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ThirtyMinutes #192444
07/06/04 22:52
07/06/04 22:52
Joined: Jan 2002
Posts: 692
berlin
MB Offline OP
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ThirtyMinutes

So here's a demo level of a, let's say, psychological game The story: the player, a psychoanalytic, is persecuted by somebody who seems to be one of his patients. The pervert thing about it is the fact that this BIG BAD UNWNOWN is detemined to kill you in thirty minutes, as if life was a game.)

I don't know if this demo is super-impressive, just, that the basic thing is hidden and not visible. Behind the scene there is a very complex AI engine working which emerged from SmartTalking nodes. So we cared about the visual, but in this stage this was not the core thing.

In spite of an extensive jpg and ogg compression, the demo is quite huge (38 MB), so be aware of that.

http://www.superfluxus.de/ThirtyMinutes.zip

One of the reasons to publish in such a premature state was that I am loking for some really gifted modellers and animation specialists.

I have dealt with biovison and have seen that this would be absolutely great in conjunction with the node architecture of the SmartTalkingNodes engine. If you feel capable of doing some really stunning thing, don't be shy to contact me.
64 Comments
Re: ThirtyMinutes [Re: A.Russell] #192494
09/24/04 05:48
09/24/04 05:48
Joined: Jul 2004
Posts: 38
California
Ben12 Offline
Newbie
Ben12  Offline
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Joined: Jul 2004
Posts: 38
California
The maps look amazing. They are very good. Great Job!

Re: ThirtyMinutes [Re: Ben12] #192495
09/24/04 13:32
09/24/04 13:32
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
Wouldn't the problem be reduced when he puts some windows in the frames etc? All the windows look open right now and not sure about the doorways. Also what effect would using the detail flag for the terrace and overhang blocks have on framerate?


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Re: ThirtyMinutes [Re: bupaje] #192496
09/25/04 02:36
09/25/04 02:36
Joined: Jan 2002
Posts: 692
berlin
MB Offline OP
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MB  Offline OP
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Joined: Jan 2002
Posts: 692
berlin
Hi Bupaje, you're right, all these apertures are engine stressors, I know. - But it did that with a certain intention, since I thought, it would be great to walk around in an atmosphere where you have the impression not to be "blocked", but in contrast, where you are invited to have a certain insight. It was a strategy - therefore I left the windows open, they should filled with moveable objects.

There is no prolem if you have two or three of them, if it get's more it turns out t be a pain. So I experimented with a lot of other options, to keep up the visual quality. - It's a real problem: if youj insert just one bad looking objekt into such an atmosphere, you destroy everything. There are few way of circumnavigate these problems: I will psot some examples soon.

Re: ThirtyMinutes [Re: MB] #192497
09/25/04 08:11
09/25/04 08:11
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
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bupaje  Offline
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Joined: Aug 2002
Posts: 2,692
California, USA
Would it be possible (assuming some beneficial effect) to put blocks in the windows and hide them when they are in the camera view and return them when they are out of sight? So if the viewer is looking up at the second floor it is 'unblocked' but the first floor is blocked? Also can you maybe use a LOD type scheme with windows that are further away blocked, maybe with a texture image of the room rendered on the block to appear open until they get closer then remove the block? Anyway your stuff is always interesting.


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Re: ThirtyMinutes [Re: bupaje] #192498
10/01/04 08:23
10/01/04 08:23
Joined: Jan 2003
Posts: 172
UK
uman Offline
Member
uman  Offline
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Joined: Jan 2003
Posts: 172
UK
Where possible you may be able use MDL files for many of the details - at least test this out - I have found a great number can have little effect on frame rates - world geometry not so. Many detailed railings or fences, gates etc for instance have little effect on frame rates.

Textures also have a major impact - though I would not dare suggest you alter any of those shown in your screen shots which are excellent and a credit to you. If its a last resort you can increase frame rates dramatically by rescaling/tiling textures which may need to be seamless in some instances - though a decrease in quality results so you would obviously start with the least seen ones first.

Your buildings are certainly detailed and from what I have seen although you have great detail I would not have thought that the views shown would have caused unacceptable frame rates. If so then your scenes are more complex than can be asceratined from the screen views.

Obviously you are attempting a somewhat no compromise quality approach to the levels and that is to be commended - in reality though I beleive GS to be by comparison the best FRate engine in its class you may be asking just a little too much of it.

I hope not as we want to see much more of this.

Keep up the gret work

Re: ThirtyMinutes [Re: MB] #192499
10/01/04 15:39
10/01/04 15:39
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
A few thoughts on how to reduce the framerate in your special case:

A. Simulate an open window

1. Make a screen shot or few from the street's perspektiv through a window.
2. Close the window behind the window frame with a levelblock.
3. Make a plain model with the screenshot as skin.
4. Place it before the block.
5. And attach an action to the model that manages to shift the skin relating to the cameras position, so that the skin simulates the insight through the open window.

B. Place curtains, waving in the wind

1. Place a levelblock behind the windowframe.
2. Give it a dark texture with the perspectively distorted texture of the ceiling.
3. Place a curtain with animated waving in the wind.
4. Give it a random animation action.

Last is only interesting, when you won't have the wind to be calm because of atmosphere issues.

Re: ThirtyMinutes [Re: Pappenheimer] #192500
10/06/04 07:23
10/06/04 07:23
Joined: Jan 2002
Posts: 692
berlin
MB Offline OP
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MB  Offline OP
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Joined: Jan 2002
Posts: 692
berlin
thanks for the valuable hints and recommendations. Indeed, it's a tricky thing - and there are lot of ways, a lot of surprises too in sppeding up the engine.

Need makes inventive - as the German saying goes -, and so I came up with a mixture of map entities, models - and their perpetual change. One thing which struck me was the fact that the engine renders models faster than blocks of complicated geometry.

Here are a few screenshots of a suburban place. It's still under heavy development, just a snapshot of the ongoing development (and corresponds very well to the ugly, post-socialist environment).






Re: ThirtyMinutes [Re: MB] #192501
10/06/04 19:54
10/06/04 19:54
Joined: Jan 2003
Posts: 172
UK
uman Offline
Member
uman  Offline
Member

Joined: Jan 2003
Posts: 172
UK
Yes - some say that traditionally models can reduce frame rates dramatically cos they may have high polys. However I have found as consistently pointed out recently that GS handles them extremely well and you can add a lot of details as models and certainly latrge areas of city buildings particularly if you cant collide with them to boost the percceived sixz of your city level.

e.g. areas you cant get to can be crowded with simple model buildings with detail textures and dont forget any building or object which has a part above player level that you cant go inside can have the top part as a model.

BTW lovely screens - excellent - any more _ I love it

Re: ThirtyMinutes [Re: MB] #192502
10/07/04 06:19
10/07/04 06:19
Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA
Nardulus Offline
Serious User
Nardulus  Offline
Serious User

Joined: Mar 2002
Posts: 1,835
Minneapolis, Minnesota, USA

Hi Martin,

Damn fine work. I am glad you having luck mixing models and level geometery. It looks fantastic.

Great work.

Ken

Re: ThirtyMinutes [Re: Nardulus] #192503
10/07/04 06:39
10/07/04 06:39
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
These new shots are great. I esp. like the 2nd one.


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