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Re: Website updates and more
[Re: frazzle]
#106221
02/14/08 20:42
02/14/08 20:42
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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LC: mine too i'm thinking of making it a wallpaper, if i do i'll throw it your way that screenshot was taken in the middle of the "blurriness" that is added when you are close to explosions Cartoon_baboon: thanks very much, but for more updates check the website, and as mentioned before we're always looking to expand our forum @frazzle: thanks, you're very supportive, and i agree If you guys want more that's less than half of the total screenshots we took yesterday, so if you want more we'll show em off
Last edited by mpdeveloper_B; 02/14/08 20:44.
- aka Manslayer101
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Re: More PreVa!!! Now with Bloom Flavor!!
[Re: Puppeteer]
#106224
02/15/08 08:37
02/15/08 08:37
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I like the impression of an action feeling. The particles and effects look very cool in the screenshots.
On the other hand there is little or no lighting. Models are blocky and you should completely re-made all textures.
If I imagine this project with professional models and textures and good lighting then it could have commercial quality. If you dont have skilled model and texture artists available, then you could get mechs at 3drt.com and textures from Gamebeep, 3dtotal or Dexsoft.
I think your project is worth improving it.
Models, Textures and Games from Dexsoft
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Re: More PreVa!!! Now with Bloom Flavor!!
[Re: Machinery_Frank]
#106225
02/15/08 13:51
02/15/08 13:51
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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@Frank: well, we wish atm that we had a texture artist, but thats not true, and mpdev_a has done a good job on making the textures that he has, although we do plan on doing a graphics update patch in the future with preva, after it has been released for a while. The mechs are kind of meant to be blocky, it's the kind of style of mechs we're going for, like Gundam. On the lighting aspect, we do have lights attached to bright things, like the laser gun, the sabers, the muzzles, the explosions, etc. but we can't use more than 8 at a time because of a6, and that conitec blamed it on dx (yea.....) but anyway... Thank you frank for your constructive criticism, it's very helpful, and yea, we just want that "blow sh*t up" feeling, think of it this way, the game is supposed to be a mixture of a 80's mecha anime combined with some newer technology. @puppeteer: i like both of em especially the big lazer owning the enemy ^^
Last edited by mpdeveloper_B; 02/15/08 13:52.
- aka Manslayer101
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Re: More PreVa!!! Now with Bloom Flavor!!
[Re: Machinery_Frank]
#106228
02/15/08 17:22
02/15/08 17:22
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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Quote:
Quote:
...but we can't use more than 8 at a time because of a6, and that conitec blamed it on dx (yea.....) but anyway...
DX supports up to 8 lights per model not per world. So indeed you theoretically could use more than 8 dynamic lights just through splitting up level-models into pieces.
But you can also do lighting with static lightmaps as a workaround to not have such flat environments. The latter would be faster anyway than dynamic lighting.
preva doesnt use any blocks, just 100% model and terrain levels. also, a7 has unlimited dynamic lights, why is this :/ or rather why wasn't it coded into a6
@cartoon_baboon: thanks, we found out that gamedev.org's forum was messed up, but not indiegamer, however it'll have to wait, mpdev is out of commission for a day or 2, maybe longer
- aka Manslayer101
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Re: More PreVa!!! Now with Bloom Flavor!!
[Re: Machinery_Frank]
#106230
02/16/08 04:35
02/16/08 04:35
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Joined: Feb 2006
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mpdeveloper_B
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it's true we could, and lightmapping isn't all that hard to do, but it is very time consuming, and because we have 31 mechs (each using the med material and effect features on multiple skins, at least 4 per mech) and a decent amount of overall models, lightmapping would throw us behind too much, so maybe in the graphics update, we don't really want to pull a DNF ( ) and add a new feature each time we find something new, which is why the bloom which was added may be the last graphics tweak until the game is released
Last edited by mpdeveloper_B; 02/16/08 04:39.
- aka Manslayer101
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