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Re: What are you working on?
[Re: zeusk]
#398360
03/31/12 18:50
03/31/12 18:50
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Last edited by painkiller; 03/31/12 18:51.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: What are you working on?
[Re: painkiller]
#398361
03/31/12 19:06
03/31/12 19:06
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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zeusk, very nice models!
painkiller, maybe, you could add some more colored lights: red and green for entrances, and bluish for the screens, more yellow for the wall lights... at the moment its veery grey. A tip for more level ideas: broken walls which lead in very different areas, dead end rails, storage rooms with 'towers' of old machines, boards that connect them ... ...stairs, even a few steps make a difference, windows, bars where you can look in further rooms and floors or yards with some sunlight...
Last edited by Pappenheimer; 03/31/12 19:08.
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Re: What are you working on?
[Re: Pappenheimer]
#398425
04/01/12 22:44
04/01/12 22:44
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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@Zeusk : i like it a lot @Painkiller : Please change this very very old door texture (I know it's a fun project and using old WAD) ! I'm playing Mass Effect 3 : Level design is so much far from the Mass Effect 1 and 2 , that's just marvellous, can't imagine what they'll do for Mass Effect 4 and some new Hardware power ? Each level was amazing on details and effects !
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Re: What are you working on?
[Re: ratchet]
#398468
04/02/12 14:00
04/02/12 14:00
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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after one week of insomnia because of my newest baby, I had some time to improve my pathfinder: - smoother animation due to modified unit loop (okay, it is not sensible on these screenshots, sorry) - basic follow-the-leader behaviour that resulted in better FPS, and much better terrain bottle-neck passage behaviour (the upper groups are just slightly scattered after passing the narrow area in the middle - it was a pain for them before). I think this follow-the leaders feature will be the basis of formation control, so after scattered state the group can be reformed again hopefully
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Re: What are you working on?
[Re: sivan]
#398601
04/04/12 15:20
04/04/12 15:20
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Congrats on your fatherhood! Does following the leader mean only one entity searches for a full path and the others only do close-range pathfinding? If so, what happens when there's small places that they need to get through, does the leader take into account that there's more entities than just him trying to get through? Looking forward to seeing the changes in motion! Speaking of follow-the-leader: Have you tried what happens when one entity is moving around, pathfinding, and another group of entities is set to go to him? Sort of like a moving goal. This would often be encountered in an RTS situation, when players tell their units to attack a moving unit...
~"I never let school interfere with my education"~ -Mark Twain
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