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Space Environment/Planets (picture heavy) #139083
07/01/07 21:51
07/01/07 21:51
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
Hi everyone. I've been working on making a good space environment and I've figured out some pretty cool techniques for making skyboxes, sprites, and planets. I'm considering putting together a pack of:
  • 20-30 planet models
  • 10+ "space" cubes (skycubes)
  • a couple dozen sprites of things like stars, nebulas, gases and other stuff you tend to see in games like Freelancer
  • particle effects for things like engine thrust, the fast movement effect, space dust, etc

Right now, I'm working on the planets and I've gotten over 10 of them done. I wanted to show some screenshots so I could get some comments on the styles.

The idea would be to include just about everything you need to make a good looking, complete, and compelling space environment for probably $10. That way, you can spend more time coding and less time getting distracted with "looks" , which always happens to me...
(Note: the ship model below was made by Vincent from these forums)

















The sphere model used is 960 polys. The textures will have 3 levels of detail, the highest being 2048x1024 (which is shown in the above pictures). You'll notice there's a transparent cloud layer in the WED shots...that's still being worked on.

If you'd be interested in buying such a pack, please let me know. You can even request specific types of planets and I'll do my best to include them.

Re: Space Environment/Planets (picture heavy) [Re: Zelek] #139084
07/02/07 12:50
07/02/07 12:50
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
anyone not working on minigolf and space projects??
where did all the fp shooters go???
xD
okay... very nice, and a good idea since so many people are working on space games right now. Thing I noticed with those planets is that they've got waaaay too much relief (is that the right word?) the mountains look like they're way too tall.



you don't see nearly as much of that on planets in our solar system...


~"I never let school interfere with my education"~
-Mark Twain
Re: Space Environment/Planets (picture heavy) [Re: Zelek] #139085
07/02/07 12:50
07/02/07 12:50
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
They're awesome and immediatelly reminded me of "Imperium Galactica II".


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Space Environment/Planets (picture heavy) [Re: Zelek] #139086
07/02/07 14:53
07/02/07 14:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
They're looking okey, but I really miss clouds and other details. Ow and yeah, the relief is way too much.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Space Environment/Planets (picture heavy) [Re: PHeMoX] #139087
07/02/07 15:23
07/02/07 15:23
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline
Senior Expert
Blattsalat  Offline
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
i think that they simply dont look like planets. the gradient between the single colors is way to low. if you take a look at the earth you will see a smooth and shematic color sheme.
your balls on the other hand look like fractal calculations on spheres.

far more detail, less bump, better color balance and layers might help a lot.
and most important: a main color for the planet. either its blue, green or yellow. mixing blue and yellow might look psychodelic but just not right. both colors cant be dominant at the same time.

hope that helps
cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Space Environment/Planets (picture heavy) [Re: Germanunkol] #139088
07/02/07 17:54
07/02/07 17:54
Joined: Jan 2006
Posts: 968
EpsiloN Offline
User
EpsiloN  Offline
User

Joined: Jan 2006
Posts: 968
Quote:

anyone not working on minigolf and space projects??



Top-down survival shooter here

About the colors I dont agree...we know the colors of just 9 planets , how could you know what other materials , metals or anything like that exist in the whole galaxy ?
But I do agree about the relief , the clouds and a suggestion...the skins are too bright
If you put those things away you've copied Freelancer very good I hope I'll see the same gameplay (with diff. story) on theese forums soon

PS.: I'd buy this pack only to place models temporary until I have my own , otherwise we'll all have the same space sims


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Space Environment/Planets (picture heavy) [Re: EpsiloN] #139089
07/02/07 18:05
07/02/07 18:05
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
This all looks nice, the models and the texturing, so nice job on that part !!
The relief isn't disturbing me since everything is possible in that beautiful virtual world but if you've had the intention of making it as realistic as possible then I think the relief should be decrease to correspond to that realistic thought Nice start, keep on going Zelek

Cheers

Frazzle


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Re: Space Environment/Planets (picture heavy) [Re: frazzle] #139090
07/03/07 00:30
07/03/07 00:30
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline OP
Senior Member
Zelek  Offline OP
Senior Member

Joined: Feb 2002
Posts: 357
Florida
Hey everyone, thanks much for the C&C. These seem to be the main criticisms (feel free to add more):
  • Relief/Bump is too high
  • Gradient between colors is too low
  • Less colorful
  • Skins too bright
  • Not enough detail

The last one really confused me, to me they seem super-detailed. I can pick out little hills and features in very small locations. What kind of detail do you think needs to be added?

As Frazzle pointed out, it really depends on whether you want realistic or game-style planets - I was definitely aiming for the latter. But if people want realistic planets instead, who am I to argue? I just figure if I'm going to play a space game and discover new planets, they can at least be intriguing planets that make me wish I could actually visit them and explore.

I tried making a planet taking your suggestions into consideration:


Any better?

Re: Space Environment/Planets (picture heavy) [Re: Zelek] #139091
07/03/07 08:35
07/03/07 08:35
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Well, it does look like you've decreased the relief so I think you can keep it this way because you've got to make it so it suits your needs relative to the game style Btw, the lack of detail is a miss interpretation if you ask me, your texturing and ingame views you've posted look quite detailed to me Maybe it's the 'huge cliche explosions' we miss in the ingame shots you've posted when it comes to outer space kind of games ^^

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: Space Environment/Planets (picture heavy) [Re: frazzle] #139092
07/03/07 16:48
07/03/07 16:48
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
I thought they were fine in the beginning!

Perhaps just sell them as you originally presented them, and let people use a
graphics program to customize them to their own tastes? Most people will
probably tweak them anyway.


Not two, not one.
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