks too much agressive to the eye ! you should blurr them to try, but yes you should target photo textures, and you don't need a thousand, only some of great quality !

I finally found how to colorize a baked normal map :
Just use Multiply in the selection of the tool option panel.
That's good, now i can keep this method to make 3D characters and just
paint highlights or shadows :


Posted By: Espér

Re: What are you working on? - 12/08/11 01:11

• Updated the Property Window. Position/Rotation and Scaling is ready and WORKING
• Added a Bulldozer Block to remove Objects faster

Screen

Posted By: Germanunkol

Re: What are you working on? - 12/08/11 10:40

@rondidon:
how did you add the white marks on the street texture? Is it all just one huge texture? Or did you model them out?
Posted By: Rondidon

Re: What are you working on? - 12/08/11 11:14

I modeled them out. Everything else would be senseless according to video memory and performance. Street texture is 256x256. The marks will be 50% transparent in realtime to look better.
Posted By: ratchet

Re: What are you working on? - 12/08/11 20:54

@Rondidon :
If you would use textures instead of polygons you will gain lot more power (less polygons to process ), and the less 3D independent objects the engine have to treat indivdualy the better he likes !

In some games like Gear of Wars , you can find 3D artist trics; like some 4 or 5 big squarre floor surface joined , that are one mesh in fact , and in game they look like they were separated :
optimisation !

-------------

3D coat is incredibly complete, even for 3D painting you can use layers ,and there are lot of different types like in 2D programs laugh
so i jsut adde a multiply layer to paint color above the normal map for some color test !







Posted By: Rondidon

Re: What are you working on? - 12/08/11 22:52

The whole city consits of five meshes: Ground (including streetmarks), street props, buildings, water, vegetation. So there`re just five models to handle individually. The street marks are ~200-300 Polys for the whole level, so I don`t think there`s a big performance issue laugh . If I would use textures for that, I needed to create various (big) image files. I don`t think this would be the better solution. Is it?
Posted By: Redeemer

Re: What are you working on? - 12/08/11 22:59

@ratchet: I see some photos in your material selection there. Are those photos of you, or a friend? laugh
Posted By: Slin

Re: What are you working on? - 12/08/11 23:13

@rondidon: sounds perfectly fine to me. But a low mesh count only works well if you also only have few textures, thats why usually texture atlasses are used for texturing such scenes. Because every texture kinda means another mesh when rendering and while your graphicscard has no problem handling 500k polygons, your cpu has problems handling 2000 draw calls.
Posted By: Germanunkol

Re: What are you working on? - 12/08/11 23:17

No, don't use textures!
I've been fiddling around with roads on terrain in blender before, and it's a pain with textures, because aligning them to the road is quite a lot of work. polygons is the way to go, you just have to be careful that you don't get z-buffer "flickering" problems when the polygons are too close to the road.
Posted By: Rondidon

Re: What are you working on? - 12/08/11 23:24

@Slin: Thanks for sharing your brain laugh . I use 16 different textures for the whole scene including buildings plus few textures for vegetation. Problem with atlases is that it`s a pain to get a nice UV. But for signs and other "special" things I use atlasses, of course. Special textures are as "summorized" as possible.

@Germanunkol: Texturing in Blender is still faster and more exact than texturing WED blocklevels. laugh
Posted By: Hummel

Re: What are you working on? - 12/08/11 23:26

@Germanunkol: this artifact is called "z-buffer fighting" wink
Posted By: Redeemer

Re: What are you working on? - 12/09/11 00:44

Originally Posted By: Hummel
@Germanunkol: this artifact is called "z-buffer fighting" wink

You can also just call it z-fighting for short.
Posted By: WretchedSid

Re: What are you working on? - 12/09/11 00:48

I call it "the annoying flickering that really shouldn't be there"
Posted By: Redeemer

Re: What are you working on? - 12/09/11 01:55

If you were feeling smart, you could call it "a graphical phenomenon of the flickering kind derived from an altercation on the 'Z' dimensional distance buffer."
Posted By: Harry Potter

Re: What are you working on? - 12/09/11 02:35

I always avoid it. So for me the name does not matter. cool
Posted By: Anonymous

Re: What are you working on? - 12/09/11 08:26

I WAS working on something that could be summarized as an african God Of War, until I got into this small problem. I ran A6 on my Acer Aspire 5730z laptop and it worked just fine until I formatted my computer and reinstalled the OS. Now the 'build' button literally ignores me. I also downloaded A8 and it says (assuming my project is called 'game')
Can't open game_a8.c
Can't compile game_a8.c
Error E3555 - Start up failure ab=ny key to abort
This is the 3rd intel graphics card I've installed on my acer since I formatted it. None of them works with gamestudio. I don't know what I had before formatting that I don't have now. My direct X is 10. I started a thread on this about 2 weeks ago but have gotten no replies! http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Main=46503&Number=388075#Post388075
Posted By: Anonymous

Re: What are you working on? - 12/09/11 09:50

Im stil working on my 3rd Person Horror Action Adventure Game (A7)
<Shade-C Beta> Terrain and Water are stil wip.
Most vegetation also stil missing.
Player Code written by Rondidon, modified by Superku and me.




http://www.indiedb.com/games/downside-evil
Posted By: Rondidon

Re: What are you working on? - 12/09/11 13:08

Looks good. I`d like to see the player code in action. Maybe you could make a little video?
What`s that weird thing in the water? Looks like a television interference laugh . You could work on the lighting of the scene. Moonlight is bright light and casts vague shadows.

Oh and I could help you out with some tips about vegetation. I would heavily recomment to use something like Blender to create a big vegetation mesh. Placing the objects individually in Wed is a bad method referring to performance and stability of the engine. I had a similar problem with my shooter project a while ago, too. Change the level design method as long as you`re able to. Prevent yourself from trouble and get a better workflow! I could give you links to some good tutorials and maybe few vegeation models (for free, of course). Check out Terminal26, Loopix and Dexosft. They have good grass and tree sprites and models.
Posted By: Anonymous

Re: What are you working on? - 12/09/11 14:50

@Rondi: Ill think about a video once ive completed the file-package for you.
About the water: Well, Shade-C (beta) water is stil wip. The Part in the middle of the water is GS watermirror shader.

About vegetation: that is why i stil wait to fill the level with grass. I wanna find a solution that has almost no effect on the performance.
The Methode you suggested about using one big file for grass is one idea, but i would prefer to have a colormap where the grass models generate themself if the player is near. The Serious vegetation code is almost perfect for that, problem there is that even the invisible grassmodels are stil sucking on the performance.
Posted By: Superku

Re: What are you working on? - 12/09/11 14:53

Wrote a real motion blur some time ago but it did not look good (esp. edge bleeding made it look bad) and the effect was pretty expensive. Now I've got a fake motion blur that looks much better than the previous "real" one and simple ambient occlusion, both only need depth information and are self-made, haven't had a look at the usual SSAO technique(s), yet.



EDIT: Ambient occlusion comparison: http://www.superku.de/ao_compare.jpg
(motion blur is still active and costs performance, but speed is 0, so no blur visible)
Btw. it's of course no real ambient occlusion, it's a "depth booster".

@alibaba: Thx! wink
Posted By: alibaba

Re: What are you working on? - 12/09/11 15:12

WANT IT!!
Posted By: Rondidon

Re: What are you working on? - 12/09/11 15:22

@Chris_Oat: Vegatation is always bad for the performance.
In my shooter project I created different "vegetation zones" per level. Then I wrote a little code snippet that switched the meshes invisible that were most distanced from the camera view. But that`s not very elegant and inefficient.
For my new project I created one big mesh that is always visible. It has around 25k faces. Not the best method, too, but it works fast for smaller ares. Import is that you design your level in a way that the vegetation sprites don`t strike to be needy of polygons. For example use simple (one-sided) faces for the background vegatation (grass and sprite trees) and models of a higher quality for the gameplay area. Always look for the best compromise. Don`t use a model that is about 1000 faces instead of 400 faces and looks just a bit better. Don`t use a 512x512 texture if you go well with a 128x128 image.
Even if it`s more work: Designing your own models instead of using pre-defined ones from Dexsoft etc. and using a great editor like Blender saves a lot FPS and nerves. Plus the result will look better if you work stylistically confident.

@Superku: Very impressive. You`re a wonderful coder.
Posted By: aztec

Re: What are you working on? - 12/09/11 17:32

I just finished on some models... after quite some time not modeling





regards

Aztec
Posted By: Superku

Re: What are you working on? - 12/09/11 17:45

Thank you, Rondidon! wink
Last update on this topic: (Almost) finished this rendering setup, now with bloom. I think the subtle shadows/ fake AO add nicely to the depth perception:


(lower screenshot taken without fake motion blur, without fake AO and without bloom)

May not look as nice as other solutions and I've got a fast pc, but runs at 390+fps on 1280x720 screen resolution.
Posted By: lostclimate

Re: What are you working on? - 12/09/11 18:17

The lack of depth clipping on objects that are very far away from an edge is actually pretty cool,it looks like a crazy blend between cartoon and realistic.
Posted By: ratchet

Re: What are you working on? - 12/09/11 18:32

@Rodidon :
If you play Need For Speed etc .. i think it's textue not 3D !
Some othesr uses 3D tiles or a tool that allow to "gleu" any type of pluggable 3D tiles road made to be "glued" together !
or you could use Texture projection on top of 3D road also.
But if you plan polygons and the engine handles all that, go for it !

@Redeemer:
My photo is included in 3D coat by default wink
Just kidding, it's photo from the author of 3D Coat !

Posted By: MasterQ32

Re: What are you working on? - 12/09/11 23:02

Gamestudio UI Designer for Panels and LBGUI


Posted By: Error014

Re: What are you working on? - 12/10/11 00:40



oh god oh god im just running away here oh god it destroys the level OH GOD
Posted By: Hummel

Re: What are you working on? - 12/10/11 00:45

looks truly evil
Posted By: Realspawn

Re: What are you working on? - 12/10/11 01:22

Just finished the 7th workshop for noobs on my site laugh

http://www.youtube.com/watch?v=1RWr2q0Y_lg
Posted By: ratchet

Re: What are you working on? - 12/10/11 11:54

@Error014 : marvellous laugh
I loved a lot the Saturn/PSX era !

I didn't like my baked normal map so i went to BoderLands more style !


Posted By: Rondidon

Re: What are you working on? - 12/10/11 12:00

Body looks perfect. But you really should overwork the face. More polygons! laugh
Posted By: Espér

Re: What are you working on? - 12/10/11 12:16

Still working on the property Panel..
Now including the texture manager



It reads the Models Skins into Bitmaps, and shows them as Buttons. Up to 3 Skins/Normalmaps/Specmaps are possible to change by simple clicking the texture Button ^^ (Listbox appears to chose a new one)
Posted By: ratchet

Re: What are you working on? - 12/10/11 13:49

@Rondidon :
I don't know if i'll use the model on a project ?

I done a recolor with more brigntess colors on some parts :

It was cartoon, but turned not as good as i wanted after retopo and texture baking. I prefer the original under Sculptris laugh

Onother graphics way i see is in style of Killer 7 or Normal map with flat colors on the texture parts !


Posted By: rvL_eXile

Re: What are you working on? - 12/10/11 14:05

Please change the Face Shape... It looks like a "Pancake Face" to me
Posted By: ratchet

Re: What are you working on? - 12/10/11 14:18

It will be perhaps an abandonned model, so i don't perhaps put time to change the simple flat face !
I have no project in mind with that character !
Posted By: Rondidon

Re: What are you working on? - 12/10/11 14:26

First version of the texture was better. I think it`s a cool character, but yes, it`s a pancake face laugh
Posted By: ratchet

Re: What are you working on? - 12/10/11 20:24

some wip :


Inspired by this :



Posted By: ratchet

Re: What are you working on? - 12/10/11 21:26

Traditionnal modeling wip :
It's fast, and trange after using alot 3D coat and Sculptris laugh


Posted By: krial057

Re: What are you working on? - 12/11/11 20:00

Hi,
Working on a custom Path Editor:
www.youtube.com/watch?v=O07tSEez7sc
(sorry for the bad quality tongue )
SOme Features:
-add nodes and bezier curves(which can be changed with the help of a magnet)
-move nodes over ground
-insert nodes
-delete nodes
-save path
-laod path
-give nodes up to 10 skills and setting flags(for example you can set the magnet flag and the node will be transformed to a magnet)
-change position and rotation properties
-move an entitiy along the path(see end of video)

(The path is implemented with the help of linked lists)

Want to implement an other feature, but having some problems with it
(See: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=387988#Post387988)

regards, Alain grin
Posted By: ratchet

Re: What are you working on? - 12/11/11 20:15

@Krial057 :
Cool ! Is is for personnal project ?
What GUi system do you use ?


--------

10 min texture work today : 256*256 diff and normal map (128*128
could do the job, very simple, no details )


Posted By: krial057

Re: What are you working on? - 12/12/11 18:05

I'm using the standart 3dgs GUI system. Just toggle buttons(images for hover click and off) and some background panels wink
I'm currently working with GrünerTee (Modeler) on a game that needs a lot of pathes. I will publish more info when the first level is finished wink
Posted By: Emre

Re: What are you working on? - 12/14/11 15:28

New ss&video about gulf demo.






http://www.youtube.com/watch?v=H_lwJP8yAls
Posted By: 3run

Re: What are you working on? - 12/14/11 15:42

Looks so awesome, how you've archived such awesome shadows? laugh
Posted By: Rondidon

Re: What are you working on? - 12/14/11 15:46

Goes in the direction of the ICEnhancer for GTA 4. wink Very good work. Do you use Shade-C or your own shaders? What about performance?
Posted By: Emre

Re: What are you working on? - 12/14/11 16:36

Thanks guys laugh
Quote:
how you've archived such awesome shadows?

it just stencil & simple projection shadow(for vegetation). i want to give some other details but my english not enough for this.
Quote:
Goes in the direction of the ICEnhancer for GTA 4. wink

smile
Quote:

Very good work. Do you use Shade-C or your own shaders? What about performance?

Water shader is my own. Bloom from aum(Slin's shader). Also PP antialias from here. Everything else is my own, or general shaders from wiki.
Performans not good. 30 fps with HD3850. But i am working on it.
Posted By: ratchet

Re: What are you working on? - 12/14/11 22:50

@Emre : great textures !
I don't know if it is HDR ? but the white parts of texture looks too much strong for the eye , it's like having flashlights on the eyes looking ta the scene !
Posted By: Realspawn

Re: What are you working on? - 12/15/11 00:47

Finished composing 2 songs for my upcoming project.

Song 01 When the battle is over.

Song 02 Getting ready for battle.
Posted By: Emre

Re: What are you working on? - 12/15/11 10:38

@Realspawn: Good composing. I like it. (Especially first song.) Is your project rts or frp?

@ratchet: All texture from cg-textures. No it's not hdr, just bloom. About the white part of the texture, you are right. I will change it a little bit. Thanks.
Posted By: JoGa

Re: What are you working on? - 12/15/11 10:58

wow, realspawn, this songs are great :-D
The second reminds me on Warcraft II the title-song.

great!
Posted By: MrGuest

Re: What are you working on? - 12/15/11 11:01

Great compositions Rene. They're definitely improving! Give up on the coding I think you've found your department grin
Posted By: Rei_Ayanami

Re: What are you working on? - 12/15/11 11:09

[It's a turn-based game in space (don't know how much more I can/should tell :P)]

@Emre: Aren't stencil shadows way to slow?
Posted By: sivan

Re: What are you working on? - 12/15/11 11:16

@realspawn: really professional! what do you use, Cubase? (I'm creating music with Cubase at the moment... but in really different style)
Posted By: Realspawn

Re: What are you working on? - 12/15/11 11:31

Can't tell to much about the game but it will come later.

I don't use any computer software for the music.
I use my keyboard (Yahmaha Tyros 3 XXL workstation) and sometimes my voice
then export it to any sound format i want laugh

Thx for the compliments.


Oh and Mrguest music creation is a hobby of mine for a long time :
Kind of sing a song writer laugh if people are interested they can see all my work Games / music and so on on my youtube channel laugh

Here is an example of my own work..

Own song : She's out there

excuses for the sound not in sync with clip. My web cam had a very very very slow framerate
Posted By: Emre

Re: What are you working on? - 12/15/11 12:40

"She's out there" reminds me 80's songs (80's pop). Good work. smile

@Rei: Thanks for the info. There is no problem about stencil. Because all models are lowpoly. My real problem there are much camera and shader in the demo. Depth, refrac, reflect (2), projection for shadow, proection for water, etc. I am working on enable_tree & material lod for techniques but situation look like this so far;

Posted By: sivan

Re: What are you working on? - 12/15/11 13:14

@Realspawn:
yes, with that keyboard AND knowledge, you don't need anything else laugh
I'm a guitarist, so I need softwares to make drums, percussions, and other intrument tracks...
And it was my band I quitted last year - a bit different style than yours grin :
http://www.myspace.com/noisefusionband
Currently I'm doing something similar but more complex craziness in my "home studio"...
Posted By: Realspawn

Re: What are you working on? - 12/15/11 14:12

I wanted to create a 80ties pop sound like Aha laugh that's why it sounds this way
Sivan, completely different style but music is music grin

I can't read notes so i play on memory and hearing laugh


Thx for the compliments


Posted By: sivan

Re: What are you working on? - 12/15/11 14:34

reading notes? impossible! grin this is why guitar tabulature is popular...
(but I know someone, who heard about someone, who can read notes...)
Posted By: Realspawn

Re: What are you working on? - 12/15/11 15:33

I felt inspired so i made this little happy tune laugh
I learned myself the chords over the years but put some sheet
music in front of me and i for sure can't play it laugh

It's Spawnio time !


Posted By: chrisp1

Re: What are you working on? - 12/15/11 16:10

I am working on a new special weapon for my game space fighter conflicts grin

Posted By: Realspawn

Re: What are you working on? - 12/16/11 09:50

Just finished an other track for the upcoming project.

Remember those who have lost

And for those who are curious the website is in the making so
keep that one in sight wink

Fleet-Wars coming 2012
Posted By: Rondidon

Re: What are you working on? - 12/16/11 15:36

Just finished the movement code for "Downside Evil" from Chris_Oat. It was a lot of work, but I think it`s feeling pretty fine now.
Superku helped out with the Z-Collision System.

Jump animation is stil missing. However the code supports it.



Download-Link for testing: http://www.mediafire.com/?6h5dbup75ws3k5w
Posted By: Iglarion

Re: What are you working on? - 12/16/11 15:53

Nice work Rondidon!
I found a bug when you press in same time forward and jump keys, then player start gliding. Also this happens sometime after jump and then player cant stop.
Posted By: Rondidon

Re: What are you working on? - 12/16/11 15:59

Thanks for testing and the bug report. I`ll try to fix it. laugh
Posted By: sPlKe

Re: What are you working on? - 12/16/11 17:09

still working on grunts episode 2. i wanted to release it sooner but we ran into some coding issues and casting issues. so i had to re-cast the girl from the trailer, re-record all of her dialogue lines and by doing so i also recorded new ones that give you more information about your quest because apparently some people cant read tongue
Posted By: Rondidon

Re: What are you working on? - 12/16/11 17:16

I hope the story will be better and deeper than in Episode one. As I told you back then: The game has great potential if you go in the direction of Portal with GlaDOS and so on. Epidsode one was a bit disappointing to me because it was really just a better "template shooter" with a cool graphics idea. The humour (it was meant to be funny because it`s a a template shooter) didn`t really work out that great for me wink . But nevertheless the idea itself combined with a neat story has potential. I`m looking forward to Episode 2.
Posted By: MasterQ32

Re: What are you working on? - 12/17/11 16:17

GUI and product search for the "Einkaufsnavi"
Now the whole graphics stuff is done in Gamestudio

(Don't complain about the colors, it's WIP and my design team hadn't seen it yet)



Please note the really useful treeview component (can also be used as a listview)
Also the treeview has auto-scrollbars which appear when the items are vertical overflown

Posted By: Espér

Re: What are you working on? - 12/17/11 16:25

Finished the first sketch of our Main Character right now.

the result (30% of Original Size version):

Posted By: MasterQ32

Re: What are you working on? - 12/17/11 16:29

looks really cool!
Posted By: Germanunkol

Re: What are you working on? - 12/17/11 20:25

After fixing most bugs in CSiS, I'm now working on the next game mode: Save the transport:




Kudos to Broozar for the cool (destructable) freighter models!
Posted By: lostclimate

Re: What are you working on? - 12/18/11 05:37

Broozar? now that's a name I haven't heard in a while. Its like every time someone brings up ulilililia:)
Posted By: Rondidon

Re: What are you working on? - 12/18/11 08:09

Testing JCL`s PSSM shadows in my (WIP) Blender level. They look good IMHO and the level still runs at ~40-50FPS.




Posted By: Germanunkol

Re: What are you working on? - 12/18/11 08:17

Broozar's not active on the forums any more, but he's quite active when it comes to CSiS. Oh yeah, I remember ulililillilililia as well... good old times laugh
Posted By: Rondidon

Re: What are you working on? - 12/18/11 08:23

Ulillillia is still alive and developing games. In the meantime he became a Youtube star wink
http://www.youtube.com/user/ulillillia
Posted By: Firoball

Re: What are you working on? - 12/18/11 10:33

Originally Posted By: Rondidon
Ulillillia is still alive and developing games. In the meantime he became a Youtube star wink
http://www.youtube.com/user/ulillillia


It's sad how they all fool him and he doesn't seem to notice...
Posted By: painkiller

Re: What are you working on? - 12/18/11 10:55

Originally Posted By: Rondidon
Testing JCL`s PSSM shadows in my (WIP) Blender level. They look good IMHO and the level still runs at ~40-50FPS.





nice!, what parameters did you use? I never could get PSSM shadows look that good
Posted By: Rondidon

Re: What are you working on? - 12/18/11 16:19

Quote:
nice!, what parameters did you use? I never could get PSSM shadows look that good


Setting up great PSSM shadows isn`t that hard from my experience. laugh
You have to make sure that the scale of the level is right and the "camera.clip_far" variable is as small as possible. Scaling your level too large or too small is both bad for the performance and the result. And there might be problems when it comes to astronomical scalings like 1cm = 1 quant in huge levels. (Referring to Slin who experienced that in "Project ship"). Finding the right parameters is important.

For my level it is:

Code:
camera.clip_far = 15000;

var pssm_res = 2048;			// shadow map resolution
var pssm_numsplits = 3;		// number of splits: 3 for small, 4 for large levels
var pssm_splitweight = 0.9; 	// logarithmic / uniform ratio
var pssm_splitdist[5];				// split distances
var pssm_transparency = 0.4;	// shadow transparency
float pssm_fbias = 0.00030;		// shadow depth bias -> must be adjusted


pssm_run(3); //Compromise between quality and speed
//OR
pssm_run(4); //Quality



It still can be improved by setting pssm_res to 4096, but 2048 works good for me.
Especially pssm_fbias and splitweight are important for good looking results.
Posted By: MTD

Re: What are you working on? - 12/18/11 16:52

I think i will need some shadows some day - This can come handy.

Got some free time and made a public version.
Maybe somebody can give me a hint how to make tire skid marks confused
Right now drawing pixels in bitmap - but this looks a bit wrong

First Alpha 0.001 version available to download:
http://www.matudagames.com/CrashHour/

!! Download location includes Game & Visual C++ runtime (if You get error of missing dll) !!!
Posted By: Rondidon

Re: What are you working on? - 12/19/11 07:31

More of the same. laugh
Getting somewhere with the lighting, but I`m not satisfied at all with the overall model quality (more details, street textures) and the terrain yet. Also, the water is still ultra ugly. I`m working on it.




Runs still at 45FPS on my Geforce 8800GT.
Posted By: PadMalcom

Re: What are you working on? - 12/19/11 08:10

It is getting better, lacks of details, but gets better wink
Posted By: Shadow969

Re: What are you working on? - 12/19/11 11:53

whoa, now it's beginning to have an atomosphere! nice work
btw some height variation is essential for the treeline
Posted By: Espér

Re: What are you working on? - 12/19/11 12:01

made a Wheel as Deko Object:

http://www.imagesload.net/img/Screenshot_011.png
Posted By: WretchedSid

Re: What are you working on? - 12/19/11 12:57

Originally Posted By: Shadow969
whoa, now it's beginning to have an atomosphere! nice work
btw some height variation is essential for the treeline

Agreed. The background also looks a bit empty, but I guess thats subject to change?
Posted By: ratchet

Re: What are you working on? - 12/19/11 21:59

@Rondidon :
Now it looks like a real village part.
For water youy should add some fresnel movement ? world reflection is not necessary ,even the shade can make it look great already :


@Esper:
For the wheel, it looks very granny in the texture, like too much noise ? And there are too much baked shadows radially, instead it should be a shadow along the circle path of the Wheel perhaps ?


Perhéaps it's not baked shadow but texture variation, you should change it cau it makes loosing the circle aspect and lighetning of the wheell laugh




Posted By: Otter

Re: What are you working on? - 12/22/11 22:46

@Rondi :3
Wow, This village is just beautiful!
But I don't like this water- and sky shader.
The sky is on the horizon to bright and the water looks like a blurry mirror.
By the way: the grass is realy wunderschön! laugh

@Espér:
Bring all faces in the same direction and it looks better.
a bit .... smirk


The next enemy in the game, a dino-bird-thing! tongue
This is the first try.


Und für alle die glauben das ich dem Gamestudio forum verloren gegangen bin:
Nö, bin ich nicht! Sonst hät' ich mir die post hier gespart ... ô.ò logisch ne?
Ich hab nur viel um die ohren und will nicht frühzeitig das projekt enthüllen.

mfg
OTTER
Posted By: Realspawn

Re: What are you working on? - 12/22/11 23:21

Otter your works amaze me laugh
Posted By: ratchet

Re: What are you working on? - 12/23/11 18:59

@Otter : i lika a lot your characters laugh
You should really make some 2.5 platform or some Mario RPG style game , it will be success !
Posted By: Espér

Re: What are you working on? - 12/23/11 19:10

finished two things today..

retexturing of an old model:



And the Logo/Startup of the Editor:

Posted By: 3run

Re: What are you working on? - 12/23/11 19:16

Nice skeleton laugh
Posted By: ratchet

Re: What are you working on? - 12/23/11 20:15

Great skeleton, seems lot of work in modeling involved !
For eyes, and nose you could make real holes, they look flat ?
Posted By: Otter

Re: What are you working on? - 12/23/11 20:20

Excellent! This skeleton is a clean work. wink
Anatomically correct!


Now i bring the dino parts on the bird and hope that it still works. ^^


PS: Thanks for your kindness! laugh
Posted By: ratchet

Re: What are you working on? - 12/23/11 23:23

@Otter :
You have good talent and ideas; i like a lot characters with a nintendo touch.
What modeler do you use ?
Posted By: MasterQ32

Re: What are you working on? - 12/24/11 09:59

as far as i know otter uses MED for her models
or she changed to blender, but from the background color of the screens, i'm thinking more it's MED

Great work!
Posted By: Otter

Re: What are you working on? - 12/24/11 20:54

Yes, he's right!
I am only using med for the mesh.
... oh and for the skin layout and animation ... ^^

Now i'am working on the basic color and textur.
The middle of this creature is feathered.
I removed teeth and the most of the spikes.


Any color wishes??
Posted By: 3run

Re: What are you working on? - 12/24/11 21:00

It's already perfect.
Posted By: Hummel

Re: What are you working on? - 12/24/11 21:40

Red would fit better than green imo. wink
Posted By: rvL_eXile

Re: What are you working on? - 12/24/11 21:45

Maybe colorize the beak in Orange?
Posted By: Germanunkol

Re: What are you working on? - 12/26/11 22:55

Esper, I don't like the logo.
Sorry...
I'd make it much clearer. Google "Logo" and you'll see what I mean. Logos are clear, strong, stand out and are easy to print. No gradients, only a few colors, and clear to read at any size.
Posted By: Espér

Re: What are you working on? - 12/31/11 14:04

Quote:
Esper, I don't like the logo.

Sry.. ^^

Managed to work on my "A-Rpg Maker" again
Today i finished the Autotile importer:


It loads a Rpg-maker XP Autotile (WinApi File Open Dialogue), resamples it completely to my format (like RmXP does intern), and saves it in the Projects Autotile Folder.
Posted By: ratchet

Re: What are you working on? - 01/01/12 23:21

@Otter:
Your model is great and cute like Mario games ; i like this cartoon design laugh
You could try Sculptriss 3D sciulpting for some of your characters , it could do good results also !
Posted By: Espér

Re: What are you working on? - 01/01/12 23:39

Little update:

1 = the old RmXP/RmVX Autotile
2 = the new Tilemap Autotile
3 = Full transparent and half transparent Color (color picker mode)
4 = The live preview wich shows an ingame constalation of the Autotile.
(all the Autotiles and the Preview are shown animated)



The Color Picker mode. It took some time to manage the pixel_to/for things.. But it´s working now.
The Function of this mode duplicates each pixel to a double-size bitmap to show it 2 times bigger (easier to click). And the small rectangle shows the actual color, wich is under the picker-cursor.
Posted By: Rackscha

Re: What are you working on? - 01/01/12 23:44

For the autotileimporter: why do you repose the tiles? Doesnt make any sense to me.
Your bigger "new" set, uses the same tiletypes but requires more memory.
Posted By: Espér

Re: What are you working on? - 01/01/12 23:46

yes.. but i don´t want to create 4 16x16 pixel windows just for 1 animated autotile..
And i will add some more Mixtures of the Autotile (2 more rows). So the RmXP Default won´t do the work ^^
Posted By: Otter

Re: What are you working on? - 01/02/12 20:27

Today i finished the "Saurobird" model.
It takes much time to draw the feathers.





@ratched: Yes, I could, but this -model forming like clay- is not my art to work.



By the way: Happy new Year!
Hope you're such happy as i'm.



Now i'm working on a Boss guy...
... heavy, with massive destruction

mfg
OTTER
Posted By: ratchet

Re: What are you working on? - 01/02/12 22:00

@Otter :
Your texturing skill is already great, it turned out nicely !
Like you said no need for sculpting.
I prefer the green one, the green make more appear the flesh like texture. Just personnal taste.

So it will be a game at final ?
Posted By: sivan

Re: What are you working on? - 01/03/12 09:20

really nice Birdosaururs Gamestudioisticus!
but if I were you, I would change colors, e.g. use the green head with red body, or even better with red-yellow mix/transition feathers. but if eats only blue frogs, keep the blue feathers laugh (never eat yellow frog, it's posioning)
Posted By: rvL_eXile

Re: What are you working on? - 01/03/12 11:42

Really nice model otter... Ive made a fast and simple colorize in Gimp... In my opinion its better to set the colors in one pattern...
I take a simple Green touch with a orange beak, maybe you like it...

regards Sebastian


Posted By: Rondidon

Re: What are you working on? - 01/03/12 13:50

I prefer the purple+green texture, but Sebastian`s version is great, too. laugh
Posted By: Rondidon

Re: What are you working on? - 01/03/12 17:51

My 1500th post laugh

Some progress with my level. Terrain shader and water is still to be improved. Decals and some details are still missing.


Posted By: Espér

Re: What are you working on? - 01/03/12 18:01

that looks great o_o
Posted By: JoGa

Re: What are you working on? - 01/03/12 18:14

Yes, looks great!
How is the fps?
And how about d3d_antialias eg. to clean the borders of the stake of the sign?
Posted By: Rondidon

Re: What are you working on? - 01/03/12 18:24

FPS is ~15-20 on my Geforce 8800GTS 512MB. That`s because I didn`t optimize some things yet and the level is pretty huge and detailed. My goal is to get 25FPS with max details including FXAA on my PC. The detail level will be adjustable, of course (FXAA level plus on/off , PSSM shadow quality plus on/off, HDR on/off, DOF on/off, sight distance, texture resolution).
Posted By: ratchet

Re: What are you working on? - 01/03/12 19:11

@Rondidon :
That's beautifull !

For optimizing , do you have sprites for far away trees ?
It works great and saves a lot of FPS !
For houses some LOD also like simple shapes with drawn textures instead of Full 3D windows, doors etc ... will make it also.

For the grass, wee see a lot it's a one face bilboard ! but i suppose it's not definitive perhaps ?
Posted By: Harry Potter

Re: What are you working on? - 01/03/12 19:12

@Rondidon: Wow, it looks much better now.
The only thing I can criticize is the darkness of the shadow of the pier (quay wall?! "Kaimauer" in german).
It is much too dark - darker than the shadows of the trees. But it should be even brighter than the other shadows, because the water reflects the light of the sun.

Originally Posted By: Rondidon
FPS is ~15-20 on my Geforce 8800GTS 512MB. That`s because I didn`t optimize some things yet.
The textures of the roofs look as if you do not use mipmaps (or only 4 mipmaps?). Try to use more mipmaps (at least 10 Mipmaps), and your framerate will be much better.
Posted By: Otter

Re: What are you working on? - 01/03/12 21:26

Hey!
I don't want to spam this thread with my stuff. Sorry
But I'm so happy that you like my work.
Many thanks for your suggestions.
The color of the bird varies with its strength.



My next mission is:
the weapon of the big Boss.
Has anyone experience with warhammers?



Rondi:
The water looks so much better than before!
A beautiful view on the city, with the -still very bright sky-.
PS: Congratulations to your 1500. post xD
(eine echte leistung! Denk mal zurück an deine ersten posts und schwelge in erinnerungen)


mfg
OTTER
Posted By: sivan

Re: What are you working on? - 01/04/12 10:24

@Rondidon: nice!
use grass models instead of grass sprites. I use 24 poly models based on Loopix scattered grass model, with weighted randomized clipping at 1st and 2nd lod distances, and works fine in huge quantities. I use sprites only as details like flowers what can be swithced off easily on slow pcs.

@ratchet: I use 8 poly models for far tree lod models. how is it possible to use oriented sprites as lod stages of models?
Posted By: Germanunkol

Re: What are you working on? - 01/05/12 11:09

Otter, for inspiration on warhammers, you could look at skyrim's warhammers:
http://elderscrolls.wikia.com/wiki/index.php?search=warhammers&fulltext=0
Posted By: Otter

Re: What are you working on? - 01/05/12 19:35

You speak with a lv.54 Dovahkiin, my friend!
I had the idea already, but want to read your personal Feedback.
But,... good thinking! wink
Posted By: ratchet

Re: What are you working on? - 01/06/12 20:52

@Otter :
Your weapon without texture is already very good !

@Sivan :
In fact playing Guild Wars 1 , they used some sprites for very far building and other stuff !
Even if bad oriented some times you didn't notice it a lot and approchaing , a smooth alpah transition was made to put some other real polygon LOD !

Some times because there was moutains on the side, you could be far from a building only in some part of the terrain, so they put a sprite when you was far and the orientation was good (even if approximative in some manner) !

Others techniques are real time LOD sprite generation each 10 frames or more you recalculate your very low LOD model and make the sprite of it.

Because when a model is very far it will take lot of time before you move of some degrees around it or lot of time to approcha it !
There was a subject on that in some GameDev article.

But well, you can just make some very very low poly model it will work also laugh

Posted By: sivan

Re: What are you working on? - 01/06/12 21:25

@ratchet. yes I saw it in AAA games too, but for smaller objects (or I didn't realized in case of large ones because they were made well laugh ).

normally I set as much models as possible to be static, and use _1/_2/_3/_4.mdl for lod. the last stage is usually like 2 crossing sprites (e.g. in case of trees, with the same image on all sides), but for a building a cube like thing is better with side specific texture. or in case of not important objects, I use less lods, and apply simple clipping.

alpha transition is nice, I tried, but I think it is only for low number of objects, which have the importance of nice distant look (towers, large buildings, object used as guideance). but if an object is dynamic, it is really not too costy to make a rare check... I think I will make some new tests... and it heavily depends on the actual game, how much graphic detail is important...
Posted By: ratchet

Re: What are you working on? - 01/06/12 22:07

Alpha transition is very greeat.
just check Oblivion or Skyrim !

You are in place A and have lot of details and characters around you , Place B is some meters far.
Now if you are not distracted from all details in place A, if you stop playing and just watch, you look at the place B, you'll see nothing only basic structures , no characters , no details 3D assets.

Now you approach slighlty step by step and you'll see as you approch to place B objects fading with alpha transition very very smoosly, sometimes with no LOD !
Same things they were characters you didn't see that appears with alpah transition.

It works just great when you are playing, caus you are concentrated on other things and the alpha transition makes that you don't notice the appearence.
Compared to old clipping engines of old days , here you won't notice anything laugh

But yes for your game you perhaps don't need it !
Posted By: Realspawn

Re: What are you working on? - 01/08/12 11:26

Just create a very small teasing promo of my upcoming project which slowly is coming in a good way to life wink won't tel more about it just have to wait and see laugh

http://www.youtube.com/watch?v=uUj1iG8D43U
Posted By: HeelX

Re: What are you working on? - 01/08/12 16:40

WIP environment editor; for a client - very ugly, I know smile

Posted By: Rondidon

Re: What are you working on? - 01/08/12 16:59

Also am Terrain (algorythmus?) musst du noch Hand anlegen. Der Editor allerdings: Sehr schön. Übersichtlich und dem Screenshot nach nutzerfreundlich. Kann man einzelne Objekte auch zu einem Mesh zusammenfassen? Wie sieht es mit automatischer Erstellung eines Gras-Meshes aus?
Posted By: HeelX

Re: What are you working on? - 01/08/12 17:22

Der Terraineditor-Teil kommt noch. Das Terrain wird aus einer Map generiert - die Vorgabe ist, dass das Terrain ab NN auf eine Höhe x hochgeht und darauf residiert.

Vegetation kommt noch und wird geclusteredt.
Posted By: Firoball

Re: What are you working on? - 01/08/12 18:49

http://www.youtube.com/watch?v=NlfRezj6JTI

That's what I'm working on. It's tailored for a game.
Posted By: sivan

Re: What are you working on? - 01/09/12 09:58

I just mined out my first Gamestudio trial from Nov-Dec 2010 created with A7 free, that dealt with making a 3D map of Europe, North Africa, and Middle East (Asia until India), based on satellite height data (combined with underwater topology) and ground images. it featured texture drawing onto single skin terrains (also for multi-terrain levels), what I'm just implementing into my editor project MapBuilder (terrain height manipulation and terraintex.fx based multitexture editing is nearly finished).





once it can be a base of my simple turn based strategy...
Posted By: ratchet

Re: What are you working on? - 01/09/12 23:08

Perhaps some more crisp , detailled textures !
They look very low res like some N64 game ; if it is PC you should rise the level, perhaps some detail textures ?
Posted By: sivan

Re: What are you working on? - 01/10/12 09:38

yes, I will exaclty do that.
as I mentioned, it was my first trial with 3dgs, I used simply a not too high resolution satellite image, 12 terrains (33x33 vertices) with attached edges, having 1024x1024 1 skin texture each, plus a detail skin from a Lite-c workshop.
and I made a couple of mistakes too (like increasing ambient that resulted in hiding terrain shades) laugh
Posted By: Rondidon

Re: What are you working on? - 01/10/12 17:37



Wild salmon model. laugh
Posted By: msmith2468

Re: What are you working on? - 01/10/12 19:10

Very nice salmon model! i like it
Posted By: Otter

Re: What are you working on? - 01/10/12 19:13

SO CUTE !! :3
And so goooood! °o°
Posted By: ratchet

Re: What are you working on? - 01/10/12 19:35

it tastes good !
Great modeling and texturing laugh
Posted By: sivan

Re: What are you working on? - 01/10/12 20:50

fish of the day! laugh
Posted By: lostclimate

Re: What are you working on? - 01/11/12 01:55

http://m.youtube.com/index?desktop_uri=%2F&gl=US#/watch?feature=mhee&v=v1TJqU5ddqw
Posted By: EvilSOB

Re: What are you working on? - 01/12/12 12:06

What am I working on ?!?

My first COMPLETE mini-project, as a form of self-tutorial.

This is the VERY first of many based on suggestion the THIS THREAD.

It is VERY much a work-in-progress ATM, just the level and
the (potentially) 'active' environmental objects to interact with.
ie: ceiling fans and wall-ceiling lights can be shot out.

[FYI] Anyone got any suggestions on what sort of texturing I
should do to the walls/floor? (shopping mall, sewer, etc...)


No screen-shots ATM, I still cant post pics for some reason...


So here is "PROTOTYPE" !!


Be sure to tell me what you think for three days work...
Posted By: mk_1

Re: What are you working on? - 01/12/12 12:18

falling fans shouldn't explode. Shoot direction didn't match mouse position, otherwise nice idea (ABUSE(tm)?)
Posted By: EvilSOB

Re: What are you working on? - 01/13/12 14:07

WIP dude... Fan exploding (on ground) just a placeholder-animation sprite.

Aiming angle WAS a known trigonometry issue, that is now resolved.
A bit more of the games 'fake' physics is in place, but still no enemy.

UPDATED


TM abuse?!? Nahhh.. Its just a demo. To hone my skills on...

Posted By: ratchet

Re: What are you working on? - 01/13/12 18:50

Cool demo.

Why not increase the challenge once we hit the four things ?
Like moving ones ?

You could make bigger effects when we hit the ventilators, we see nothing noticeable when we hit them !
When all was down there was lightening issues on the wall behind !
Posted By: HeelX

Re: What are you working on? - 01/13/12 19:58

Finished today the loading of hmp's, (re-)saving for terrain entities and other functions for dealing with (modified) terrain entities.

For accomplish the following screenshot, I do the following:
  • create terrain from bitmap (height values on red channel are encoding the height)
  • create a lod version, in which the mesh is reduced by 95%
  • load some common terrain from .hmp file
  • create the same again and modify the terrain by the heightfield which I got after reducing the first terrain. Since the target terrain has more cells than the (reduced) source terrain, I bicubically interpolate the height data
  • then I save the modified terrain to file and load the newly created file from hard disc as a brand new entity


(click the image to enlarge)



Please note that all procedurally created / modified terrains have correct normals.

And the code it is simple:

Code:
function terrainPerlin ()
{
    my->scale_x = my->scale_y = my->scale_z = 0.07;
}

int main ()
{
    video_mode = 11;
    
    level_load("");
    vec_set(sky_color, vector(100, 50, 25));

    vec_set(camera->x,   vector(0, -663, 349));
    vec_set(camera->pan, vector(90, -26, 0));	
    
    // create terrain from bitmap
    
        BMAP* bmapDonut = bmap_create("donut.bmp");
        
        float minZ = -32, maxZ = 32; // min and max height for 0..255 grey values
        float width = 140, height = 140; // x- and y-size
        
        Hmp* hmpDonut = hmp_createfrombmap(bmapDonut, width, height, minZ, maxZ);
        hmp_addskin(hmpDonut, hmp_createskin(bmapDonut, NULL, NULL, NULL));
        
        // create entity from hmp representation
        ENTITY* entDonut = hmp_entcreate(hmpDonut, vector(-300,0,0));
        
    // create 5% lod version
    
        float lod = 0.05; // 5% (mesh reduced by 95%)
        ENTITY* entDonutReduced = hmp_entcreatelod(hmpDonut, vector(-150,0,0), lod);
        
        // derive hmp from entity
        Hmp* hmpDonutReduced = hmp_createfroment(entDonutReduced);
    
    // load some common terrain from .hmp file
        
        ENTITY* entPerlin = ent_create("perlin.hmp", vector(0,0,0), terrainPerlin);
        
    // create the same again and modify terrain by
    // reduced heightfield, bicubically interpolated
    
        ENTITY* entPerlinModified = ent_create("perlin.hmp", vector(150,0,0), terrainPerlin);
        hmp_entpaste(hmpDonutReduced, entPerlinModified);
        
    // save modified terrain to file and load as new entity
    
        hmp_entsaveto(entPerlinModified, "perlin_modified.hmp", false);
        ENTITY* entPerlinModifiedLoaded = ent_create("perlin_modified.hmp", vector(300,0,0), terrainPerlin);
}


Posted By: Hummel

Re: What are you working on? - 01/14/12 08:50

@HeelX: definitely awesome! laugh
Posted By: Uhrwerk

Re: What are you working on? - 01/14/12 15:51

Sau-cool! Mehr davon!
Posted By: HeelX

Re: What are you working on? - 01/14/12 18:50

Thank you smile I will finish the saving of maps for my editor (regarding the features that are supported, mainly terrain and arbitrary objects, more will follow) and then I'll add terrain deformation and then I show maybe a video or the like smile
Posted By: Rackscha

Re: What are you working on? - 01/14/12 19:45

Yesterday, i started to do a commandline version of my GenesisPrecomipler, so integrating it into other IDEs should work fine.

Here is it running from CodeBlocks:


My Precompiler starts the LiteC compiler when no errors occured.
I save the LiteC errors into the usual ackerr.txt. For some reason it only says:
Error in line xy
But never shows the filename where it occured o.O
Posted By: memoli

Re: What are you working on? - 01/15/12 17:32







download here:
http://dl.dropbox.com/u/4979264/temp/ex_all.cd.rar

for next work first
www.acknexturk.com laugh
Posted By: memoli

Re: What are you working on? - 01/15/12 20:43

no comment hmmmmmmm??
Posted By: Pappenheimer

Re: What are you working on? - 01/15/12 20:54

It looks quite nice. I like especially the second screenshot. laugh
The demo works well, although some hick ups, but the grass is missing.
Would like to hear some ambient sounds, to see some life, maybe lizards, maybe flies, an enemy, some riddles, something that gives you motivation to run around and search for shelter or amunition etc.
Posted By: Espér

Re: What are you working on? - 01/15/12 21:16

worked on a veeeeery old project.. my "Keeper of the Dungeons"..

i managed to create the whole map out of terrains (still buggy.. >> see <<) But with a great FPS boost (500+ FPS *__*)

And my second success.. Destroy blocks of the terrains.


Leftclick sets a marker (the hazard stripe thing). this marker kills Health of a (pseudo) block - wich is a struct object. When health is low enough, the block will be destroyed (vertex movement) and the marker erased.



Next step is: moving the vertex, so the walls have multiple faces too, to create waving or rocky shapes.
Posted By: lostclimate

Re: What are you working on? - 01/16/12 05:38







All still very WIP. obviously by the random shadows from objects that i still havent exported from blender to a7 laugh. also the model of me has a temporary non-efficiently uv mapped bake from a different high poly with several skins. the bad uv mapping+low res is what is making the normal map on my face look all muddle-y laugh Lighting is a mix between baked and blurred stencil.

getting frustrated by the normal maps losing depth from every diffuse texture except of course the wall which is blindingly opposite. because the wall is painted white, it loses pretty much all diffuse value in being overpowered by the normal maps frown
Posted By: lostclimate

Re: What are you working on? - 01/16/12 10:54

also got bored and felt creative.... a whole bunch of hours later:


Posted By: rvL_eXile

Re: What are you working on? - 01/16/12 13:31

Hey Lostclimate,
try to reduce the lights a bit its a bit to strong.
Maybe add a "hemi" light to get more atmosphere.
Maybe change the Light color to an"warm Yeallow" ?!
At the last Picture:
Please remove this green "dirt" (?) it looks wrong to me (Color is to strong in my opinion).

regards Sebastian
Posted By: Rondidon

Re: What are you working on? - 01/16/12 16:03

Awesome. Reminds me of my favorite game of all times: "Unreal" laugh


Posted By: ratchet

Re: What are you working on? - 01/16/12 23:00

Thats great Losticmate.
If you would just remake the sort of armor more metal, with hard edges you would have the prefect model laugh
What program od you use ? Sculptris ?
Your anatomy sculpt is 100 times better than mine also.

keep it up !
Posted By: lostclimate

Re: What are you working on? - 01/17/12 01:41

Thnx all.



used two dynamic lights at different positions to emulate one with smooth shading. Thoughts so far?

btw ratchet, yeah, i used sculptris. study some of andrew loomis's work, it will really help.
Posted By: Otter

Re: What are you working on? - 01/17/12 16:59

@lostclimate:
I hope I can explain this correct in English. grin
The room is great in detail and looks really good.

But let us speak about this model: wink
I think you make too MUCH detail in the face of this creature.
At first sight, I could not identify it exactly.
Where is the nose, where is the end,...?
There are too many spines and bumps that confuse.
Don't understand me wrong,....
You can still make lots of details, but defined and following a pattern.
The feet are -I think- just in work, right? (Because they still look very much like clay.)
And the ears are too bony, but
enough of the criticism.

I like this scale texture very much.
You've managed this with Sculptris?
Impressive!


Today i'am working on sci-fi handgun.



mfg
OTTER
Posted By: lostclimate

Re: What are you working on? - 01/17/12 18:43

thanks for the comments and crits! the gun looks great so far otter. provided you continue with the same cartoony style youve been leading with recently.

as far as the monster model, yep all in sculptris. Ive learned a few tricks recently with it, so i think im kinda still refining my workflow for it. yes lots of stuff is still WIP all sets of claws are, the face isnt textured, and the bumpmap on it does look a lil rediculous, gotta smooth some stuff out.

laugh
Posted By: ratchet

Re: What are you working on? - 01/17/12 19:36

Losticmate, you could be inspired by that for the armor in hard surface :
Sculptris hard surface



Even without textures it has great patterns.




Perhaps it's personnal taste if i prefer more simple htings and less crazy details laugh sometimes?
But less details and more clean surface can be good also !


Sometimes general shapes and patterns are lot more important than billion of details.




@Otter :
I like the gun and it's shapes !
Posted By: Rackscha

Re: What are you working on? - 01/17/12 20:08

Finally: i can read the Erroroutput of the LiteC compiler properly and fix false line numbers:


Greets
Rackscha
Posted By: lostclimate

Re: What are you working on? - 01/17/12 23:11

also wanted to add about the youtube video you posted ratchet... part of the problem i have is im using a computer with a single core old amd athalon 64 and an integrated nvidia 6150 all with a whopping 1gb of ram... laugh I cant get nearly as many polys in sculptris as that guy had, i could probably if i had zbrush throw a rough copy from sculptris in zbrush to straighten and harden the lines, but i dont have zbrush either:(

I rely heavily on painted bumpmaps for some of the smaller details in that character.

I of course still do have a lot of smoothing out to do especially in the face, and have already done a lot, still have to fix the bottom claws and finish the diffuse map. As far as the part you wanted as metal ratchet: its supposed to be bone like material that makes a hard armor cage.:)

EDIT: I swear I'll stop hogging this thread soon laugh







coming sorta close, still have a lot of color correction/brightening to do and small normal/diffuse map details to add, but soon its off to blender laugh

Posted By: Rondidon

Re: What are you working on? - 01/18/12 05:12

Very nice character model and pretty detailed. You`re talented laugh

I worked on improving the vegetation mesh of my river level and added wineyards, new waving bushes, trees and stuff. That`s how it looks like in the Acknex engine so far. Of course many details are still missing, but I think I`m on the right way in terms of the colors.



And I modeled some more fish. This is a zander and it`s lighted pretty bad tongue .
For texturing, color adjustments, alpha channel creeation and stuff I use Photoshop Elements 10 and Blender for modeling. Just if you`re wondering.



@Otter: Is this Commander Keen`s lazer gun? Looks a lot like it laugh . Very nice modelling. You`re awesome when it comes to comic style.
Posted By: MasterQ32

Re: What are you working on? - 01/18/12 17:26

Creating some overlayed UI for Gamestudio. Events are sent via Windows Messages, Design is done per xml file. You can setup settings which are stored in a file, also it supports overlaying the default starter window of gamestudio.

Currently supported controls:
  • Button
  • TextBox
  • ListBox
  • ComboBox
  • CheckBox


Posted By: Damocles_

Re: What are you working on? - 01/19/12 20:57

Quote:




the game looks very nice, but it runs very very slow on my system.
And the installed size is 158MB.

Suggestion For an Indy game:
-dont try to reach AAA game level detail and effects.

This will on the one Hand overload you with work to
make a complete game, thus killing motivation
, and it is not quick and easy to run on many
systems.

There are too many professional titles that look better,
are complete and run much faster.

-> unless you use this as showcase for getting a modelling job in a company.
Then this approach is fine.
I suggest to program an automatic camera ride through the scene, wich also helps staging effects easier.

Posted By: JibbSmart

Re: What are you working on? - 01/19/12 21:25

Quote:
Suggestion For an Indy game:
-dont try to reach AAA game level detail and effects.
I disagree with this. AAA developers are people too laugh I think the main issue is scope, rather than detail.

That is, detail can be sacrificed for the sake of scope, especially for Indies, but I would not want someone to think "low detail" is a good general rule for Indies.
Posted By: Damocles_

Re: What are you working on? - 01/19/12 21:41

but people who do that on a daily salary.
For good secure money I would also work on games 8 hours per day.
Posted By: ratchet

Re: What are you working on? - 01/19/12 22:21

@losticmate :
I understand with a lower CPu you can'o as high.
But Sculptris have the hidden feature to speed sculpting on some parts only laugh

From what i see you are alreday high in details. Even with the details you have i could make more regular curves.

I think the main problem on your model is lot more that you don't paint regular cruves, even on muscles, this is distortion on surface curve.

Some example :
[URL=http://imageshack.us/photo/my-images/820/sculptriscurves.jpg/]

If you want more control on your surface sculpt i recommend a lot that you use "Clay" feature.
This way you keep big control on surface cvolume, like making volume by adding layers.

Do you use a tablet or mouse ?




Posted By: Pappenheimer

Re: What are you working on? - 01/20/12 00:45

What about using the Reduce Brush?
Posted By: HeelX

Re: What are you working on? - 01/20/12 10:43

Working on a seeding function for terrains, which overcomes some disadvantages of the ent_seed function (level.c):

Code:
void hmp_seed (Hmp* hmp, BMAP* prMap, float avgDist, float minDist, BOOL relax, EVENT ev);



It takes a heightfield, a probability map, an average distance, a minimal distance and generates a distribution (1st pass).

If relax is = true, all generated positions will be iterated in descending order of field probability (so that items with high field probability have more influence over lower probability items in terms of position stability) and too near items are pushed away, if the minimum distance is violated (2nd pass). If the previously generated random item probabilty then violates the (predefined) field probability, the item will be deleted; otherwise it gets updated (height and field probability).

Then, in the 3rd pass, pairs are searched for, that still violate the minimum distance, and are deleted as well.

After finishing this, for each item a callback will be called and the heightfield, the XYZ coordinates (in heightfield space) and the field probability at that location are passed. This gives me the opportunity to decide by myself what to do for each generated item:

Code:
void myFunc (Hmp* hmp, VECTOR* hXYZ, float pr)
{
	VECTOR* pos = hmp_vectoent(hmp, hXYZ, terrain, NULL, true);
	if (pos != NULL)
	{
		ENTITY* e = ent_create(CUBE_MDL, pos, NULL);
		e->scale_x = e->scale_y = e->scale_z = pr;
	}
}



In the function above I generate a cube on the terrain, whereas the scale of the cube represents the field probability at that very location.

It looks like this; the picture in the upper left corner shows the probability (black = 0%, white = 100%); parameters were average distance = 24 and minimum distance = 12:

(click to enlarge)

Posted By: Anonymous

Re: What are you working on? - 01/20/12 12:27

very cool HeelX,
are you gonna share this one with us once its finished? will it be also work on A7?
Posted By: HeelX

Re: What are you working on? - 01/20/12 12:38

Originally Posted By: chris_oat
very cool HeelX,
are you gonna share this one with us once its finished? will it be also work on A7?


Thanks! - Maybe, but that decision has to be made in the future and although I own the rights for the code (it is part of a client's project), I don't know what happens afterwards.
Posted By: ratchet

Re: What are you working on? - 01/20/12 19:31

@Pappenheimer :
Yes the reduce Brush will help a lot specially on surface with no details : surface details can be painted on normal map after the baking.
The point is that he needs to make lot more regular surfaces, less disturbed, it looks very like some Clay trying on curves.

I made some torso in the same style :


Perhaps it's better to have basi surface good and regular before painting details on the normal map.

So i started making some lizard monster also !




Posted By: MasterQ32

Re: What are you working on? - 01/21/12 00:11

Some work this evening:

Minecraft Map Exporter

It uses "real" chunk data and ignores all non-floor materials grin
You can also export maps with full texturing and full size (one block = 16x16 pixels)

Map Top Down (Warning: Huge File! About 11 MB))

Exporter output:



Generated heightmap:

Posted By: Realspawn

Re: What are you working on? - 01/21/12 18:13

Toying around with one of my small projects.
The old C64 game Commando in retro 3dgs style

Some early shots : http://www.youtube.com/watch?v=tZk-hEgfqTg

Posted By: ratchet

Re: What are you working on? - 01/21/12 19:28

Iphone commando remake :
Iphone commando

Perhaps it's beta ,the contrast and luminosity between palm trees and grass is too much (grass is too much blokc color dark and palm tree is too much lightened).

You can take this picture as example of good textures color and luminosity :


For cartoon here is another style :


But the gameplay is here and great already laugh
Posted By: ratchet

Re: What are you working on? - 01/21/12 19:38

Some progress on the lizard in general shape (more humanoid like).
Perhaps some 3DGS future contribution laugh




Posted By: Realspawn

Re: What are you working on? - 01/21/12 20:47

@ratchet are you working on those games or was it to show me ?
Posted By: Rondidon

Re: What are you working on? - 01/21/12 20:57

(I also think it would be nice to stay only with Gamestudio related screenshots. External screenshots only per link.)
Posted By: ratchet

Re: What are you working on? - 01/21/12 23:32

@RealSpawn :
They are not from me , but by people having made these iphone games.

@Rondidon: I think your are right !
They was just to demonstrate something ! next time i'll juts post links if i have examples to show instead of pictures laugh
Posted By: lostclimate

Re: What are you working on? - 01/22/12 00:10

lol, pair ratchets and my free one and you already have 2 badies from an odd lizard race for a game. laugh

btw FREE model laugh !



1400tris
1 2^256 diffuse map


http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=392348#Post392348

for details ^^
Posted By: Joozey

Re: What are you working on? - 01/22/12 00:18


Posted By: MasterQ32

Re: What are you working on? - 01/22/12 01:01

Minecraft2WMB-Converter:
I know i'm doing very much stuff with minecraft, but i simply like the games style and also the really great dynamic map generation. So i thought i could some stuff with GS on Minecraft generated maps:

Only Problem: Total compile time of this map was about 3 hours
Posted By: rvL_eXile

Re: What are you working on? - 01/22/12 04:09

@lostclimate, whats about a higher Resoulution Map?
Yeah its great for an free sample but with 1024² map it would be much better wink
Posted By: Germanunkol

Re: What are you working on? - 01/22/12 08:40

MasterQ32, what FPS do you get when displaying this piece of the minecraft world in GS?
Posted By: ratchet

Re: What are you working on? - 01/22/12 09:30

@Losticmate :
Yours look lot more like a lizard. Do you use a shader ? it seems very dark on skin ? perhaps you need a light ?
But great monster laugh

@Joozey :
That's clean, and clear, i like a lot the 2D style and colors.

@MasterQ32 :
You could make your own game style based on cubes :
Retro style.

Posted By: MasterQ32

Re: What are you working on? - 01/22/12 09:52

@Germanuncle:
I get about 20 FPS on 1920x1050 with 118k Tris. The map is currently not compiled as mesh and not optimized from my side.

@ratchet:
I don't want to make games anymore wink
I will make templates, snippets, plugins, tools and such stuff.
If this project gets good enough for me, i'll publish it.
Posted By: Damocles_

Re: What are you working on? - 01/22/12 09:59

Quote:
Only Problem: Total compile time of this map was about 3 hours


Did you remove invisible cubes?
You could write a simple function to remove any cube,
that cant be visible from the outside.
Just itterate over all cubes, and mark those invisible, wich have
a solid cube on all 6 sides.
This cuts down the number ob cubes by 80% on average.
(you probably want to do this before exporting the data to wmb)

Also check that the cubes are exactly on non floatingpoint positions, this should help the
buildprocess a lot.
Posted By: MasterQ32

Re: What are you working on? - 01/22/12 10:06

I've done this already. But I've postet the screen before i've done this.
Next step is to set all faces to invisible which are next to another block.
Hope i can get some speed boost.
Another thing i thought about was adding only visible faces to the map, so the compiler only needs to optimize the mesh i have and calculate lights for those.
I think that would be the fastest solution.
Posted By: Damocles_

Re: What are you working on? - 01/22/12 10:10

also open the wmb file in textmode, and check the positionnumbers.
(just to make shure they are nicely exactly on the grid,
without fractions)
Posted By: MasterQ32

Re: What are you working on? - 01/22/12 10:28

they do.
fitting to a 16x16 grid
Posted By: sPlKe

Re: What are you working on? - 01/22/12 18:20

Originally Posted By: MasterQ32
Minecraft2WMB-Converter:
I know i'm doing very much stuff with minecraft, but i simply like the games style and also the really great dynamic map generation. So i thought i could some stuff with GS on Minecraft generated maps:

Only Problem: Total compile time of this map was about 3 hours


Lol I am already compiling a map for my game for 4 days! It will compile for another two before it is done. And in the end, you check the level and wonder why (the secret are the detail blocks) it took so long...
Posted By: Progger

Re: What are you working on? - 01/22/12 18:47

@MasterQ32 will you make the source code public ?
i was always interested in how to make voxels in gamestudio laugh
great work laugh
WFG Progger laugh
Posted By: HeelX

Re: What are you working on? - 01/22/12 18:57

@MasterQ32: Very, very nice - I like your project.

Originally Posted By: Damocles_
Did you remove invisible cubes?


If I were you I would try to join cube surfaces that have the same texture and have the same surface normal. E.g. if you 3x3 cubes on the same z-level with same texture, you could make one cube.
Posted By: MasterQ32

Re: What are you working on? - 01/22/12 19:44

@All, who like my project:
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=392452&#Post392452
Because this thread isn't meant for discussing about my project
Posted By: lostclimate

Re: What are you working on? - 01/24/12 09:04

Rigging and animating is such a pain in the ass. Does anyone CHOOSE to be strictly an animator? To me its just tedious. Anyways, this is the first time i took the time to create automatic controls for the rig and took time to really paint weights in nice for one of my own models. (actually i dont create controls usually for client models either, i just do it with the bare rig). I really got this one decked out with pole targets, stretch joints hooked to ik chains... makes it really easy to pose. Im anxious to see him run but all i have is small level testbeds so the run animation looks wierd. I dont feel like making a whole new level just for the model.

[/random rant]

anyways...


BTW, this scene runs at 29 fps on a computer that struggles to play doom 3 at its lowest settings. I was trying to capture as much of the proper shading and sillohettes as I could while using very few polys, this scene is about 7k, obviously most are in the player. I'm also hoping to keep level sizes fairly small to save polygons.

my o'rly look:



Posted By: Redeemer

Re: What are you working on? - 01/24/12 13:50

Originally Posted By: lostclimate
Does anyone CHOOSE to be strictly an animator?

Yes, but they tend to work in the film industry.
Posted By: sivan

Re: What are you working on? - 01/24/12 15:20

yes, I have a friend at http://www.digicpictures.com/#works/game_cinematics , dealing with mainly game cinematics.
Posted By: HeelX

Re: What are you working on? - 01/24/12 16:53

Oh look, terrain deformation with fixed normals, fancy colors, saving to .hmp and funny circles:

click images to enlarge




Whatelse? Procedurally generated sea walls (from map data)!


Posted By: ratchet

Re: What are you working on? - 01/24/12 20:58

@Losticmate :
Do you really need facial animations ?
I avoid that , i have some RPG in mind , i already know that i'll just put big pictures of 2D drawn faces for dialogs,
with the good expression instead of going 3D ont that part.

Yes that's lot of work, perhas you can find good tutorials on internet ?
Some 3D engine have some morph feature, but no one use them !
Posted By: Joozey

Re: What are you working on? - 01/24/12 22:03

Looks neat HeelX!
Posted By: Rondidon

Re: What are you working on? - 01/25/12 05:01

@HeelX: Have you ever thought of applying to a job on Conitec once your tool is finished? I mean, seriously, you`re the perfect man for the job. You`re very tough at Gamestudio programming, disciplined, not that expensive because of your age and Conitec can need some extra developers.
I personally don`t think that JCL will contact you per PM and ask you for a job. But maybe with a written application you`ve got a chance.
Posted By: HeelX

Re: What are you working on? - 01/25/12 07:01

Thanks for your kind words, really appreciated. I can't foresee the future, but I will start thinking about what to do once I am half through finishing my degree around summer --- and game development is always my beloved option #1, if I can live from that smile
Posted By: sivan

Re: What are you working on? - 01/25/12 09:51

@HeelX, great job, that procedural sea-wall thingie is a really neat idea.

I also had fun with terrain editing, brush based vertex manipulation and setting hull and normals is okay, but I'm too stupid for the SDK (and absolutely have no time to dig into that deeply). I simply use the .dll what Widi used in his terrain deformer, but it works perfectly only in A7 compilation, in A8 the first chunk remains unchanged somehow (and unfortunately Widi couldn't help me)... fortunately in my editor saving/loading a vertex modifier array has its role beside direct storage in hmp.



moreover, as a relaxation, I'm experiencing with hierarchical pathfinding taking into account different unit sizes and movement capabilities (atm building up the necessary database):


Posted By: Damocles_

Re: What are you working on? - 01/25/12 10:58

Looks good. I think the colors indicate the distance-parameter for the objectsize in the pathfinding.

Since you have quite a large grid, try to make "LOD" stages for the pathfinding.
Where you make one or more less detailed pathfinding-grid-overlayers, with a lower resolution.
(for example: 1 field=4 lower grid fields, make it passable only when
ALL of the lower grids fields are passable)

So for a distant search, the pathfinder would first look for
the rough open area-connections, and then go one level deper in finding
the exact way. (keeping inside the found path-fields of the "over"grid)
Posted By: sivan

Re: What are you working on? - 01/25/12 13:07

yes, I do something like that, to achieve group movement, briefly:

all is done within my MapBuilder editor (without manual settings required): 10x10 tiles form a default area (called as cluster), which are automatically subdivided when they contain some homogeneous sub-areas, like an impassable high slope abyss, or water, or badly walkable hill or swamp. Each area move cost is also calculated, and real passability checked too, and stored. It will be used for the high level pathfinding, thus in case of 500x500 tiles, the area array consists of approx. 50x50 clusters = 2500 elements. it can be searched fast enough by A*, taking into account move cost, and later some additional AI influence too.

The tile passability is based on calculated maximum unit size (shown in the picture by different coloured squares) depending on 4 different unit capabilities at the moment, by measuring terrain hight and slope data, plus obstacle data updated periodically, plus moving unit data updated frequently. Each units within a group will do its own, low level pathfinding in small tile arrays, using a faster (but more stupid) solution than A*.

Now I'm ready with these data structures, plus the A* array systems, plus I have the 2 pathfinder algorithm to be used (should be altered a bit of course). What is next is group order and unit behaviour system to be implemented... I realized that making pseudo codes is useful and fun, but requires a lot of chocolate laugh
Posted By: HeelX

Re: What are you working on? - 01/29/12 17:21

Playing arround with cluster-algorithms; I want to cluster a generated set of points into equal clusters to procedurally bake (later) trees as batches into big models instead of placing one entity for each tree (for good reasons). I am not yet done, though:


Posted By: Rackscha

Re: What are you working on? - 01/29/12 18:41

@HeeIX: looks very interesting. Can you explain it a bit further, for example where do you need it explicitly, or what are you going to do with it at the end?
Posted By: Joozey

Re: What are you working on? - 01/29/12 18:46

Nice HeelX. I get stap 2 and 3, but how did you get step 1 to be that beautifully randomly clustered? tongue
Posted By: HeelX

Re: What are you working on? - 01/29/12 19:19

@Rakscha:

Having thousands of entities for trees in a level consumes much processing power. Since in the game for which I am writing the editor for, has much vegetation on 5x5 km maps, I suggested that we could take the x/y points for each tree on the map and bake, e.g. several dozen trees together as one single model. If the trees share textures and use e.g. texture atlasses for the leaf-parts, a huge performance gain can be reached. I'll keep you updated, because that is what I am going to do after I finished the clustering stage. I implemented k-means clustering for vectors (xyz), finished a balancing postprocess, for minimal mean distance to center -or- approximate equal size of all clusters (size = number of datapoints per cluster) and will now design a hierarchical clustering that tries to 1.) create as less clusters as possible and 2.) don't overcome a limit of datapoints per cluster (this is important, because if my tree with highest polycount has e.g. 1000 faces and since I can only have models with 2^16 = 65536 faces, in this case the limit would be 2^16 / 1000 ~= 65 trees per model == 65 datapoints per cluster. A lower bound will also be introduced to avoid, that if a clusters molders back into a 1-datapoint cluster (when k, the number of generated clusters gets to high). In that case, I use the k-1 clustering and apply the same algorithm to those clusters, that exceed my upper bound and do everything until the upper- and lower-bound condition holds ultimately.

@Joozey: I just draw a greyscale bitmap with gradients and soft-brushes and used a Floyd-Steinberg algorithm to dither it; with an eraser I deleted some parts. I wrote a function that creates an array of VECTOR's for each white pixel in a bitmap, with each VECTOR representing the coordinates.
Posted By: Joozey

Re: What are you working on? - 01/29/12 19:21

Ah, so not completely procedural laugh
Posted By: HeelX

Re: What are you working on? - 01/29/12 19:23

Originally Posted By: Joozey
Ah, so not completely procedural laugh
During tests - no. Later I will create a probability map from topographic maps and use the seeding function I showed earlier to generate the datapoints. This way, you can throw in an arbitrary map and matching forests are generated.
Posted By: sivan

Re: What are you working on? - 01/29/12 20:19

hmm... 5x5 km with extensive vegetation really needs tricks. probably this game won't be a flame thrower simulation laugh I mean if vegetation is static, it is a really fine solution!
Posted By: fogman

Re: What are you working on? - 01/29/12 20:21

@HeelX: Do you use the mdl7 sdk to bake the models?
Posted By: HeelX

Re: What are you working on? - 01/29/12 20:30

Originally Posted By: fogman
@HeelX: Do you use the mdl7 sdk to bake the models?
Yes, I will smile

Originally Posted By: sivan
hmm... 5x5 km with extensive vegetation really needs tricks. probably this game won't be a flame thrower simulation laugh I mean if vegetation is static, it is a really fine solution!
It's not a rainforest game either smile maybe I am also totally wrong about the tradeoff, but I have a strong feeling about this.
Posted By: sivan

Re: What are you working on? - 01/30/12 09:19

yeah, desert games have an advantage grin
Posted By: nacrug

Re: What are you working on? - 01/30/12 16:10

I am new on game programming, i've started game studio a month ago and i made soft point light shadow shader, however i couldn't put image here.edit: i did it now thanks heelx
Posted By: JoGa

Re: What are you working on? - 01/30/12 21:12

i'm just working on my little game and got some empty brain, no idea, maby somebody can help me, if he has a idea...
I need two icons in a kind of "bubble" or something like that over the head of NPCs, where the player can buy things or can talk with them (should be just in general "buy" and "talk").

(click to enlarge).
On the left you see my pictures for this in gimp, but it doesn't fit in a medival world.
I dont like my actual version and maybe somebody has got a better idea or some food for thoughts?
Posted By: Rondidon

Re: What are you working on? - 01/30/12 21:16

Nice laugh . Reminds me on Daemonica.
Posted By: Damocles_

Re: What are you working on? - 01/31/12 04:30

The comicstyle speech-bubble + realistic dimensioned moneybag/coins does not really
fit. (the styles look mixed together)

Try to make the coins/bag bigger and more expressive.
Or pur some perspective into the bag and coins, not just
a flat top-down look.
Posted By: sivan

Re: What are you working on? - 01/31/12 09:11

@JoGa: put the message onto paper scrolls as the first typical solution... (can be animated nicely to open and close to get the attention of the user, even if they are small and positioned next to characters)
Posted By: Rackscha

Re: What are you working on? - 01/31/12 12:07

@Nacrug: looks nice. i must admit, first i thought you're a troll. But it trully seems you are aware of what you're doing grin

What are your previous experience in programming? Because, your result lokks pretty solid for a first post here laugh

Greetings
Rackscha
Posted By: HeelX

Re: What are you working on? - 01/31/12 12:23

Yes, it looks really neat! Would you mind to make a small demo for us to have a closer look, especially when it comes to performance and image quality?
Posted By: nacrug

Re: What are you working on? - 01/31/12 13:15

@Rackscha: i didn't do anything for game programming before, but i have a friend who can help me about gamestudio. He made me to start and he is good teacher.

@Heelx: Actually, i am trying to improve this with max 3 pointlight shadow but i am still learning transferring datas from engine to shader. I try to figure out how vecLightPos works etc..
Posted By: JoGa

Re: What are you working on? - 01/31/12 15:12

@ damocles, sivan, Rondidon: Thanks for reply and the ideas!
I made a model of a bag and some coins, which are rotating over the head.
I added 2 radiationsprites, which are rotating in opposed direction. They are for standing out the bag and coins from the background. Hope, it looks better now - the paper scrolls are great ideas, too - I will add them.

Thanks!

Posted By: Uhrwerk

Re: What are you working on? - 01/31/12 15:23

That bag looks perfect. Don't know about them sprites. Does not look like it fits the style on the shot, but maybe in motion it looks right?
Posted By: Damocles_

Re: What are you working on? - 01/31/12 15:30

The coinbag is really nice now.
Not shure how the ring looks animated, its not referring to an offer as intuitively as the speachbubble.
Though the player will quickly learn that a hovering icon
means an offer / quest.

Just make the ring less dominant. (more transparent for example)

If its animated, it will visually stick out even with high transparency.
Posted By: Rondidon

Re: What are you working on? - 01/31/12 16:39

Looks much better than before. I like it, too.
Posted By: ratchet

Re: What are you working on? - 01/31/12 19:37

@Joga :
You could improve it by making it lot more popping up from the 3D scene with some blackline or other color border on the icon !




Posted By: Harry Potter

Re: What are you working on? - 01/31/12 19:47

Sorry, ratchet, but I think the sprite of JoGa looks much better.
Posted By: JoGa

Re: What are you working on? - 01/31/12 20:09

wow, thanks ratchet for your effort!
Your idea is great, but I think I use the single model + sprite without a border because it can be seen good enought (I hope :D)
Bag and coins for trading. Book for details of the story. Paperscrolls are used for abilities, the player can learn.
I use the border for Items on the ground and the a little scroll of paper for the mouse-Icon, that chances if the player move the mouse over the NPCs.
First time, the player should be in contact with this guys, he will get a message, that he should talk with them so he should learn quickly for what this symbols stand for.
For those who want to see the icons: http://www.youtube.com/watch?v=V7RPwof8-Es
The Icons are for testing not on the right place, so don't be bemazed laugh.
I hope it's good now (I dont belive how much time is "wasted" for creating so little thinks) and thanks again for all your effort!
Posted By: ratchet

Re: What are you working on? - 01/31/12 20:29

In motion, indee your icons attract the eye direcly ,no need for colour border laugh
Keep it up !
Posted By: HeelX

Re: What are you working on? - 01/31/12 21:46

Finished my clustering algorithm, works now like a charm with lower- and upper-bounds; spatial distribution is now taken more into account than before, see yourself:

click me


and because I don't want to bore you with algorithmic yaddayadda, here a shot of Michael, the main character of one of my personal projects - Razor for my Valentine, as I have worked on him in my spare minutes over the last few months:



The hair has to be improved, though - was my first trial with Cinema's mograph spline deformer.
Posted By: Rondidon

Re: What are you working on? - 01/31/12 22:00

His name is Michael and he`s black, but he looks like JustSid(`s old avatar) with that haicut. I smell a conspiracy. laugh
Seriously: I like the model a lot. It looks interesting and has some unique style. Like a depressive mixture between emo and innocent cuteness, but with an evil touch. Keep it up! Good work.
Posted By: HeelX

Re: What are you working on? - 01/31/12 22:23

Originally Posted By: Rondidon
a depressive mixture between emo and innocent cuteness, but with an evil touch
That is a great summary for my character sheet smile thanks!
Posted By: Michael_Schwarz

Re: What are you working on? - 01/31/12 23:29

I'm looking good!
Posted By: Hummel

Re: What are you working on? - 02/01/12 13:21

You have no eyes, what´s good about that? oO
Posted By: HeelX

Re: What are you working on? - 02/01/12 13:29

Originally Posted By: Hummel
You have no eyes, what´s good about that? oO
Just imagine my avatar on his face smile ... yes, it's missing yet.
Posted By: sivan

Re: What are you working on? - 02/01/12 13:39

@HeelX - how do you determine cluster middles? searching for local density maximums somehow?
Posted By: HeelX

Re: What are you working on? - 02/01/12 13:50

Originally Posted By: sivan
how do you determine cluster middles? searching for local density maximums somehow?


I do particular nothing, that is an inherent quality of the general k-means algorithm, since the mean distance to the cluster center is minimized. What I do is that I just say "no more than x" datapoints per cluster and the algorithm creates an approximate solution for it. I create per dataset several cluster instances and do some analysis on the cluster statistics (especially the variance on the size) to decide which cluster-instances are good and which are not, which has a relative balancing effect on the overall quality. If datapoints result in clusters, that are below the lower bound, I mask all datapoints in clusters which are exceeding both bounds and apply the same algorithm on the remaining points and merge the results later on. If I cant even make 2 fitting clusters on the datapoints, I do some sort of brute force solution: sorting the points in terms of distance to the smaller cluster and assigning in ascending distance order until the point swap is even.

So, at the end, I don't know beforehand, how much clusters are "there"; I just have the boundary constraint of the cluster size and I am searching in a recursive fashion and changing focus on datapoints.
Posted By: Rondidon

Re: What are you working on? - 02/01/12 18:01

Originally Posted By: HeelX
Originally Posted By: Hummel
You have no eyes, what´s good about that? oO
Just imagine my avatar on his face smile ... yes, it's missing yet.

I tried everything I could to convince him .. but he doesn`t seem to like his new face. frown Well, at least I could make a screenshot laugh


Posted By: Otter

Re: What are you working on? - 02/01/12 18:07

@HeelX:
Nice to see that you go back to old roots. ^^
The new style is cool. I like it!
Hope to see more from "Razor for my Valentine" in the future.


Today i'am working on .... myself laugh

I already have a skin, but not finished and ready to show.


mfg
OTTER

@Rondidon:
I don't think he meant exactly his avatar face ^^'

Posted By: Rondidon

Re: What are you working on? - 02/01/12 18:11

You didn`t really made this in Med, did you? O_O
It looks pretty detailed and frightning. I`m looking forward to your project laugh
Keep it up! Great work as always laugh .
Posted By: sivan

Re: What are you working on? - 02/01/12 20:26

@HeelX - ahh okay, just the order of pictures was tricky, and I thought the cluster quantity is determined first by item quantity... (which would be also not too complicated, but pre-defining their middle positions by item distribution would be a trouble for me)
Posted By: Joozey

Re: What are you working on? - 02/01/12 22:42

Amazing otter!
Posted By: Hummel

Re: What are you working on? - 02/01/12 23:49

yup, really nice.
Posted By: WretchedSid

Re: What are you working on? - 02/02/12 00:09

Like rondi, joozey and Hummel said, your work is terrific, Otter!
Really amazing what you can do with MED
Posted By: ratchet

Re: What are you working on? - 02/02/12 20:17

@Otter:
Very good optimisation and curves with your low poly dragon laugh
You should post your models on polycount forums !
Posted By: Error014

Re: What are you working on? - 02/02/12 20:51

I must say, I really like this thread, even if I don't post often here. HeelX, thanks for so often providing a bit of background information about the code you use, it's really interesting to read. laugh

~~



Ingame news shown. Players need to know whats up. Additionally, small skits reveal more about the characters, and allow us to tell stories about them. We want the players to grow fond of the characters, but it doesn't fit Dungeon Deities' gameplay, so it's placed in here -- by chosing the TV in the throne room, you can access these stories.
Posted By: ratchet

Re: What are you working on? - 02/02/12 20:59

Another toon soldier character for mini casual arcade game.

Posted By: Rondidon

Re: What are you working on? - 02/03/12 12:54

Finally got my daytime and weather system to work feat.
- rain
- thunderstorm
- nice weather
- sunrise
- dynamic wind strength
- seasons (summer and autumn so far. It works by changing the RGB values of the vegetation mesh at runtime)
- JCL`s PSSM shadows wink . I could finally tweak them to work with my project, although they`re still very slow and halve the framerate.

And I worked on improving my level. I photographed some animals at the real scenery and modeled them in Blender.

Sunrise:




Rainy weather:


Animal models (very lowpoly):




Posted By: HeelX

Re: What are you working on? - 02/03/12 13:31

That project is nicely coming along! Very nice smile one tip: if you would bake ambient occlusion into a 2nd uv map, you can achieve much more realism for almost nothing
Posted By: Joozey

Re: What are you working on? - 02/03/12 13:43

Haha, the seagulls are bad-ass.
Posted By: JoGa

Re: What are you working on? - 02/03/12 14:18


great screenshots! The plaster (der Putz?) of the houses looks a bit too clean/to less diversity in the colour or too less shadows; I don't knwo what it is exactly, but the orange house looks a bit strange to me. Maybe too less details in the orange plaster?

i love the goose, they are cute!! ^^
Posted By: Germanunkol

Re: What are you working on? - 02/03/12 15:17

I second that: especially on the "rainy" screenshot, the houses look way too bright.
Posted By: Uhrwerk

Re: What are you working on? - 02/03/12 15:20

On that rainy day: It looks like a totally clear day to me. The sky is too blue imo. I love the goose and the seagulls. :-)
Posted By: Rondidon

Re: What are you working on? - 02/03/12 15:23

Thanks a lot for your suggestions. I`ll make the rainy weather setup a bit darker. Thanks to my smart weather system that`s only a matter of some sliders laugh .
@HeelX: That`s a great idea! Thanks.

Edit: Okay, I tried to find a better "rainy" setup now. Of course the level and the lighting is still not perfect.
In the game it looks better because of the moving sky, the waving grass, the rain and so on laugh


Posted By: ratchet

Re: What are you working on? - 02/03/12 19:21

That's great !
Only the orange house ,seems to have some too strong orange color ?
Posted By: Rondidon

Re: What are you working on? - 02/03/12 19:24

I`ll make it less orange, you`re right. Thanks a lot for your ideas.
Posted By: Uhrwerk

Re: What are you working on? - 02/03/12 19:48

Yep, much better now! laugh
Posted By: Joozey

Re: What are you working on? - 02/05/12 00:58


Spaceport manager game.
Also crappy demo movie here: www.youtube.com/watch?v=_KbPHIG9-f4
Posted By: Rondidon

Re: What are you working on? - 02/05/12 01:07

Very nice. Unique graphics style. Reminds me on the games on our first family computer (a lightning-fast 286 at 16 MHz and MS-DOS 1.0 plus green/black monitor. laugh ). Keep it up!
Posted By: Joozey

Re: What are you working on? - 02/05/12 19:00

Thanks laugh updated the pic to a newer version. I did it draw_ style for easy and quick prototyping. Creating models or sprites takes a lot of time, and I wanted to focus on gameplay rather. I do add sounds this time (usually I don't) to improve emersion. That definitely works. Beeps for important messages, slow-paced ambient techno/trance on the background.
Posted By: HeelX

Re: What are you working on? - 02/05/12 21:09

Started working on mdl instancing; bones already work:



Code is pretty straight forward; my ackmdl.dll is hiding the ugly stuff:

Code:
Mdl* mdl = mdl_create ();
mdl_addbone(mdl, mdl_bonecreate(NULL, NULL, NULL));
mdl_addbone(mdl, mdl_bonecreate(NULL, vector(50,0,0), mdl_getbone(mdl, 0)));
mdl_addbone(mdl, mdl_bonecreate(NULL, vector(25,25,25), mdl_getbone(mdl, 1)));

MdlCollection* collection = mdl_collectioncreate();

int i, radius = 50, segments = 150;
for (i = 0; i < segments; i++)
{
    VECTOR pos, angle;
    
    var a = i * (360 / segments);
    vec_set(&angle, vector(a, sin(a) * 25, 0));
    
    vec_set(&pos, vector(radius, 0, 0));
    vec_rotate(&pos, &angle);
    
    MdlInstance* instance = mdl_instancecreate(mdl, &pos, &angle, NULL, 1);
    mdl_collectionaddinstance(collection, instance);
}

Mdl* mdlCollection = mdl_collectioncreatemdl(collection);
mdl_save(mdlCollection, "mdlCollection2.mdl");



@Joozey: Your game looks so awesome. Guess what? This lead me to the wikipedia page about airports and airport infrastructures; have a look, it's darn interesting to get to know the real stuff, that drives the real world - you might enjoy it, while getting a flood of ideas for your own game. At least, I had for a theoretical, rather realistic tycoon'eqsque game I am never ever gonna make smile --- best wishes!!!
Posted By: Rei_Ayanami

Re: What are you working on? - 02/05/12 22:15


[With Sidney Just / JustSid]
Posted By: WretchedSid

Re: What are you working on? - 02/06/12 02:01

So, we did some more stuff. Eg. making the whole thing work:


Its pretty cool to be honest, aka, we are awesome!
Posted By: Germanunkol

Re: What are you working on? - 02/06/12 10:55

Looking cool. What's the goal? What's ImageFactory gonna do?

Edit: "Combine" looks pretty useless to me. Why don't you just allow multiple outputs for one value of a node?
i.e. Link the value directly to the R, G and B inputs of the bmap, link the "Image" output of the Defocus node does in this picture:
http://www.freewebs.com/pwnage303/screens/bloom_DOF.jpg
Or am I missing something?
Posted By: WretchedSid

Re: What are you working on? - 02/06/12 11:37

Variables can only be connected to one filter, everything else would require more lines of code and since this will be an entry for the 200 lines contest...
Anyway, the goal is to procedurally generate textures by stitching filters together.
Posted By: HeelX

Re: What are you working on? - 02/06/12 11:52

Will you extend this into a more general, versatile tool afterwards?
Posted By: WretchedSid

Re: What are you working on? - 02/06/12 12:01

Only if we win the first price tongue
Posted By: Germanunkol

Re: What are you working on? - 02/06/12 18:08

We'll, you're off to a good start. Good luck!

(P.S. - second price is also an A8 or 500€ (or Dollar?))

200 lines of code seem to be tiny for such a project. Will you be using external information for what the nodes do? cause otherwise I can imagine it'll get squeezed in there...
Posted By: Rei_Ayanami

Re: What are you working on? - 02/06/12 18:19

What we want to enter is the editor itself, everyone can use their own shader/functions. The information about them are saved in an external file, and we just read them out, pass values and process them.

At the moment we are creating a "big" version, which contains way more than the final contest-entry, especially fancy GUI animations and stuff. [Though we have not decided what will be "in" at the end]

We are at 34 344 byte pure source code - ungolfed [long definitions, no defines, with unneeded fancy stuff]

[+ Thanks to George's rules "lines" are actual lines in the code editor, not ";" ^^]

Edit2: I never want to work with the standard gamestudio ui again ^^ Little update, that really disturbed me: left/right alignment:

Posted By: ratchet

Re: What are you working on? - 02/07/12 09:33

@JustSid :
You make that interface for shaders tweaking and you have some another winning tool laugh
Posted By: Rackscha

Re: What are you working on? - 02/07/12 09:59

@Rei: so, writing everything in a singleline is now considered a single line o.O?!
Posted By: TheShooter

Re: What are you working on? - 02/07/12 11:18

Just workin on a new end time game. The Game is set after a nuclear meltdown.
Here is a foretaste of the game:


Hope you like it!

regards,
TheShooter
Posted By: Anonymous

Re: What are you working on? - 02/07/12 11:53

he always coming back, TheShooter:)

well to your screenshot....well....lighting looks ok, textures on the wall could pass aswell but why does the ceiling have the same texture, and why does the tiles tripled their size at the end of the room? Why does the "table" fly?
Not much else to see, almost feels like a deja-vu laugh
Posted By: TheShooter

Re: What are you working on? - 02/07/12 12:01

Yes, I'm always coming back. laugh
The Table is mounted on the wall, I just have to add some screws. Ive got an other texture on the end of the room:



I know, it does not look perfect, but I will not give up! laugh

regards,
TheShooter

PS: And I'm getting better everytime, eh?
Posted By: Anonymous

Re: What are you working on? - 02/07/12 12:08

if the table is mounted on the wall then the shadow in totaly off.
the little i can see looks ok so far, but tell me (us) why did all your other attempts failed? Was it because of the level design or the lack of programming skills?
Posted By: Rei_Ayanami

Re: What are you working on? - 02/07/12 12:10

@ratchet:
Our first idea was actually "Shader Factory", but we gave it up quite quickly because of our shader knowledge and so on.

@Rackscha:
Yep, but you need to keep the file below 5KB.
Posted By: TheShooter

Re: What are you working on? - 02/07/12 12:16

@chris_oat:
The other projects have failed because I can not really program. This one will probably fail too, but on every project, I get a little more far. Yes, I have some problems with the shadows, because I have brighter lights in another room, and I cant assume an object only to receive light from one source.

regards,
TheShooter
Posted By: Damocles_

Re: What are you working on? - 02/07/12 12:16

@The Shooter:

if you make a low res leveldesign, why not use low res textures then.
I think this would fit better together, and saves also lots
of work on the textures.
Posted By: TheShooter

Re: What are you working on? - 02/07/12 12:20

It is supposed to be a high quality level. But not on the current status. First, I'm trying to add some nice shaders. (Need HLSL for that. *learning*)

So probably after 100 failed projects, I got a good looking Level. laugh

regards,
TheShooter
Posted By: Rackscha

Re: What are you working on? - 02/07/12 12:23

@Rei_ aha, so the 200 lines contest transformed into a 5kb contest o.O
Posted By: Anonymous

Re: What are you working on? - 02/07/12 12:23

GS already has some nice shaders. And if not GS then Users like HeelX created some too. Which Shaders are you seeking for?
Posted By: Rei_Ayanami

Re: What are you working on? - 02/07/12 12:24

Originally Posted By: George
the 200 lines of code are meant to be actual lines of code, not necessarily semicolons.

Posted By: TheShooter

Re: What are you working on? - 02/07/12 12:26

@chris_oat:
I'm trying to make a detail normal map shader, with color map, displacement, diffuse map, and an occulusion effect. So not realy a complex shader.

Also, I'm thinking of, to create a new 3D lighting pipeline, but thats complex...
Posted By: Anonymous

Re: What are you working on? - 02/07/12 12:29

Originally Posted By: TheShooter
a detail normal map shader, with color map, displacement, diffuse map, and an occulusion effect

Sounds complex enough to me:) Does any commercial game have that kind of shader? if yes may you direct me to some screenshots of it?!
Posted By: TheShooter

Re: What are you working on? - 02/07/12 12:33

For example, "Metro 2033" got that kind of Shaders. In addition, its got dx11, and tesselation as well.
Posted By: Anonymous

Re: What are you working on? - 02/07/12 12:47

and you think you will be able to build a game like that with all the required good looking art (models and Textures, Normalmaps, Hightmaps and Detailmaps)?
Dont you think a Normalmap Shader is enough for you?
Even you are able to create such a shader, will you be able to programm the rest of the game (Player, AI etc) ?
Posted By: rvL_eXile

Re: What are you working on? - 02/07/12 12:50

In my Opinion you missunderstood somethings about shaders...
The Shaders doesnt make your Level looks much more impressive without adding much more details...

So , your Game starts after an Nuclear Meltdown...okay cool...Abandoned City style... But your "ROOM" doesnt fit this style, it looks to much clean for this.
Search for Google Pictures for Tschernobyl and have a look inside the Houses, you see much more destroyed furniture / dirt / cracks a.s.o...

regards Sebastian
Posted By: sivan

Re: What are you working on? - 02/07/12 13:11

@The Shooter:
Hi, I always find some strange minor things in level designs, this time too: that type of lamp is not a direct/indirect type, so no light on ceiling should be visible (as I see it's a 2x58W IP65 industrial fluorescent lamp). Sorry, occupational disease laugh
And I agree with that more detail really does matter.
Posted By: rvL_eXile

Re: What are you working on? - 02/07/12 13:41

Made a little example for u... Nothing special, just 20 minutes work... Added a broken shelf with some boxes, borken wall, hole one the ground with some plates and some cables.
Try to do this too and add dirt & crack decals / broken furniture / brick stones on the broken wall...



regars Sebastian
Posted By: TheShooter

Re: What are you working on? - 02/07/12 13:47

Wow, maybe I try to create my scene in Blender too.
I will give it a try. laugh

EDIT: Maybe, you would be so kind, to upload this file for my startup?
Posted By: HeelX

Re: What are you working on? - 02/07/12 13:58

If you are looking for a post-apocalypse scenario, play either Fallout 2 or Fallout 3. They are great, especially the design.
Posted By: rvL_eXile

Re: What are you working on? - 02/07/12 14:00

heres the file...
Room Simple

regars Sebastian
Posted By: TheShooter

Re: What are you working on? - 02/07/12 14:02

I played Fallout 3, this is a good resource for ideas. Thanks, I forgot this already.

@rvL_eXile: Thanks!
Posted By: Damocles_

Re: What are you working on? - 02/07/12 15:58

Fallout 3 had more of this dark look.

If you live in Dubai, maybe you like the "dry desert" Theme more.
-> Destroyed Buildings + makeshift structures in a very dry Environment.

(Look at Mad Max or the structures in Waterworld.)

This was more the artstyle I liked for Wasteland.

Posted By: TheShooter

Re: What are you working on? - 02/07/12 20:10

Hey, maybe thats a better idea! And I got some scenes on my location as well. laugh hehehe

regards,
TheShooter
Posted By: WretchedSid

Re: What are you working on? - 02/07/12 21:18



I would like to puke, sadly not rainbows frown
Writing a script interpreter and parser in under 1kb is one of the worst tasks I ever had... FML.
Posted By: Rackscha

Re: What are you working on? - 02/07/12 21:21

@Justsid:

What do you need the interpreter for?
Can i look into the fullsource later? i like your flaming coment style grin
Posted By: Rei_Ayanami

Re: What are you working on? - 02/07/12 21:28

@Rackscha All the "functions" we have need to be stored somewhere, and a 5 KB source is a bad place for them. Because of that we have decided that all "functions" are just loaded by us and everyone can create their own. [That way we save size]
And well, as the user needs to write them, we need to interpret them.

We will release the full source after the contest wink
Posted By: Rei_Ayanami

Re: What are you working on? - 02/07/12 21:50


Why not Zergberg?
Posted By: WretchedSid

Re: What are you working on? - 02/07/12 22:13

Originally Posted By: Rackscha
i like your flaming coment style grin

Thanks, but this is the only part with "real" comments and only because I had a great headache with all this stuff, because we need to bind C functions to the script (otherwise everything would have been a bit more simple).

Oh, and a new image (again!)


Creating a white bitmap like a boss!
Posted By: Hummel

Re: What are you working on? - 02/08/12 02:18

separable hexagonal blur like described in this DICE paper:

Looks pretty neat,
although I would prefer a disc shaped filter but as it seams there is no efficient way to make them separable. frown
Posted By: JibbSmart

Re: What are you working on? - 02/08/12 05:41

Lots of cool stuff in that paper, even if some of it is just indirectly referenced, but I hadn't seen before.

Nice stuff, as always, Hummel.

(Lot's of good stuff happening in this thread! I am partial to shader work, though)
Posted By: Rei_Ayanami

Re: What are you working on? - 02/08/12 17:44

Awesome progress!

Multiple use of outputs, bézier paths for connecting lines, further progress of noisescript.


Posted By: ratchet

Re: What are you working on? - 02/08/12 22:13

Very interesting , could be a total new UI system for A8 custom tools : Visual Scripting , basic shaders editing (only variables tweaking and adjustment) , 2D animations composing , cutscene editor etc ...

Will you have some sliders with min , max properties values ?
Posted By: Rei_Ayanami

Re: What are you working on? - 02/08/12 22:27

Don't think so, as you can input anything via those "vars" at the moment smirk


We are discussing if we make a whole system out of it, if there is a big interest in it. Of course we would then make it way bigger, with a real UI and stuff.
Posted By: HeelX

Re: What are you working on? - 02/08/12 23:12

The border around the final image is too big tongue
Posted By: WretchedSid

Re: What are you working on? - 02/08/12 23:36

No.
We have an army of UI testers here and studies show that the border is perfect, everything else results in either exploding brains and/or crying people.
Posted By: Joozey

Re: What are you working on? - 02/08/12 23:45

Haha
Posted By: PadMalcom

Re: What are you working on? - 02/09/12 00:32

Just finished a tutorial on Panels including a demonstration on how to write a settings dialog.


Posted By: Joozey

Re: What are you working on? - 02/09/12 01:15

Nice work laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 02/10/12 16:32

Implemented some of the shaders from the wiki to see if everything works and will be easy-to-use for the user later. [Emboss, Negative, Black/White, Sobel Edge]

I also added a color-to-alpha and Sid a special "right" version of a monochrome shader:



Also improved the quality of the connection lines, still thinking about blurring them.
Posted By: JoGa

Re: What are you working on? - 02/11/12 09:38

just finished nearly the little dialog-system of my game, video is here:
Youtube
and a picture (klick to enlarge):
Posted By: HeelX

Re: What are you working on? - 02/11/12 10:28

Hey JoGa, your game is developing really nicely! Here are some (maybe) valueable remarks from the video; they not only cover the dialog system (I hope this doesn't offend you) and I just wrote them down to give you some hints how to improve here and there, too:

- The main character seems to float?
- Is it right that the dark character (the merchant) with whom you are speaking with, seems to be 1,5m taller than the main character?
- I really like the inventory, you were inspired by Neverwinter Nights, aren't you? This is so great smile
- Are the character skills the one from you or the one from the merchant? Because I don't know who of the both has which money (there is only one money value written to the screen).
- The whole GUI is done really nice. Though, I had problems to read the text... I don't know, have you tried a different font?
- Is your dialogsystem already able to cover conditional and branched narratives?
Posted By: JoGa

Re: What are you working on? - 02/11/12 12:28

Hey HeelX, thanks for your (of cause) valueable remarks, thats great!
- he does not float, but the shadow is bit bad, i think i will add a decal under him, to avoid the "floating-feeling".
- I so delighted about the working script/panels I didn't recognize, that I scaled the merchant in WED AND in the script, thanks!
- The skills are not included yet. I have to write a script, which create the purchasable skills in the inventory of the merchant equal to the player-level (as more the player "grows" in his level, as more skills will be purchasable). Sorry, didn't mention that ( 1 skill insert )
- Okay, that's sad, but maybe I attunded to the font so I will have a look for an other one Is it just the dialog or all text (the values in the inventory on the left for example or the headlines)?.
- The dialog is really, really simple because I want to tell the "real" story as audio, so the player have not to read that much and can play. (for example he have to walk a distance and as he walkes, he reads a letter as audio comment...)

I never played Neverwinter Nights except a little demo (just Dungeon Siege and D1+2). I hope some pleople forgive me, because I know it's a great game laugh
But thanks for the hint, I forgot this game, maybe I will play it now - for "inspiration" how they solved some problems in such a game.

I thank you for your comment and the time you have taken!
Posted By: WretchedSid

Re: What are you working on? - 02/11/12 20:58

Marian has forced me to post this:

Posted By: HeelX

Re: What are you working on? - 02/11/12 21:47

Finished vegetation generation; though, we waived for now the mesh baking via clustering, because it turned out, that my algorithm is too unstable for low cluster sizes - too bad. Plus, I finished the city editor (took me only 2 days, eek!), which you can use to place vast city environments in a fractional amount of time than you would need with WED. Plus, vegetation and buildings adapt to terrain deformations.


Posted By: MrGuest

Re: What are you working on? - 02/12/12 00:05

I don't know why, but I have the feeling you're going to soon be releasing game after game using this engine. And these games are going to be ones people talk about laugh
Posted By: Rondidon

Re: What are you working on? - 02/12/12 05:54

Some new Gamestudio related Blender stuff. The colors on the ground are for the Blendmap (terrain shader) and the coastmap (water shader).








Posted By: ratchet

Re: What are you working on? - 02/13/12 10:50

Cool scene Rodidon !
I see lot of polygons even on the far horizon, perhaps you could use lot more low poly trees or billboards fr distant trees ?
Perhaps i'm wrong ?
Posted By: fogman

Re: What are you working on? - 02/13/12 15:07

Getting into blender (again) and I´m really proud about my first achievement... grin


Posted By: HeelX

Re: What are you working on? - 02/13/12 15:16

Gave Michael his face and made it game-ready, because an animator guy will now review the model and throw in some kick-ass animations.

This is from the engine with standard gouraud shading:


Posted By: darkinferno

Re: What are you working on? - 02/13/12 15:30

um, those shots are from in blender, i doubt theyd have anything in low poly versions ... thats for when he brings it to GS i assume

great shots, the only thing is and am sure youre aware is that your textures are rather clean but thats expected, maybe if you could bake AO into them, it'd greatly improve your scenes
Posted By: ratchet

Re: What are you working on? - 02/13/12 16:23

@Heelx :
That's really good , i like it laugh
Platform game ?
Posted By: HeelX

Re: What are you working on? - 02/13/12 17:55

Originally Posted By: ratchet
That's really good , i like it laugh Platform game?

Nope, cute fairies, massively splattered all over the place smile ... I made a prototype some years ago, now I really get the hang on it in my free time.
Posted By: Rondidon

Re: What are you working on? - 02/13/12 18:07

@Foggy: Very Nice! laugh .

Improved the detail grade and added some grass, a forest cabin and some more stuff.









I`ll try to add some baked SSAO in the future. At the moment I don`t really have time for experiments, but I`ll look into it as soon as I have some open space.
Posted By: ventilator

Re: What are you working on? - 02/13/12 18:21

you could enable alpha testing in the blender viewport. then the vegation would look less confusing.
Posted By: rvL_eXile

Re: What are you working on? - 02/13/12 18:43

Also you could bake the AO / LM into an second UV Layer...
Posted By: Hummel

Re: What are you working on? - 02/13/12 21:31

Managed to build a relatively fast (as fast a the hexagonal filter of same size) separable disc shaped filter.
I put a small demo together showing the hex and disc filter in action:


Demo Download

The different kernels of the filter passes:


It requires one more pass with one more sample than the hex version to blur out the resulting pattern, but the hex filter requires one additional RT.



Posted By: HeelX

Re: What are you working on? - 02/13/12 21:44

This is sort of a Bokeh filter, right? This is soooooo cool!!! I wonder if it possible to have a larger blur?
Posted By: Hummel

Re: What are you working on? - 02/13/12 22:11

Quote:
This is sort of a Bokeh filter, right?
Actually, Bokeh is just the result of blurring image parts with high brightness contrast using the right kind of filter kernel (f.i. disc or hex, gaussian wont work->too soft).
HDR DoF is the usual application. Building larger kernels isn´t such a prob with the hex filter since it has linear complexity. Adding additional passes with the right sampling offsets can give you quite a large radius.
But I´m not sure in how far this works well for the disk kernel.
A common technique is to render sprites to achieve the bokeh effect where it is necessary. This way you can have quite large, arbitrarily formed results. wink
Posted By: HeelX

Re: What are you working on? - 02/13/12 22:54

I wondered, because corresponding to your original image (the 2px particles), there is no blurry mish-mash like with regular gauss- or box-blurs. I'm just asking, because in the long run I'm looking for better and faster alternative to blur my SSAO images, the better if the kernel is dynamically sizeable wink

I think I have a run at the moment; instead of playing Skyrim I coded a contour tracing and region segmentation algorithm in Lite-C. Even though I didn't fought against dragons and took some Skoma, it was quiet fun, too:



The changing color in the contour image indicates the order of contour points, stored in a linked list. It can handle degenerated cases, too (1px lines).
Posted By: Hummel

Re: What are you working on? - 02/13/12 23:49

If you weight all samples equally for your box-blur, you will achieve the bokeh effect too...but quads are usually not perceived as aesthetic as hexagons or discs for this case. tongue

What applications do you have in mind for your shown algorithm?
Posted By: Rondidon

Re: What are you working on? - 02/14/12 06:03

@Hummel: That`s amazing. (Very nice particle effect, too) laugh

Finally exported a first version of my new level to Gamestudio. Still a WIP. Some sprite trees in the background have to be replaced, normal mapping on the stones is missing and the water needs some color adjustments and a better coastmap.

+ HDR / no PSSM



+ HDR / no PSSM



+ HDR / + PSSM



+ HDR / + PSSM



+ HDR / + PSSM (Problems with grass frown )



no HDR / no PSSM


Posted By: ratchet

Re: What are you working on? - 02/14/12 09:03

@Rondidon :
you are becoming a great level designer and creator laugh
HDR + PPSM looks great !
The trees shadows are done from where ? it is shadow on trees, texture projector or some other shader ?
Posted By: Rondidon

Re: What are you working on? - 02/14/12 09:16

The trees are split into two different meshes. The leaves are animated and use an alpha test material and the trunks are the standard gouraud-shaded "mat_model" material with a custom ambient lighting formula. There`s nothing special about it laugh . For the future I`m planning to use some normalmapping.

Quote:
you are becoming a great level designer and creator laugh

Thanks a lot. I`m glad you like it. laugh
Posted By: HeelX

Re: What are you working on? - 02/14/12 09:22

Quote:
What applications do you have in mind for your shown algorithm?


I am going to extraxt pixels from a map that belong to harbour areas and auto-generate meshes for it. After getting to know these pixels, the next logical step to take is to get to know how many regions the binary image has and what contours each region has. Then, I'll filter the contours and place walls at the water-sides of the harbour areas and generate meshes for the floor parts.

Quote:
Finally exported a first version of my new level to Gamestudio.


This looks really cool, is this a portfolio project or work for a client?
Posted By: Rondidon

Re: What are you working on? - 02/14/12 09:45

It`s for a client in the first place, but of course it`s also for my portfolio. laugh
Posted By: Superku

Re: What are you working on? - 02/14/12 15:41

Looks really good, esp. the first screenshot! The only thing that I dislike is the shoreline, I would simply reduce the transparency of the water where it meets the sand (that is where it is white right now).
Posted By: Error014

Re: What are you working on? - 02/14/12 18:18

A video that you should see because it is _______ and ________! Also, the _______ ? Totally __________ .

See, I don't want to influence your opinions, so to protect your opinions, I added these censorship-blanks.
Now, your opinions, please! laugh
Posted By: ratchet

Re: What are you working on? - 02/14/12 18:30

Error014:
Gorgeous Zelda Retro Remake (the 3D and dynamic camera movments are great).
Reminds me the good age of PSX games using sprites and 3D laugh

It is for PC ? Do you plan mobile version ?
Posted By: Rei_Ayanami

Re: What are you working on? - 02/14/12 18:50

Yay, "We're the Resistors" by Eric Skiffs - nice!

Really awesome graphics and a nice game! [Only thing that disturbed me was the fact that the box was not moveable in one "step"]
Posted By: Error014

Re: What are you working on? - 02/14/12 22:21

Thank you!

This is made in Acknex, so it's Windows only until jcl decides to do the right thing. The game is part browser-game (you create the dungeons in a browser, buy the tiles, ...), so maybe for that, we'll create a special mobile site. But I don't think this client (where you do the dungeon-venturing) will be made into something avaible on smartphones.

Thanks Rei! I do like the theme, though it's probably going to get replaced with something tailor-made for the game. Can you elaborate what you mean with the "one-step movement"?
It's actually intended that the blocks can always only be moved one complete tile - turned out to be less confusing.
Posted By: Rei_Ayanami

Re: What are you working on? - 02/14/12 22:34

It looked like you had to run backward and forward again to push the block again, if the movement of the block (accelerate / move / decelerate ) is one part [eg, even if the user still pushes always accel/decel] I think it would be better.

(Looks like to much work for a simple task otherwise, but probably I am wrong, I haven't played it (: )
Posted By: Error014

Re: What are you working on? - 02/14/12 22:39

Ah, I see now. No, that was just my erratic playing behaviour - you can just keep the button pressed and it keeps moving (as long as there's space). laugh

A shame you haven't played it - we had the public alpha announced here -- but not too many people from here played it. To those who did: Thanks again, you rock! To everyone else, make sure to join the fun next time!
Posted By: Rondidon

Re: What are you working on? - 02/15/12 13:25

Dynamic weather system and daytimes. 25-35FPS on my Geforce 8800GTS 512MB with PSSM shadows and HDR. 65-90FPS with HDR without realtime shadows.






Posted By: ratchet

Re: What are you working on? - 02/15/12 14:20

25-35 is great for some adventure game or presentation , simulation. Not for a game with too much additionnal stuff :
complete UI, characters on the scene, special effects, Some basic AI etc ...

For shadows, you should use some UT3 clever technique :
texture projection, used from lot of years , same result :
Your trees won't move from their place laugh
And biggger performance (why not tunning in otpions like
static or real time for trees ?)

You should use billboars that orient to camear direction for far distant trees, instead fo some static 2 crossed planes :
they are too much visible, a billboard would give lot more
best result for even less processing : only 1 plane !
Posted By: Espér

Re: What are you working on? - 02/15/12 14:34

The 1st Database tab of my Rpg Creation Tool:


grin
Posted By: ratchet

Re: What are you working on? - 02/15/12 16:08

That's a cool RPG tool !
Will it be for your personnal use or distributed in some game ?
Why complicated mathematic curves ?
English version ?
Posted By: Damocles_

Re: What are you working on? - 02/15/12 16:38

If its ment as a "general" NPC-Edit tool.

Output:
What do you use as save format?
A custom textfile, XML, or a SQL DB connection?

Input:
And can the user alter and extend the input parameters?
Such as defining the bulletpoint-list "Zweihandwaffen tragbar, Kann Schilde tragen".

(By defining the list-items in a textfile or as DB Table)
Posted By: HeelX

Re: What are you working on? - 02/15/12 18:21

generic polyline reduction using Langs' algorithm:


Posted By: Espér

Re: What are you working on? - 02/15/12 19:14

The language can be changed with a config file. But we create the tool in german.

The file formats are compressed dumbs (like the marshal dumb rxdata files from rpg-maker xp), wich can only be accessed with a DLL we write.

This is just the 1st tab of the Database from the ARC (A-RPG Creator) and not just a simple NPC Creator. The ARC will be distributed as a standalone RPG Creation Toolset (like the Rpg makers). The Curves are just a visual hint of the values per level behind each column. If you click on one of that curves, the Curve-Creator opens, and you can change the parameters for all levels or create a random curve (or a curve based on a start->end algorythm).
Clicking the samll tri-color buttons at the bottom of the charakter and face field, the Character-Creator and Face-Generator opens. Means you can use predefined/precreated Charaktersets or create a new one out of Bodyparts.

The parameters and options in the Database are hardcoded, but you can extend them by vidoque (script wrapper language) ^^

At the moment, we change positions and sizes of the GUI Elements, to create a more neat arrangement.
Posted By: Rondidon

Re: What are you working on? - 02/17/12 16:07

Added some DOF written by Slin from the Shaders! V2 Collection

Ship model and river level is still unfinished.










Real world:







Posted By: Espér

Re: What are you working on? - 02/17/12 16:48

A new Database Tab is ready.
The Skilltree Editor:

Posted By: JoGa

Re: What are you working on? - 02/17/12 17:07

arrr, Espér, das sieht ja wahnsinnig aus!
Darf ich fragen, mit was du die Editoren programmierst?
Mmit was habt ihr die Icons gemacht? Die sehen hammer aus!
Das Frostschild rechts oben erinnert mich etwas an das, des Eismagiers aus WoW bzw das links unten aus Guildwars. :-D
habt ihr die Icons größer entworfen und am schluss dann kleinskaliert? Bin auch grad dabei mir gedanken über Skillicons in meinem Spiel zu machen, deshalb die Frage grin

Seith auf jeden Fall super aus - gibts vom workflow mit eirem talentbaum-editor dann auch mal ein Video?
Posted By: Espér

Re: What are you working on? - 02/17/12 17:12

Der Editor wird... TADAAAAA.. mit der Acknex Engine programmiert ^^
Da ich zu testzwecken keine andren icons habe.. hab ich mir GW und WoW icons geklaut (sry and die Entwickler ^^)

Videos folgen ^^
Aber erst die ganze Database vollens coden
Posted By: fogman

Re: What are you working on? - 02/17/12 18:30

@Joga: Skaliere die Icons am Schluss klein und erhöhe anschliessend ein wenig den Kontrast / benutze einen "Schärfen"-Filter. Wirkt Wunder!
Posted By: Rackscha

Re: What are you working on? - 02/17/12 19:21

@Esper: muss zugeben, sieht klasse aus. Davon ist unser team noch etwas entfernt^^"
Posted By: MrGuest

Re: What are you working on? - 02/18/12 02:18

Thanks again to the Germans for forgetting which language this thread is in!
Posted By: Rackscha

Re: What are you working on? - 02/18/12 03:37

@MrGuest:
Iam sorry. Ofcourse, i should write in english here, too.

PS: But i must say "Thanks again to the Germans..." sounds a bit offending, or maybe iam just tired.
Posted By: Hummel

Re: What are you working on? - 02/18/12 03:45

Actually, he is offending tired Germans. What an evil man.
Posted By: darkinferno

Re: What are you working on? - 02/18/12 04:04

[incomplete]

Posted By: Rondidon

Re: What are you working on? - 02/18/12 06:25

Is this some level design for Scion? A bit blocky and low detailed imho, isn`t it?
Posted By: JoGa

Re: What are you working on? - 02/18/12 07:11

1. i dont think im ignorand, im just buzy and wrote with @ , but ur right, next time i pm if i dont ahve the time to translate.
google translator:
@ Esper: Oops, I ask myself with Acknex something too complicated to program against, so hats off laugh
But self aware that I know the icons on the left below was from me yet known TdP runs from ele-bonders (burning ropes): ->
I'm really looking forward to a video!

@ Fogman: Wow, great, this is a great tip! viieeelen Thanks! I had the problem that the icons were washed out right, but with your tip, you can counteract the beautiful, thank you!
Posted By: MrGuest

Re: What are you working on? - 02/18/12 09:31

It's not aimed at all Germans and especially not tired ones, just the arrogant ones who refuse to keep the thread in the language it was started in time and time again. laugh
Posted By: Rondidon

Re: What are you working on? - 02/18/12 10:02

I think that`s because it`s a lot more tiring to write and think in a foreign language. Even if you`re (halfway) capable of it laugh
Posted By: darkinferno

Re: What are you working on? - 02/18/12 13:51

Originally Posted By: Rondidon
Is this some level design for Scion? A bit blocky and low detailed imho, isn`t it?
no, its not for scion, its for a demo where making for a contest laugh

yes its pretty low detail i agree but its the result of less than 2days work, havent put any work into the texturing of walls yet:

Posted By: sivan

Re: What are you working on? - 02/18/12 14:44

be positive: this forum is a great chance to learn German grin (I put a Google translate to English button to my browser soon after I joined this forum laugh Not the best but works.)
Posted By: ratchet

Re: What are you working on? - 02/18/12 14:58

@DarkInferno :
That's great work.
I htink the blocky stones comes from that ruins was a building ?

To make it more ruin and les perfect squarre, you could mmake some stone breaks ?


The green grass on trees and walls seems to be too much darker than the ambient lightening ? perhaps some luminosity / contrast adjustment ?
Posted By: darkinferno

Re: What are you working on? - 02/18/12 15:48

yes ratchet, i agree, the blocky thing is just placeholder and was made from blocks in WED, i hope to get one of my artists to remodel it, which would fix all the blocky areas and the coloring isnt final, true, thanks for the crits laugh
Posted By: HeelX

Re: What are you working on? - 02/18/12 17:50

ear-clipping triangulation (thanks to Firoball for the hint to that algorithm):


Posted By: HeelX

Re: What are you working on? - 02/19/12 21:37

I take this:



and generate this:



Posted By: Rondidon

Re: What are you working on? - 02/19/12 21:44

Nice!
Posted By: PadMalcom

Re: What are you working on? - 02/19/12 22:58

Agree! Needs some more vegetation and it could generate some great generic levels!
Posted By: fogman

Re: What are you working on? - 02/20/12 01:48

Definately cool!
Posted By: Hummel

Re: What are you working on? - 02/20/12 02:22

Indeed!
Posted By: ratchet

Re: What are you working on? - 02/20/12 12:13

Low poly warrior WIP (some half hour modeling) for casual simple game. PC prototype , mobile after completition.


Quick wip colour and rigged, ready for animation laugh
(one and half hour after: rigging , tweaking taked me all the time)


Posted By: Hummel

Re: What are you working on? - 02/20/12 17:24

Nice one!^^ But the sword type doesn´t match the character theme...
Posted By: ratchet

Re: What are you working on? - 02/20/12 22:14

It should be more samurai sword, but i want originality :
Borred about all stereo typed games laugh
I like original studios sometimes: Suda Team , Clover Studios etc ... and japanese games using totally original monsters :
Persona 4, some Final Fantasy titles etc ...

Perhaps i'll turn the texture to some bad evil warrior in a dark armor (it's simple blocking color for now !)
Posted By: ratchet

Re: What are you working on? - 02/21/12 11:42

I choosed simple paint, i'll keep a minimalist style and minimal texture.
Like Amstrad and old games, the shapes suggested thing, your imagination did the rest laugh
I bet more on fun smooth gameplay, special effects (Zelda Wind Walker), and features than graphics.


Posted By: MrGuest

Re: What are you working on? - 02/21/12 13:25

I like it :), is he gonna be a hero or just an enemy?
Posted By: ratchet

Re: What are you working on? - 02/21/12 15:59

Thanks ! It will be an ennemy, some possessed samurai mixed with FF7 style sword.


Next will be some sort of alien or cybernetic character.





It took one hour slowly , trying things, and rigging took 15 minutes (You can go fast with Blender) !



-----------

With Blender you can paint the weight for each bone.
Sometimes by inadvertance, like painting weight for the arm ,you paint on the leg frown

The cool feature is that you can select the only polygons that can be painted laugh



Posted By: TheShooter

Re: What are you working on? - 02/21/12 18:04

My character is slowly getting into shape. In the moment, it's low poly, but I will add some detail later. laugh



And the best part: Mesh in completely closed. grin
Posted By: Rondidon

Re: What are you working on? - 02/21/12 18:43

Aber schon interessant, dass du bei deinem ersten Blender-Modell mit den sekundären Geschlechtsmerkmalen anfängst, dann zu den Primären kommst, dann die Beine machst und das Gesicht fehlt währenddessen immer noch laugh . Und jetzt hoffe ich, dass die Amerikaner das nicht durch den Übersetzer hauen...

Back to English. Sorry for the German excursion. laugh

@Ratchet: Very nice. I especially like the green alien model a lot. Nice basic style.
Posted By: ratchet

Re: What are you working on? - 02/21/12 21:12

Thanks !

@TheShooter :
Nice modeling, needs hands and some head now laugh
Posted By: Harry Potter

Re: What are you working on? - 02/21/12 21:32

Originally Posted By: Rondidon
Und jetzt hoffe ich, dass die Amerikaner das nicht durch den Übersetzer hauen...
Es gibt schlimmeres. Zum Beispiel, wenn die Amerikaner den nachfolgenden Text durch den Google-Translator jagen (einfach mal ausprobieren): blush grin

"Meine Nachbarin hat Kohlmeisen, aber was macht ein Hahn auf meinem Esel."
Posted By: JoGa

Re: What are you working on? - 02/21/12 21:33

shocked
Posted By: Rei_Ayanami

Re: What are you working on? - 02/21/12 21:53

grin
Posted By: WretchedSid

Re: What are you working on? - 02/21/12 22:01

Seems legit =/
Posted By: sivan

Re: What are you working on? - 02/22/12 10:23

I just updated my editor, so there is now another 3DGS application with the capability of wmb compilation.
Time to deal with the dirty documentation... crazy

Is there any news about the new WED in development?
Posted By: ratchet

Re: What are you working on? - 02/22/12 11:05

That's great, i just hope it doesn't crashes as often as GED ?

In your dowload section what is the "COMMON" package ?
Models and textures ?
Posted By: sivan

Re: What are you working on? - 02/22/12 12:50

it means that I need a description there laugh

common package is the common staff for both the A7 and A8 versions, containing system and graphics files, nearly everything, except the exe file and the exe specific dll-s.

so the only difference between A7 and A8 compilations is the exe and the system dll-s, this is why they can be downloaded separately.

I got crash only when I put MapBuilder into a very long named folder and wanted to make a screenshot by pressing space.
And another crash situation was during entity placement, when I selected another entity to be placed by a hotkey, and placed it too fast: e.g. pressing 1, left click, pressing 2, left click within half a second. I always forget to resolve it.

And please be careful with wmb compilation, it calls the wwmp2wmb.exe, the editor gets minimized, so you can check compilation result, but the map compiler window must be closed afterwards, because the output files are copied only after this action to their proper folder. Probably later I modify it to be the compilation customizable.
Posted By: sivan

Re: What are you working on? - 02/22/12 13:02

I updated the page, I hope it is better now. Unfortunately the file size is maximized to 15MB by the free host, this is why there are 5 parts. Maybe it should be stored somewhere else.
Posted By: ratchet

Re: What are you working on? - 02/22/12 13:23

@Sivan :
I'll try the editor next week (busy for now), this is the whole package and terrain editor that is integrated that really interest me for some future casual game using terrain perhaps.

--------------

Alien with final texture in same style as first character !
(Next is animations !)


Posted By: ratchet

Re: What are you working on? - 02/22/12 14:03

Some half hour for next character : assassin creed like or roder type !






Posted By: TheShooter

Re: What are you working on? - 02/22/12 14:13

@ Rondidon: The best parts first. grin

Its just because the body is the easiest to model, the hands + head are difficult. This is my first character model, and I am stuck on the head now. frown
Posted By: HeelX

Re: What are you working on? - 02/22/12 15:10

Firoball(s)! grin


Posted By: rvL_eXile

Re: What are you working on? - 02/22/12 15:16

Christian ? ... Respekt !
Posted By: ratchet

Re: What are you working on? - 02/22/12 15:33

Heelx : fantastic laugh
(I hope it will be some sort of ennemies like some flying fire insects, dragons or other type else !)
Posted By: Rondidon

Re: What are you working on? - 02/22/12 15:47

There`re many really nice projects in the making at the moment. Fireflies looks really good. A little bit like Superku. Nice to see that people are still holding the Gamestudio flag in the sky laugh . We`ve got some talented people here in the community. That`s a good thing. Time for the new WED and some progress in Gamestudio development. Let`s rock A8! Time to kick ass and chew bubble gum. (Or something like that)
Posted By: Harry Potter

Re: What are you working on? - 02/22/12 19:39

Originally Posted By: HeelX
Firoball(s)!
Very nice. But I am missing the chainmail. grin
Posted By: Ch40zzC0d3r

Re: What are you working on? - 02/22/12 20:44

I really hope that they rework the whole WED. I dont like it as it is now.
Posted By: TheShooter

Re: What are you working on? - 02/23/12 06:03

Yes, that would be awesome. But that are just dreams... Maybe one of you know the "Hammer Editor". Was really nice.
Posted By: ratchet

Re: What are you working on? - 02/23/12 10:39

I agree for WED,but ease of use, fast script and protyping will remain the main keys of 3DGS ... it has is own philosophy and users laugh

First Dungeon (only the base, it will have 3D assets like rocks, bridges, treasure chest, ennemies)





Posted By: sivan

Re: What are you working on? - 02/23/12 10:54

this? http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml
Posted By: HeelX

Re: What are you working on? - 02/23/12 18:00

Thanks guys smile yeah, but actually it is called "FireFlight" and will not feature villains. This version of the game is a biofeedback game (for a client) and the user is already 'challenged' very much by relaxing his/her heart. The fireball waves are the most difficult part of the game and sort of a restriction, because the lavapit stage is infinite (in opposite to the green valley- and dark cave-stages before). I reserve the right to make a non-biofeedback game version of the game and if I do so in the future, I will certainly put villains in it like crows, bats and the like.
Posted By: Ch40zzC0d3r

Re: What are you working on? - 02/23/12 18:33

Yeah sivan, Valves hammer editor is awesome!
I made some cool maps with it and they were looking not as bad as in 3DGS frown
Posted By: Rondidon

Re: What are you working on? - 02/23/12 19:27

Suggestion: Use modeling tools like Blender (recommended), Max, Modo or Maya for level design and forget about block levels in WED. laugh
Posted By: ratchet

Re: What are you working on? - 02/23/12 20:48

Good suggestion , specially for outdoor levels !
I can't imagine how must i would loose making some complex level with BSP compared to use some modeler with all advanced extrude , loop cut, loop select, ring select etc ...
Posted By: Joozey

Re: What are you working on? - 02/24/12 10:09

@ratchet: neat models! I like the style laugh
Posted By: ratchet

Re: What are you working on? - 02/24/12 20:27

Thanks laugh
I have some little holidays, so the game will be on pause.
I don't have deciced on characters for player ... but they remain in the same style !
Posted By: Rei_Ayanami

Re: What are you working on? - 02/26/12 15:46


Posted By: rojart

Re: What are you working on? - 02/26/12 22:09

PhysX Clothing works with A8 also. laugh


Posted By: 3run

Re: What are you working on? - 02/26/12 23:44

HOW?? WHERE?? laugh
Posted By: sivan

Re: What are you working on? - 02/27/12 13:27

I got an infinite loop of coding-debugging-learning-coding-bugfixing-going crazy-bugfixing-giving up-learning-coding-success-new ideas-coding-failing-learning-coding-bugfixing, so now take a rest and do some low poly modelling laugh
Posted By: Rei_Ayanami

Re: What are you working on? - 02/27/12 13:30

21.9 ms function execution time does not sound too useful...^^
Posted By: Damocles_

Re: What are you working on? - 02/27/12 20:55



playing around in OpenGL to make a MDL scenery importer.
HoHo, my first imported untextured MDL mesh wink

(..ok, Textureimport works now too, just have to calc the normals now...)
Posted By: MasterQ32

Re: What are you working on? - 02/27/12 22:24

Skyrim alike inventory system with full customization options (color, alpha values, fonts, sizes, ...), categories, item preview and mouse/keyboard control

Next things todo:
- Item Event System:
-- Equip
-- Use
-- Drop
- Information Window (to get a short description of the item and see two addition informations)

EDIT:
Forgot to say: All sizes are screen size adapted!





The background is only a screenshot of skyrim, but looks much better with this in background wink
Posted By: MrGuest

Re: What are you working on? - 02/27/12 23:52

Originally Posted By: MasterQ32
The background is only a screenshot of skyrim, but looks much better with this in background wink
lol, everything looks good with Skyrim in the background grin
Posted By: rojart

Re: What are you working on? - 02/28/12 04:30

Originally Posted By: 3run
HOW?? WHERE?? laugh

For now the physX Clothing plugin is compiled by me, but when clothing will be stable working, then I will send the plugin to the forum.

Originally Posted By: Rei_Ayanami
21.9 ms function execution time does not sound too useful...^^


Yep, it was indeed too many fnc, now is reduced to ~2, but when tearing occur i got ~12 fnc



Posted By: PadMalcom

Re: What are you working on? - 02/28/12 06:29

Will you include it in the PhysX-Community Plugin or will you release your own contribution? I'd prefer the first wink
Posted By: 3run

Re: What are you working on? - 02/28/12 09:33

@MasterQ32, looks wonderful, will you share it when it'll be done?

@rojart, I'm waiting for it! laugh
Posted By: Shadow969

Re: What are you working on? - 02/28/12 12:22

Damocles, do you load MDL7 or MDL5/3?
Posted By: Damocles_

Re: What are you working on? - 02/28/12 12:36

MDL5 for now.
(Texture import also works now)
I probably only import the parts that I need later.

Adding animations later.
Posted By: Rondidon

Re: What are you working on? - 02/28/12 13:02

When you have fun with MDL stuff: Maybe you could write the requested Blender 2.61 MDL exporter. That would be very useful for many people here I think. laugh
Posted By: Damocles_

Re: What are you working on? - 02/28/12 13:45

I can have a look into blenders modelformat and write a converter.

Lets see how compatable the information is.
Posted By: Rondidon

Re: What are you working on? - 02/28/12 13:57

You could take a look at Ventilator`s Python script. I think the best way would be to convert it to the new Blender plugin functionality, but I`m not into this at all and only know the advantages of Ventilator`s exporter. It`s impotant that objects can be exported / converted individually and not only the whole Blender file with all lamps, model objects and stuff.
Cool thing that you`re trying to help us poor Blender modelers !
Posted By: Shadow969

Re: What are you working on? - 02/28/12 17:41

ah, that's a pity. i've already implemented mdl5 loading(with skins and animations), and hoped someone could shed some light on mdl7 laugh
Posted By: Damocles_

Re: What are you working on? - 02/28/12 18:26

Im shure that can be reverse engeneered using some difference calcualtions.
At least to a large part.
Posted By: Shadow969

Re: What are you working on? - 02/28/12 18:49

yep, but it's quite tedious. or maybe you can advice using some approached making this task simpler?
Posted By: Damocles_

Re: What are you working on? - 02/28/12 19:07

Well not shure, I would start with simple objects, chaning parts and looking
wich part of the binary changed.
I think the structure or approach to pack data will not differ so much from
MDL5.
Posted By: ventilator

Re: What are you working on? - 02/28/12 21:16

look into my blender exporter. it's python source that writes mdl7. should be easy to figure out.

the .blend format is a complicated memory dump of blender scenes. but there are libraries for reading it (i think somewhere on the bullet physics website).

writing an exporter in python probably is easier and more user friendly though. laugh



(when i tried to export bone animations for the first time i couldn't figure out how to calculate the matrices correctly so i first wrote a mdl viewer in python that was able to play back bone animations. it was fun and it helped a lot in understanding what's going on.)
Posted By: Michael_Schwarz

Re: What are you working on? - 02/29/12 00:49

A RTS Prototype.


Posted By: Damocles_

Re: What are you working on? - 02/29/12 04:24

Hi, what I really like is the way you use placeholder Artwork for the level and GUI.

Its really helpful to concentrate on gamedesign in the prototype while
not predefining the Artstyle too early.

Posted By: sivan

Re: What are you working on? - 02/29/12 10:30

I just updated my homepage with a new version of MapBuilder (now terrain deformation and saving is really fine), wrote download/install instructions, and also added some new screenshots:
http://mapbuilder.zxq.net/screenshots.html
Due to Google Analytics the winner is Germany with 35.84% of webpage traffic, followed by USA, Iran, Turkey. Unfortunately nobody from 2 continents: Africa and Australia frown.
Posted By: rayp

Re: What are you working on? - 02/29/12 16:28

Hope u like it and play the demo grin

[video:youtube]http://www.youtube.com/watch?v=F20oqgX0s78[/video]
Posted By: Rondidon

Re: What are you working on? - 02/29/12 17:29

Seems to be funny. I`ll play it for sure! smile
Posted By: rayp

Re: What are you working on? - 02/29/12 17:56

Thank you alot grin Its a good feeling when people like this funny idea.
Posted By: sivan

Re: What are you working on? - 03/02/12 09:13

now my high level pathfinder works lightning fast (so optimization will be possible even if that makes it slower a bit). time to get trouble with the low level one laugh


Posted By: Germanunkol

Re: What are you working on? - 03/02/12 11:19

Yay, that looks great!
Mind explaining the different colors? Why are some squares blue, some green, and some orange?
Posted By: sivan

Re: What are you working on? - 03/02/12 14:13

those are showing maximum unit size that can access that tile.
orange= no access, blue= 1x1, green= 3x3 tiles. other= 5x5 (this is the max size at the moment because of speed reasons)
they will have role only in the low level pathfinding, when units have to find their way very fast, depending on their size (and their other capabilities).
Posted By: Damocles_

Re: What are you working on? - 03/02/12 18:09

How do you structure the "large distance" grid?
Is it simply regarding not 100% passable areas as non passable? Or do you calculate a passability value for each "subgrid".
(you could make a short-distance pathfidning-testrun from each of the 4 sides "side-middle"points to each other 3 middle points to check if
there is a connection)
Or use a floodfill to see if each side is beeing touched...

Posted By: dice

Re: What are you working on? - 03/02/12 18:30

My 3D Tower Defense is nearly finished. Only needs some more bugfixing laugh

Here are some new Screenshots laugh


Posted By: sivan

Re: What are you working on? - 03/02/12 18:36

each tile has its own type and cost value. first clusters are evaluated based on percentage values of their tiles. and then the cluster type and move cost is changed, or set as further processing needed.

there are cases when the cluster area is subdivided: e.g. if impassable tiles are over a level within a cluster, a flood fill checks their connectivity. if they produce a coherent area, they are cut out of the cluster, and form a new one.

walkability of neighbouring clusters is also checked, by checking all the border tiles and their out of cluster neighbours, thus determining neighbouring clusters (ordered as walkable and non-walkable)

I was a bit chaotic, because I wrote this part before summer, but this is the main process. it works at the moment, but not totally perfect, so some further tweaking will be necessary. especially when I will add buildings, which will also form separate new clusters. now only obstacles are handled.
Posted By: ratchet

Re: What are you working on? - 03/02/12 19:01

@Dice :
Could you post a video gameplay ?
That's great , respect for finishing a game project laugh

Now my taste and bad talking :
The level looks very sad and grey, dark ?
Why not making it alive, more green clear grass, more better backgrounds like distant islands, moutains etc ...


http://a5.mzstatic.com/us/r1000/045/Purple/06/13/79/mzl.invlhisl.320x480-75.jpg


Just my taste and i know you are more programmer than 3D artist !
Posted By: Rondidon

Re: What are you working on? - 03/03/12 02:00

Different colors and textures for a more mediterrean look. Still WIP.

Video: http://www.youtube.com/watch?v=ckWkhzsqOhI

Screenshots:






Posted By: rayp

Re: What are you working on? - 03/03/12 02:20

@Rondidon
Das sieht einfach nur genial aus. Hut ab.

@Sivan
Great! Will u show a video of moving units soon ?
Posted By: Joozey

Re: What are you working on? - 03/03/12 09:43

That looks massive rondidon. Last posts show some reat quality of everyone! A please to watch laugh. This thread was a good idea!


Here's my graphics combo breaker ^^.

Not much change visible with the eye, but somewhere I decided to port it over to C++. Embedding 3dgs, using Eclipse. Works great so far, but a lot of work. The engine has a loose coupling through interface. Theoretically I could switch engines without the need to touch the entire game logic. I plan to make the game playable on mobile platforms as well using Mosync. Drawing lines and text is the only graphic requirement... in theory.





Long long time ago rrrecap!
Originally Posted By: HeelX
@Joozey: Your game looks so awesome. Guess what? This lead me to the wikipedia page about airports and airport infrastructures; have a look, it's darn interesting to get to know the real stuff, that drives the real world - you might enjoy it, while getting a flood of ideas for your own game. At least, I had for a theoretical, rather realistic tycoon'eqsque game I am never ever gonna make smile --- best wishes!!!

I'm really happy to hear my concept triggers people to look into stuff grin. I got most of my "airport" knowledge from the game Airport Tycoon (2), or Airport Inc. That game needs some work especially on interaction to make playing enjoyable, so I plan to make my game solid on that part at least.
I wonder what this tycoonesque game is you talk about tongue. Thanks for the wishes!

The project is challenging, has potency in my eyes, may target a wide range of platforms and does not require much artistic skills. I might stick to this for some more time laugh.
Posted By: 3run

Re: What are you working on? - 03/03/12 10:49

@Rondidon, looks neet. What music you've used in the video??
Posted By: Error014

Re: What are you working on? - 03/03/12 11:48

Joozey, this project does sound interesting! However, I find the visual style to be almost... too busy. I may be alone on this, but the high amount of lines makes it look somewhat confusing. Could you try increasing the grid size, perhaps? Instead of a grid, you may also try to only "suggest" a grid, by using an alpha channel (or even just different contrasts) that is very strong where two lines connect, and less so inbetween.

I dunno. I mean, I like the kinda elite-like throwback? And perhaps it's not so much a problem in motion. But I think it might be worth a try! laugh

Though, who knows how much of that is placeholder art. In that case, sorry, and please disregard the comment.

Your way of working sounds pretty cool though - being able to switch engines on the fly, so to speak. Neat work! laugh
~~

Can I upload a super-boring shot that no one will comment on?

I certainly can!




Think of the children. Report offensive content.

(FUN FACT: To have this option avaible at all times is a requirement or otherwise this game would, according to those FSM guys (german link, be warned) be only for ages 16 and up! Laws.)
Posted By: Rondidon

Re: What are you working on? - 03/03/12 12:57

Originally Posted By: 3run
@Rondidon, looks neet. What music you've used in the video??

Thanks smile . It`s Pepe with Lambda .

Originally Posted By: Joozey
That looks massive rondidon.

Thanks a lot! smile . I really apperciate this, although I`m not really satisfied with the unrealistic water and the lowpoly coastline.
Posted By: Firoball

Re: What are you working on? - 03/03/12 13:51



SOON.
Posted By: Rondidon

Re: What are you working on? - 03/03/12 13:58

The Conflict HD. Yippie! smile
Posted By: Joozey

Re: What are you working on? - 03/03/12 15:47

Quote:
Joozey, this project does sound interesting! However, I find the visual style to be almost... too busy. I may be alone on this, but the high amount of lines makes it look somewhat confusing. Could you try increasing the grid size, perhaps? Instead of a grid, you may also try to only "suggest" a grid, by using an alpha channel (or even just different contrasts) that is very strong where two lines connect, and less so inbetween.

I dunno. I mean, I like the kinda elite-like throwback? And perhaps it's not so much a problem in motion. But I think it might be worth a try! laugh

Though, who knows how much of that is placeholder art. In that case, sorry, and please disregard the comment.

Your way of working sounds pretty cool though - being able to switch engines on the fly, so to speak. Neat work! laugh


Agreed, especially in the back lines tend to get very busy (if that's what you mean). I could add transparency on lines, but I am making draw calls for each entire row and column, not separate drawcalls per gridcell. Otherwise the fps drops to 1 laugh. So transparency would have an effect over the entire width of the field. That picture is zoomed out as far as possible. If you get closer I think it's less busy, but then you have less overview as well (naturally). Can't change the width of draw calls, sadly. What I can also do is try other color schemes, and see if I can lessen it. The grid could blend in with the background more, perhaps that fixes a lot already.

@Dungeon Deities:
Neat intro screen! The style you present is great, and I guess also relatively easy to create, even for programmers.
Posted By: MasterQ32

Re: What are you working on? - 03/03/12 16:01

Entity merger

Posted By: Rondidon

Re: What are you working on? - 03/03/12 16:20

Great laugh . Could be useful for vegetation speed-up or a realtime editor.
Posted By: Germanunkol

Re: What are you working on? - 03/03/12 16:44

@MasterQ32: Can you give some background? What does it do? Does it really merge entities and save them as one single entity to be loaded when the level is played back? Because that's an awesome feature. What does it do with multiple skins, how does it handle them?
Posted By: Joozey

Re: What are you working on? - 03/03/12 17:04

Looks good MasterQ32, and what Germanunkol says laugh.
Posted By: MasterQ32

Re: What are you working on? - 03/03/12 17:44

atm i'm merging the models in runtime, i do not save them to a file
merging contains vertices, faces, 1 skin per model and no animation
but maybe i can add multiple skin support, but i don't know how...
Posted By: darkinferno

Re: What are you working on? - 03/03/12 20:26

@"MasterQ32": AWESOME.. been looking to hear about something like that for QUITE some time ...
Posted By: txesmi

Re: What are you working on? - 03/04/12 08:59

a random hexagonal grid based terrain generator



http://www.youtube.com/watch?v=qTP4LpfGR4g

Salud!
Posted By: 3run

Re: What are you working on? - 03/04/12 09:41

Wrong link mate, but I've found it. Nice work btw!
Posted By: Germanunkol

Re: What are you working on? - 03/04/12 09:55

Correct link for txemis terrain creation tool: http://www.youtube.com/watch?v=qTP4LpfGR...mp;feature=plcp

It's looking great, txesmi! What's it for?
Posted By: txesmi

Re: What are you working on? - 03/04/12 10:49

Originally Posted By: Germanunkol
What's it for?

There is no objetive at all. I always liked to play with randomly generated things as terrains, roads, mazes... I think that random generation it is not properly exploited into games market. It could be a great inclusion for infinite playing to those loved games grin

If someone want to take a closer look, here is a compilation: download


Posted By: sivan

Re: What are you working on? - 03/04/12 17:10

@txemsi
looks cool, it could be used e.g. in rts games. I'll check it.
Posted By: sivan

Re: What are you working on? - 03/04/12 17:17

@rayp
if I'll be ready with the simplest version of low level pathfinding, it definitely will be immediately integrated with unit movements, because it is essential to see bugs. when it works more or less, I'll make a video.
Posted By: Superku

Re: What are you working on? - 03/05/12 03:56

Rewrote my dynamic lighting system (not the mostly model based 2D lighting from my side-scroller, but the one I've posted in this thread a while back) that now supports multiple lights and IMO looks much nicer. There is still no additional rendering involved despite the camera view and no postprocessing, it's an object shader (PS 3.0) applied to WED level geometry. It continues to use line segments (simply defined by two points) to perform the shadow calculations, so the shadow for a cylindrical column can be realized with one line (that is updated per frame), a rectangular pillar (see screenshot) with two line segments (thanks to Hummel's Twilight Box for the idea of using two lines diagonally).



The ground has a simple dynamic texture shadow system that illuminates the tiles in respect to a heightmap and the light(s) and draws basic shadows (don't know if you can call that bumpmapping or something like that, I don't have experience with that stuff).
I can upload a demo/ video if you want.

EDIT: Video: http://www.youtube.com/watch?v=hVQcug0dQ3g
Posted By: JibbSmart

Re: What are you working on? - 03/05/12 04:01

Originally Posted By: Superku
I can upload a demo/ video if you want.
Yes please laugh
Posted By: ratchet

Re: What are you working on? - 03/05/12 08:51

@Superku :
That's great and could be used some very optimised solution for some platform games.

The Thief/Hunter : rigged laugh
(texture size will be very small, fast to load, less memory need)


Posted By: Superku

Re: What are you working on? - 03/05/12 21:55

Here's the video (probably a bit too long, sorry): http://www.youtube.com/watch?v=hVQcug0dQ3g
Posted By: JibbSmart

Re: What are you working on? - 03/05/12 22:37

Not too long at all laugh Thanks! I really like it. The floor self-shadowing effect is really cool as well! It's a really convincing effect. Well done! You know you have to make an uber-pretty first person game now, right?
Posted By: 3run

Re: What are you working on? - 03/05/12 23:02

@Superku, does it work with level blocks as well? And will you make contribution out of it in future? blush

Plus, does it support models with alpha channel, like vegetation or fences?
Posted By: rayp

Re: What are you working on? - 03/06/12 08:16

@Sivan
Will you share the path system ? Would be nice.
Posted By: sivan

Re: What are you working on? - 03/06/12 10:37

@rayp
it is integrated to my MapBuilder editor, and no one knows when it will really work smoothly, and for what purposes can be used. the aim is to handle group formations too, but maybe only a basic group handling will be achieved with limited unit quantity. I'll decide later about making it open source or not, depending on the quality of the result.
Posted By: jenGs

Re: What are you working on? - 03/06/12 14:48

FINALLY, I got my CEGUI plugin doing what it is supposed to do. Working.
After fighting through a swamp of dependencies and input incompatiblities of the acknex engine (btw mous_valid is not updated in the pluging sdk) I managed to got the xml layout and configuration thing running. Was quiet some work to figure out how to bind events to the elements.

Here a screenshot. It is not much, because it is work in progress. And there are a lot of bugs and unsave code I have to remove before I can put some nice demos together.

Posted By: Ch40zzC0d3r

Re: What are you working on? - 03/06/12 15:31

Nice!
You think you will share it with us? laugh
Posted By: HeelX

Re: What are you working on? - 03/06/12 17:12

@jenGs: That is really nice! Is it a standard dll compiled against the Gamestudio plugin SDK? --- I am also not familiar with CEGUI, is the rendering resolution independent? Is the skinning bitmap- or vector based?
Posted By: jenGs

Re: What are you working on? - 03/06/12 17:44

Quote:
You think you will share it with us?

When it's ready and bugfree (mostly) I will share it.
For now I will create a video tutorial how to implement CEGUI into your project yourself. This way I hope I will get some people to help me with some problems I have with the implementation. (UNICODE INPUT)

Quote:
s it a standard dll compiled against the Gamestudio plugin SDK?

Yes. It initialise's the system and loads the design and injects the acknex input.
Quote:
is the rendering resolution independent?

it can be scaled automaticly. But it is not vector based, so you have loss of quality if you are using small skins.
It's skin based.

The system has a render library for a lot of platforms (opengl Directx 9 10 11 ...) And special systems for specific engines.
To init the system you hand the d3d9 device to CEGUI, than you have to put the render procedure to the acknex render_layer event.

The advantage of CEGUI is, that it is complete and has a nice gui-editor. And I like the xml feature a lot. That create's the possibility to create real model view controller systems.

Edit:
Disatvantage - it has a LOT of third party dependencies. They are all free for commercial use. But you always have to check if this change's, when you load the newest version.
Posted By: zeusk

Re: What are you working on? - 03/06/12 19:06

still working on my project. its been awhile since i posted here thought i would give you guys a peek at some character designs




Posted By: rayp

Re: What are you working on? - 03/06/12 20:00

W O W! i wish i could draw like you this is no joke. And i like the characters especially the zombie scientist. A great design ! I cant wait to see this in 3d.
Posted By: ratchet

Re: What are you working on? - 03/06/12 20:16

Wip of Thief character remade in sculptris :
for perhaps some more rounded character after retopo for PC game version ?


Posted By: rayp

Re: What are you working on? - 03/07/12 11:19

Ratchet (or somebody else) iam looking for some low poly cartoon style models, like that one above this post (done by ratchet). Perfect would be with some simple animations, like walk, attack, idle. Someone around here want to share his/her (old) models ? Or a tip who sells such modelpacks.
Looking for a "cute big head style".

Thank you
Greets
Posted By: ratchet

Re: What are you working on? - 03/07/12 14:11

@Rayp : Just send me some sketch of what you want and approx number of polys (2000, 5000, 10 000 ?) ? what sort of texture any game screenshot that would show it ?

Some wip of the re texture on my thief character :
(I know the Uv are not optimized and done not well)


Posted By: rayp

Re: What are you working on? - 03/07/12 14:22

Thanks for your quick help. Ive send u an email. I like the look of this model.
Posted By: zeusk

Re: What are you working on? - 03/07/12 18:07

ratchet i love the art style you went with on your low poly model! very nice!
Posted By: Damocles

Re: What are you working on? - 03/07/12 19:20

@ ratchet

Can you post one of your Models with the texture having dark comic contour lines?

Such that all segments have a more or less strong seperating line,
as used in classic comic artstyle.

Here I made a propup of my idea.
Maybe you like this style.


Posted By: JibbSmart

Re: What are you working on? - 03/07/12 20:22

Ooh! Damocles, I like it! Ratchet, this could be really good grin (Nice work on your models anyway. I think you have a really good low-poly style).
Posted By: HeelX

Re: What are you working on? - 03/07/12 22:50

I wonder why medieval thiefs always wear hooded jackets... if the hood covers your head, your auditory and visual perception is very limited. That is not so helpful, I guess.
Posted By: ratchet

Re: What are you working on? - 03/07/12 23:18

Heelx:
I'm not sure thiefs that would need to survey around them would be dressed on the head like that.
In the western cowboys days some just covered below the eyes with something , and in the ninja days they had only eyes visible. This sort of head cover would be moe for some easy dicret operation wink
And its non realistic ennemies for some casual Arcade RPG !

@Damocles : wow, great style and design , i like a lot your cartoon style, i think i'll go this way.
(
you can find games using less pronounced lines and they work also with plain colors :
http://www.youtube.com/watch?v=mjR0FO7j1KA
)
@JibbSmart : my low poly style is very very simple, even you and other people could do the same models very easily laugh
Posted By: Schloder87

Re: What are you working on? - 03/08/12 01:01

Here is my horse model on which i worked next to our project battle for forgol. i hope you like it ;-)


Posted By: Uhrwerk

Re: What are you working on? - 03/08/12 01:07

I don't like it. I love it!
Posted By: Damocles

Re: What are you working on? - 03/08/12 04:55

@ratchet

Yes I pronounced the lines a bit stronger than initially wanted.
You can also leave out the shadwos I drew around some lines,
and draw the contours with a less contrasting color.

The good thing about outlines is that they define your Model
clearly by showing the elements its "made of". Making the Characters
well defined when they are not big on the screen.
(good contrast)

And making the contours them out of relatively straight lines fits very well with the low poly approach.

Best of all: the workload per model/Texture is quite low, and managable without having strong artistic 3D modelling experience.
So you can get your assets done in a reasonable time.

The artstyle in "Fat princess" looks very nice :=
Posted By: sivan

Re: What are you working on? - 03/08/12 07:46

nice horse! it looks a bit strong to be a saddle horse, but good as a cart horse.
Posted By: sivan

Re: What are you working on? - 03/08/12 08:38

after high level group pathfinding, group order driven low level unit pathfinding is working (stupid version) with some error handling. but the nasty things are just coming (unit & group behaviour and movement loops to handle both movement and new path searches)


Posted By: ratchet

Re: What are you working on? - 03/08/12 09:58

@Sivan : that's great work laugh

Finished the texture for thief class ultra low poly laugh
(I could put black lines on boots, some head parts and other parts, but the UV wasn't done well on that parts so black line of one pixel turned too much stretched.)


Posted By: Damocles

Re: What are you working on? - 03/08/12 10:26

cool, looks more defined now.
Maybe you also Highlight the eyes too.
You could experient using a darker blue line there,
so the black line is not too strong)

also try to keep the resolution of the skin relatively even over the model
(bigger polygons using more skinarea) - less stretching.
This looks better with the very low pixel-res style,
making the resolution even over the model.
(->mix of pixelart and 3D modelling)
Posted By: ratchet

Re: What are you working on? - 03/08/12 14:36

Yes i tried balck outline on the eyes, but the result is bad !
I'll test some darker blue. , yes the eyes don't popup enought and that what's sould popup a little in characters !

For the resolution i'm stuck with 128*128, i have done the UV with some quick unwrap, no real work on UV to optimise them !
So it's somewhat to late now.
But i'll do it for next models indeed laugh
Posted By: rayp

Re: What are you working on? - 03/08/12 15:10

Great looking horse. Very nice.
Posted By: ratchet

Re: What are you working on? - 03/08/12 15:25

@Schloder87:
Is this "Battle For Forgol HD version" laugh
Beautifull and professionnal work !

(this is the sort of games that power up A8 !)

Posted By: sivan

Re: What are you working on? - 03/08/12 15:44

Originally Posted By: ratchet
(this is the sort of games that power up A8 !)

agree, great sample projects, and games completed are the best prooves of a game engine.
Posted By: HeelX

Re: What are you working on? - 03/08/12 20:00

Originally Posted By: ratchet
And its non realistic ennemies for some casual Arcade RPG!


I would die for a realistic Thief game. Not literally, though.
Posted By: Germanunkol

Re: What are you working on? - 03/08/12 20:44

@heelX, the guys who just stole my friends' bikes wore hoods. It's not just medieval thieves, it's pretty realistic today. The reason is that you'll be less likely to be recognized, I'd guess. You're not planning on being seen, but in case you are, it's no good if anyone sees your face or hair.
Posted By: lostclimate

Re: What are you working on? - 03/08/12 21:08

@ ratchet, hes cool looking, but male form usually has the torso as a sort of upside down triangle were the shoulders are bigger than the hips.

I wish i had some time to do some low poly stuff. its always the most fun to create.
Posted By: ratchet

Re: What are you working on? - 03/08/12 21:10

@losticmate :
it depends on your cartoon style in fact laugh


It's not like people targetting realistic look where lot lot lot of things must be respected to make it look life like ( mass effect characters etc ...)
Yes low poly is really easy and fast, and fun caus you don't care about details , proprotions, you can express your imagination.

Another way is making high resolution cartoon sculpting (look at my next zombie posts) , than retopology and bake normal map for texture guide !
Sculptris is the king for that laugh






Posted By: ratchet

Re: What are you working on? - 03/08/12 21:52

Some low poly zombie made from a high res version under sculptris (retopo, texture bake under 3D coat) :



Blender : Rigging ok, ready for animation (texture is just a placeholder and texture guide) !


Posted By: rayp

Re: What are you working on? - 03/08/12 22:02

Playing around with some simple cartoon style textures



my first try making cartoon textures ^^
Posted By: aztec

Re: What are you working on? - 03/10/12 13:04

after a very long time.
Trying to come up with something like a 2D scroller.

Posted By: HeelX

Re: What are you working on? - 03/10/12 13:29

Originally Posted By: Germanunkol
@heelX, the guys who just stole my friends' bikes wore hoods. It's not just medieval thieves, it's pretty realistic today.
Yes, if you are stealing around noon. But at night, when you are sneaking into houses and stuff, .. whatever smile

@aztec: Nice, it is pretty dark, though, I can't see the ground. Maybe you can add some lightning from the moon direction to the surface, so that you have a thin line of moon shimmer on the ground? Like this:


Posted By: aztec

Re: What are you working on? - 03/10/12 14:26

Hey thanks for the clue. I'll update that right away.
I'll try to also get up a video in the next time of actual gameplay footage.
Posted By: rayp

Re: What are you working on? - 03/11/12 05:12

Edit: Street in action

Posted By: MasterQ32

Re: What are you working on? - 03/11/12 10:30

Framework for procedural content generation, part models:

Posted By: MasterQ32

Re: What are you working on? - 03/11/12 12:01

Little performance test of CubeX Framework 2 in combination with dynamic mesh generation: Great

Posted By: aztec

Re: What are you working on? - 03/11/12 16:27

so here is a video of the gameplay... bad quality though so I'll explain a bit.

http://www.youtube.com/watch?v=pqBXdFkHdKw&feature=youtu.be

the main character so far grin (not final of course)
you boost fire and accelerate using up/down/left/right standart controlls


then there are 3 changable cursors

1. click/take / arrow
2. search / magnifying glass
3. talk to / Head of the main character

you cant see the Icons very well in the video



regards

Aztec
Posted By: Uhrwerk

Re: What are you working on? - 03/11/12 17:09

The dialogs are already pretty polished, eh? ^^
Posted By: Joozey

Re: What are you working on? - 03/11/12 18:06

Give him two white ears and you have Adventure Time! laugh
Posted By: aztec

Re: What are you working on? - 03/11/12 18:15

Originally Posted By: Uhrwerk
The dialogs are already pretty polished, eh? ^^


Haha of course grin

@Joozey. like this guy?^^


No way.. they'll ban my game and make me suffer because of the copyright xD
Posted By: Joozey

Re: What are you working on? - 03/11/12 18:17

Awwww yeah! IIIIIIT'S ADVENTURE TIME! ^^
Posted By: rayp

Re: What are you working on? - 03/11/12 21:00

Killing Ratchets Zombie!

Posted By: JoGa

Re: What are you working on? - 03/12/12 10:13

wow, nice screenshot! Will you improve the shadows a bit?


I installed sculptris and tested it.
One of the first enemies, the player in my game will be faced:
A fly :-D


Posted By: MrGuest

Re: What are you working on? - 03/12/12 13:33

@JoGa
Great! looks really good.
Posted By: rayp

Re: What are you working on? - 03/12/12 15:10

Thank you. Your fly rocks !
About the shadows, maybe. Dont know yet. lets see.
Posted By: ratchet

Re: What are you working on? - 03/12/12 16:22

For the shadows, they are CPU/GPU intensive. those actual simple blobs are really ok.
What could be done would be make them less transparent and more noticeable like in some Iphone games.

@Joga:
Great sculpt (yes sculptris rules) !
Your retopology seems very hight in terms of polygons for the low poly version ? will it be a giant fly or a big boss ? caus such level of details should be for camera very near and perhaps it won't be lot of times where the player will see it closer ?
At some distance from camera, lot of polygons won't bring definition on your model, you can optimize.
Anyway great model laugh
Posted By: JoGa

Re: What are you working on? - 03/12/12 22:05

thanks for your answers, MrGuest, rayp, ratchet!
And thanks for the tip, ratchet, that's a great remark.
I planned the model for a normal enemy, but also for a boss.
So I think, I use this actual model for the boss and reduce it further for the normal enemys, later.
Skin is not finished, but here the state of work laugh



edit: for the wings, I have copied the polygons and flipped the copy for the two-side-effekt. The wings are just brushes grin I used a brush in black and white for the structure and after this I selected the structure(selection from alpha-channel), increased the selection (1-2pixel) and filled it with two different color-Gradients (toolbox->blend in gimp).
For the question "have you assembled them to the model in MED ?" you have to excuse me, I didn't understand this question :-(
Normally, after all, I export the models as fbx and import them in MED. It worked with my last model, so I hope, it is working here again grin
Posted By: ratchet

Re: What are you working on? - 03/12/12 22:27

looks great laugh

for the wings how have you done in terms of workflow ?
Two side polygon display ?
have you assembled them to the model in MED ?
Posted By: gri

Re: What are you working on? - 03/13/12 07:18

hi,

what a nice mighty fly of death grin

The double sided polys at the wings....you could give them a material and set >>Cullmode=None<< to display the texture on both sides of a polygon.
Posted By: sivan

Re: What are you working on? - 03/13/12 11:32

my little stupid folks now can move to first step of group path - a bit buggy way laugh but improvements are always possible.

Posted By: aztec

Re: What are you working on? - 03/13/12 22:12



first 2 buildings.

A market and a great statue of who might be the saviour/a hero of the city or a grand ancestor grin. And the little main character dreams of becoming himself a statue too grin
Posted By: JibbSmart

Re: What are you working on? - 03/14/12 00:40



Octree for polygonal collision detection in KarBOOM.

The transparent terrain is what was imported into the octree. What you see is cyan polygons which were contained in the magenta nodes, which are all the non-empty nodes that intersect the yellow AABB.
Posted By: Germanunkol

Re: What are you working on? - 03/14/12 09:55

It's SO beautiful!
Posted By: alibaba

Re: What are you working on? - 03/14/12 09:55

I understood nothing, but it looks great! grin
Posted By: Hummel

Re: What are you working on? - 03/14/12 14:08

very nice laugh
Posted By: Espér

Re: What are you working on? - 03/14/12 15:18

Two Models i made tonight:

a Ramp:


a Ground Field:

Posted By: JibbSmart

Re: What are you working on? - 03/15/12 06:28

Originally Posted By: Germanunkol
It's SO beautiful!
Originally Posted By: alibaba
I understood nothing, but it looks great! grin
Originally Posted By: Hummel
very nice laugh
Thanks guys! grin
Posted By: painkiller

Re: What are you working on? - 03/16/12 18:03

Two days ago, after playing the A5 mission demo, I had the idea of creating a game with old school graphics using only textures from standard.wad. This is what I I've got now:












Posted By: sivan

Re: What are you working on? - 03/16/12 18:43

does anybody know this 2GEN game editor? it was used for making Supercan, and the upcoming second part Supercan2:
http://www.youtube.com/watch?v=131rjsgtkdc
my Turkish is not perfect (=0)
Posted By: Joozey

Re: What are you working on? - 03/16/12 18:44

That's pretty cool painkiller! laugh
Posted By: Firoball

Re: What are you working on? - 03/16/12 19:01

Can't Conitec just license this thing?
Posted By: ratchet

Re: What are you working on? - 03/16/12 19:06

Sivan :
just amazing laugh
That's really how A9 should be laugh
Powerfull workflow for people to create the basics of a 3D level !
Could not Conitec contact them and find some partner agreement ?
Conitec could get this amazing tool for A8/A9 and all customers perhaps ?
Posted By: sivan

Re: What are you working on? - 03/16/12 19:16

absolutely agree, seems to be a real-time all in one level editor. unfortunately their site is Turkish only... http://www.2genoyunekibi.com/
I put a post also at 3rd party tools, because I was asked via an email to do it. It came maybe from one of the authors, so I asked a few questions, and will share it when I get any answer.
Posted By: ratchet

Re: What are you working on? - 03/16/12 19:50

I think some of us perhaps a good bunch , would be ready to pay for such prooven and complete level editor with such amzing tools laugh

I have 3DGS commercial and would be ready to pay if it was sold by Conitec separatly for some 60$ to 100$ max !
I agree it won't be as cool as some other 3D engines having all in one , but would be very great, while it could be integrated in some future 3DGS version like A9 laugh ?
Posted By: Puppeteer

Re: What are you working on? - 03/16/12 20:44

Originally Posted By: ratchet
Sivan :
just amazing laugh
That's really how A9 should be laugh
Powerfull workflow for people to create the basics of a 3D level !
Could not Conitec contact them and find some partner agreement ?
Conitec could get this amazing tool for A8/A9 and all customers perhaps ?

I would not like it being a core part of 3dgs. It would be cool as a framework like shade-c.
But what I like about gamestudio is that I can create Editors like that myself with gamestudio.
And if you think about it. Its not too hard to create an Editor like that. It's just work.
And making such an Editor perfectly fitting for your is often essential too and normally you do not know enough about such a framework to easily modify the parts you want to change...
Posted By: ratchet

Re: What are you working on? - 03/16/12 21:01

But what I like about gamestudio is that I can create Editors like that myself with gamestudio.
And if you think about it. Its not too hard to create an Editor like that. It's just work.


I agree with 3DGS flexibilty, indeed it's a big strenght !

The problem , is that you won't find such 5 or 20 editors made with 3DGS as complete and ready to work laugh !!

And some of us are not programmers at all, or won't spend months trying to make one.

There is one in the makings, but i really prefer this one a lot and all it's features.
Visually it contains all tweakings i could search for shaders, paint, fullscreen effects and objects placements.

We had lot fo threads like : This great terrain editor can be easily done with 3DGS etc ... ok , but there haven't been made any time.
Sometimes, it has been something begun by a programemr than he abandonned, too much time consuming, bugs etc ... borring sometimes... or simply no more motivation !


And we wait for a terrain/vegetation editor for more than 2 years perhaps or more in the forecast page!
(not ot be harsh, but if we would put the date of the post of a new feature on the forecast section you would be surprised
about the time you wait or have wait for some of them laugh ) !
But i'm ok with that, no problem i don't target terrain based game with A8 and some people perefectly do things manually with MED or any other tool for terrain without a real time terrain editor !


Ok it could be done , but some of us , would just be happy right now with a working tool laugh

The video just shows the editor is here with all features demonstrated , some of us i think would be ready to pay to have it indeed.
That's the difference, the matter is not talking about it could be done, we don't care ....
the editor is ready and working and some of us i think would pay for it !

Sorry it's WIP thread, we should discuss about taht on the tool section !
Posted By: rayp

Re: What are you working on? - 03/16/12 23:44

@Painkiller Very impressive just great.

And i want this game editor ! grin
Posted By: Firoball

Re: What are you working on? - 03/17/12 00:48

I don't want to have to code an editor in order to be able to work with Acknex properly. Period.
Posted By: JibbSmart

Re: What are you working on? - 03/17/12 02:34

Originally Posted By: Firoball
I don't want to have to code an editor in order to be able to work with Acknex properly. Period.
I'd say you don't have to, but this'd be a fun discussion to have elsewhere. Let's not this derail this thread. I like coming here and seeing screenshots.
Posted By: Firoball

Re: What are you working on? - 03/17/12 09:02

WED = you have to.
Posted By: Damocles

Re: What are you working on? - 03/17/12 09:26

The SüperCan editor is great, but specialized to this gamestyle and the underlying architecture.
Its a typical workflow tool for a specific project.
Its also not usable without the underlying SüperCan codebase.

Generalizing it to suit more gamestyles can blow it quickly out of proportion.
Because then people also want to have their "actions" and "skills" and import options, adjusting all kinds of parameters,
and lots of other
stuff.

Wont work.
Either people need to have more restrictions to keep the workflow easy,
or have the skill (and invest the time) to adjust the code to their needs.
This editor do everything but easy idea will not work.
(Unless lots of $$ is invested wich is only profitable in a big engine)

In many cases an editor is not even needed and things should be shifted to code or ini-files.
-> if you plan to make an actual game.

There are also often requests by artists who dont want to code.
In this case it would make sense to create a specialized "scene stage"
Editor, wich is primarily used for setting up a nice scene (Objects, Foilage, Shaders, Terrainediting, Camera-movement) and
enabling the user to wander around in it.
Witout all the little restrictions that a propper gamescene requires.

(-> The editor should have a fixed set of effects included)
Posted By: exile

Re: What are you working on? - 03/17/12 09:32

Agreed. I currently have an editor I designed for my own project. But the code is so sloppy and its so specific to my own game that releasing it would just be useless. I do however plan on releasing the editor as a map editor similar to Halo's "forge" mode.
Posted By: Damocles

Re: What are you working on? - 03/17/12 09:57

@painkiller:

Nice use of the old Textures.
The scenes look good.
I think because the resolution of the textures and architecture fit well together.

Nice work
Posted By: Widi

Re: What are you working on? - 03/17/12 14:31

Working on my Level editor. The most is already finished

http://www.youtube.com/watch?v=W4auO0jH95c

- Edit terrains, save edited terrains as *hmp
- Painting directly to the blendmasks
- creating shadowmask with / without static objectshadows automaticly
- creating shoremasks automaticly
- creating colormask for terrain lod automaticly
- Load entities with filedialog (not shows up with fraps?)
- a seed function (for plants and others) is integrated
- give the ents a action from a dynamic list (pulldown menu)
Posted By: Schloder87

Re: What are you working on? - 03/17/12 14:48

@Widi

wow. looks very promising, keep on this work!
Posted By: exile

Re: What are you working on? - 03/17/12 16:41

About a weeks worth of work so far, still working out a few kinks.

Its a multiplayer FPS (and yes, I finally learned how multiplayer works), called Vexer(name subject to change). I am going for a happy medium somewhere between Halo and Unreal Tournament, but with a bit of my own personal flavor. I only have 2 weapons done for now, but let me know what you guys think.

http://www.youtube.com/watch?v=pb2lD-Qxbxs

NOTE: It runs/looks much better in person. Camtasia was only recording at 30fps. Apparently thats camtasias max tongue

I need to figure out a way to not allow the player to jump through the floor hahaha.
Posted By: Damocles

Re: What are you working on? - 03/17/12 17:46

..how come everyone forgets to adjust the FOV?

looks good though.
Posted By: exile

Re: What are you working on? - 03/17/12 18:35

Haha yea, I just leave it like that for testing. But I was wondering, what is a good setting? I usually use 80, but are there any other "recommended" settings?
Posted By: Ch40zzC0d3r

Re: What are you working on? - 03/17/12 19:16

@exile
Yes the most recommed fov is 75. I hate games like CSS where the fov is 90 o_0
BTW: The game looks good, textures are good styled and have same style like your weapons. The walking bob is cool.
I like the explosions, from where you have them?
Posted By: exile

Re: What are you working on? - 03/17/12 19:36

Thank you, I made the explosions myself. The sprites are from a unity pack I bought a while ago hahaha
Posted By: Ch40zzC0d3r

Re: What are you working on? - 03/17/12 19:44

Woah grin
I really need some explosions ^^
Posted By: Damocles

Re: What are you working on? - 03/18/12 11:22

for a shooter -where the player need a constant good overview -
it should be 85 to 100,
I always put it to 90.

For an RPG maybe 80.


(FOV should be adjustable, its one of the most important
graphical options)

But One reason why I did not continue with MassEffect was the
ridicusly low FOV. Its very distracting not to be able to see
the scene propperly.
Posted By: Joozey

Re: What are you working on? - 03/18/12 12:12

Finally the conversion starts to work. Had to built my own draw_line3d function with the 2d variant that comes with mosync. I keep it isometric, probably kill the fps if I'd start calculating the projection.


Posted By: Firoball

Re: What are you working on? - 03/18/12 14:49

Originally Posted By: exile
About a weeks worth of work so far, still working out a few kinks.

Its a multiplayer FPS (and yes, I finally learned how multiplayer works), called Vexer(name subject to change). I am going for a happy medium somewhere between Halo and Unreal Tournament, but with a bit of my own personal flavor. I only have 2 weapons done for now, but let me know what you guys think.

http://www.youtube.com/watch?v=pb2lD-Qxbxs

NOTE: It runs/looks much better in person. Camtasia was only recording at 30fps. Apparently thats camtasias max tongue

I need to figure out a way to not allow the player to jump through the floor hahaha.


Is the echo caused by Camtasia?
I think it's too much echo effect, it's really disturbing.

Otherwise it looks quite well working already.

For recording I can recommend MSI Afterburner.
Posted By: sivan

Re: What are you working on? - 03/18/12 20:45

My armies are walking! laugh

http://youtu.be/wWCkrTXw7Z4

left click: select group
right click: set target and group order
then find high level path
then set unit order to move
then get low level path
periodical updates for dynamic obstacle avoidiance
Posted By: 3run

Re: What are you working on? - 03/18/12 23:17

Looks cool! But, do they pass throw each other?
Posted By: darkinferno

Re: What are you working on? - 03/19/12 01:21

FOV is a matter of opinion, i hate it too low or too high, 90 makes me feel as if i'm a spectator of the world rather than in it.

Personally, I think FOV affects immersion also, smaller FOVs like 75/80 make you feel closer to the world but reduces the overall view of a scene, its a tricky balance, your FPS seems ok as it is though
Posted By: darkinferno

Re: What are you working on? - 03/19/12 04:57

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showgallery&Number=397423

Posted By: sivan

Re: What are you working on? - 03/19/12 08:21

@3run : in some cases, because the movement and other update loops are not well scheduled yet. but it will be eliminated as much as possible, keeping collision quality and cpu load in balance (the higher unit quantity I want, the lower quality can be used).
Posted By: ratchet

Re: What are you working on? - 03/19/12 10:27

@DarkInferno :
I really like the style of the player hand and the level mood laugh
It seems strange fullscreen effects on screen or it is effects on player view like water drops ?

Can you give us some informtion on the game type/style ?
Posted By: 3run

Re: What are you working on? - 03/19/12 10:54

@ratchet:
WrathOfAngels
Posted By: darkinferno

Re: What are you working on? - 03/19/12 13:25

Added a new download link for WrathOfAngels, http://www.opserver.de/ubb7/ubbthreads.php?ubb=showgallery&Number=397423
, so see if you get better speeds:
WrathOfAngels_proofOfConcept_+update1

[whoops wrong forum, ohwell, cant hurt]
Posted By: exile

Re: What are you working on? - 03/19/12 14:36

New stuff added in my project

http://www.youtube.com/watch?v=yWw6LtFRCk8
Posted By: Ch40zzC0d3r

Re: What are you working on? - 03/19/12 15:27

Looks good bro laugh
You would share this awesome blood with us please? grin
It looks like you are good in making particles, you have much of them laugh
Posted By: 3run

Re: What are you working on? - 03/19/12 16:38

@exile! Nice video man laugh How you've archived that nice motion blur effect?
Posted By: exile

Re: What are you working on? - 03/19/12 17:34

@Chaos Coder: The blood's sprites themselves are mine, but the effect is made in PEB (which is an amazing tool), then refined in engine.

@3Run: The blur is just the standard gamestudio blur effect which is being affected by the mouse and other game variables laugh Check out this page as its where I got the base code (thanks alibaba).

http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=310431

Just tried the multiplayer and while it works, its very buggy. I will keep refining the engine to make this work. I ultimately plan to release this game along with an actual effective 3dgs multiplayer template when its all done and working laugh
Posted By: darkinferno

Re: What are you working on? - 03/19/12 18:27

Added a video of our WrathOfAngels proof of concept:

[video:youtube]http://youtu.be/GlWzEkbaATY?t=20s[/video]
Posted By: exile

Re: What are you working on? - 03/19/12 22:08

Looking great Darkinferno! Definitely a shoe in for the competition/contest! Oh BTW, could you clear your inbox? I have been trying to get ahold of you hahahaha.
Posted By: darkinferno

Re: What are you working on? - 03/19/12 22:59

okay, will do

[CLEARED]
Posted By: ratchet

Re: What are you working on? - 03/19/12 23:45

That's great DarkInferno laugh
Lot lot of good ideas ans stuff.

Now my taste and preferences :
-Bigger hand ? (two hands also ?)
-More animated hands when running/walking ?
-It's a demo but why not improve : animated and visible powers : i don't mean Skyrim like , but more Visual attractive and visible, more on screen.
-Hands moving with fists like when you run , you don't shoot at same time ? Or can only use powers when walking or strafing ?
- Normal map shader ? it will bring a lot in visual and seems really good for that type of game not so demanding on polygons ?

I like the concept of defend game , the powers and the world.

Keep it up !
Posted By: darkinferno

Re: What are you working on? - 03/20/12 00:00

everything you mentioned is planned, we ran out of time, plus we had limitations since the HD3000 isnt the most powerful video card ever, this isnt a DEMO, its a proof of the concepts behind WrathOfAngels
Posted By: JoGa

Re: What are you working on? - 03/20/12 13:27

nice idea, darkinferno! I played it and it was fun!
Two thinks I meantioned:
Is the camera position at start of the level on a far point of the map? At start, the game needs some time and the Life of all towers are shown - so I thought maybe the camera could look in a direction, which does not include the whole level?
The second: Maybe you could create a kind of "radar", which shows the position of the remaining enemies?
Your idea is nice, I am excited, how your game will grow.

Just finished an other model nearly, a kind of mausoleum, the middle of the graveyard next to the start-village and the entrance to a dungeon:

Posted By: Espér

Re: What are you working on? - 03/20/12 15:20


created some United World Logos for our Project:

<< Link >>

Posted By: mk_1

Re: What are you working on? - 03/20/12 16:02

smells like united nations. I even turned my head upside down to compare it
Posted By: Hummel

Re: What are you working on? - 03/20/12 19:05

Toon-Shader made for a customer:

Posted By: rvL_eXile

Re: What are you working on? - 03/20/12 20:20

@Joga, nice Model so far.
But you've wasted too much polygons in my opinion.
Ive made a very basic and simple example to show you how to reduce some polygons... Dont get the details like your one but if i add the "details" to this Model, the polycount shouldn't be over 700 - 800 (Just the half of your count).

heres my "example" (fast and ugly grin / 368 polys so far)



regards Sebastian
Posted By: sivan

Re: What are you working on? - 03/21/12 08:07

my first solution for group movement with proper unit collisions (c_move based, so not the fastest):

http://youtu.be/2V1aThQqmr4

formation is not kept, some getting stuck happens, but it is not optimized yet at all.
Posted By: Damocles

Re: What are you working on? - 03/21/12 11:36

im writing a BASIC interpreter for fun.
Posted By: Rackscha

Re: What are you working on? - 03/21/12 18:04

@Damocles: I cant send you PMs, its full grin
Posted By: Rei_Ayanami

Re: What are you working on? - 03/21/12 19:32



Working on a library for all the things I need all the time, linked lists, stacks, queues, maps, console and more (:

The shot above is from the skinnable, moveable, resizeable console (in Valve Style).
Posted By: Damocles_

Re: What are you working on? - 03/21/12 19:53

(lets assume the Damocles_ account is my messagebox ;))
Seriously, the number of allowed messages have been cut to like 20% of the old number.
Posted By: Espér

Re: What are you working on? - 03/21/12 20:39

again a graphical work from me..

The Title Text:

<< direct Link >>

Posted By: sivan

Re: What are you working on? - 03/22/12 09:43

doing some pathfinding stress tests with very low poly characters

Posted By: rvL_eXile

Re: What are you working on? - 03/22/12 10:44

@Esper...
Finde den ansatz deines Artworks ganz gut, dennoch würde ich eher größere Flächen die so zerfressen sind bevorzugen als viele kleine, wie du es zur Zeit hast. Das sieht für mich zu "pixelig" aus.
Schau mal wie es aussieht, wenn du wenige Große mit vereinzelnt kleinen Flächen so zerfressen machst , anstatt so viele kleine.

Gruß Sebastian
Posted By: MPQ

Re: What are you working on? - 03/22/12 11:50

hey sivan, your pathfinding-thing looks really good, makes me wanna play some strategy game!!! Do you have plans for a game with your code?
Posted By: sivan

Re: What are you working on? - 03/22/12 12:58

@MPQ - Thanks, absolutely, but first I complete my editor to be suitable for fast level creation suitable for RTS games, mainly for battles (I started its development because of the special requirements what WED and other game engine level editors do not offer, or what they offer is too complicated for me to understand, because I'm just a hobbyist). Not an easy task, but hard grin but fun.
These tests are required for the further development as a proof of my ideas. If this basically 2D pathfinding works well, I can improve it to include climbing ladders to walls, using multi-floor buildings and stairs etc. I have the plan and some working codes, and now it seems to be really achievable laugh The pathfinder requires little modifications only. The hard one is the group movement and behaviour. Maybe I should read more about flocking, but there are more simple solutions too (e.g. follow the leader(s)).
Anyway, the pathfinder is suitable not only for groups, one person groups are also okay, a few hundred should be handled without problems even on my old pc... I will test that too.
Posted By: rayp

Re: What are you working on? - 03/23/12 13:46

Cant wait to see that in action, sivan grin For now, it looks great and seams to be hard work too grin
Posted By: Widi

Re: What are you working on? - 03/23/12 14:51

Quote:

Not an easy task, but hard but fun.

...but fun. Yeah It is my opinion too. laugh
Posted By: sivan

Re: What are you working on? - 03/23/12 14:52

if things are going well just like until now, and I can achieve some improvements, if someone is interested, I can send a small package for trying/testing it.
(MapBuilder is needed, just the exe should be overwritten, and by some tricky hot keys everything is accessible. And I should finish my really low poly animated character with LODs for better performance, to replace the current infantry character got from a game.)
Posted By: ratchet

Re: What are you working on? - 03/23/12 15:09

You are going in some special game type, the characters seem already low poly in the screenshots ?

AAA RTS games using lot fo characters having programmers that have made specialized and compiled C++ routines for it.
And using instancing sometimes also.

But yes with special tricks you can achieve good things with A8.
Posted By: rayp