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Re: Island level [Re: TheExpert] #143398
07/27/07 18:59
07/27/07 18:59
Joined: Sep 2005
Posts: 508
Texas
not_me Offline
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not_me  Offline
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Joined: Sep 2005
Posts: 508
Texas
lol it looks to be fun.


-Initiate Games
-Level designer

http://www.sckratchmagazine.com
Re: Island level [Re: TheExpert] #143399
07/28/07 04:04
07/28/07 04:04
Joined: Apr 2006
Posts: 265
V
vartan_s Offline OP
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vartan_s  Offline OP
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V

Joined: Apr 2006
Posts: 265
@not_me: I used seed_it for the trees, but it needs work before it looks right with grass/weeds.

@Slin: Thanks a lot for the offer. Unfortunately, the bloom has the same weakness the sylex bloom has; it blurs parts that aren't supposed to be light. The sky, as you can see, is blurring far too much with the terrain.

@TheExpert: No, I don't want to kill you. You're a harsh critic, but your comments make sense. I have wondered many times myself. (Once complete) would I play my game. The answer is yes. I do have original gameplay in the works, allowing you to use rts elements to control a squad (but that's not it!).

Also, if that's not enough, there's always the fact that it will be free .

Re: Island level [Re: vartan_s] #143400
07/28/07 19:32
07/28/07 19:32
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
I really liked the atmosphere you have achieved here and the way youve overcome the hassle of terrain building to give a reasonable result.

A suggestion I have is to rebuild the weapon so that it looks like what it should do in real world terms (the POV uses to much of the closet part of the weapon at the mo..) using an old perspective trick.

In real terms, this would have your weapon looking too long and disproportionate but in FPP (First Person Perspective) it would look correct.

The perspective trick was commonly seen in graphics that appeared to display a scan code bar looking object but when viewed from an extremme angle, resolved itself to be a word or phrase, in other words, looked as it was supposed to look from the angle it is seen by.

Working on an Island scene too but have had to go back to the old sub-level loads rather than wide expansive views because of miss-using scan instructions so much, my level would always lagg out close to the edges as there was nothing for the scan scripts to read.

Any way, thanks for the showcase, keep on to it and good wishes.

Re: Island level [Re: vartan_s] #143401
07/28/07 19:55
07/28/07 19:55
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
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Joined: Jul 2002
Posts: 2,002
Europe
Sweet.

Maybe add some grass and shadows of the trees? ^^


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Island level [Re: ShoreVietam] #143402
08/10/07 20:47
08/10/07 20:47
Joined: Apr 2006
Posts: 265
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vartan_s Offline OP
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vartan_s  Offline OP
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Joined: Apr 2006
Posts: 265
OK, sorry for the long absence, I've been on holiday in the States. Back now. As said, I would love to have multitudes of grass covering the field. Unfortunately, it's hard to get it looking right and it kills the fps. I'm looking forward to Grass 'O' Matic for help with this, it looks like it will do the job.

Shadows, I have no idea how to do. Ventilator's plugin doesn't work. It gives crashes and everything. If someone could offer a compiled version of it, I'd be really grateful.

@Nemisis: I wish I had the modelling skills to do that, but as it is, these model's arent even made by me.

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