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Re: The Disenfranchised update: September 07th, 2 [Re: BlueBeast] #13946
09/08/07 20:04
09/08/07 20:04
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Orange Brat Offline OP

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I figured it out..I had my DLLs set to the DX9 instead of the DX8a. Do a browser refresh to see the properly shaded version. No matter what I do I cannot get the DX9 video DLLs to work right in MED or WED. In WED the 3D view has a terrible framerate even with a GeForce 7600 GS 512MB card. DX8 Dlls work perfectly and still provide me with the "DX9 only" features like skins on models and whatever the other DX9 DLL only features were (in WED).


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The Disenfranchised update: Oct 19 2007 [Re: BlueBeast] #13947
10/19/07 19:35
10/19/07 19:35
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Orange Brat Offline OP

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Spam on! Not much of an update, but yes this monster is still kicking. I've decided to convert to Lite-C given all the new stuff seems to be for it. This should be.....fun.

There's not much going on on the art front. Everything has been on hold, but I was driving home last night and had a great idea on how to do this 2.75D thing in WED without having to actually draw the level and using sprites for the layers. Many years ago I created a level that was made up of 3D blocks but looked 2D. It's a similar technique that the side scroller developers use to simulate a 2D level, but there's still some 3D faces visible where appropriate(walk planes, ledges, etc). I never showcased any screen shots from that old level, but it was a huge success at the time, and I can't remember why I abandoned it.

Anyway, it's back and that's where this project stands. Spam off!


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Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13948
10/19/07 19:44
10/19/07 19:44
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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Nice to hear it's still kicking OB

Cheers

Frazzle


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Re: The Disenfranchised update: Oct 19 2007 [Re: frazzle] #13949
10/19/07 20:27
10/19/07 20:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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You don't have a screenshot of that old level around, do you?

Re: The Disenfranchised update: Oct 19 2007 [Re: Pappenheimer] #13950
10/19/07 22:39
10/19/07 22:39
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EDIT: The level isn't untextured, but it's missing some elements which I'll have to fix via some quick and dirty methods.

I'll probably have to retexture it because I was using WADs and PCX files back then and now I'm using folders and TGA (have been for a while). I also was rather unorganized on that front but everything is in order, now.

Anyway, it's a tiny level that was meant as the back drop for the main menu. I'll see what I can do with it and post something whenever it's done. It's very stylized, even more than what I usually do.


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Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13951
10/20/07 00:24
10/20/07 00:24
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Orange Brat Offline OP

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Keep in mind, this was never meant to be seen and is just me tinkering with this 2D/3D look about 4 years ago. This is just a the 3D WED window:



The lamp post is waaay out in front of the building, so there's some semi-forced perspective tricks to get some nice parallax scrolling effects when the camera moves around. If you're familiar with how they made those incredible "sets" in the original 1933 King Kong then that will give you an idea. There's also another layer behind the camera in this shot which is what the camera would show if you clicked Options. The camera would glide back. If you clicked Play it moved towards one of the windows where the game would start.

Anyway, most of the visible faces are the camera facing ones. There are a few sides of certain blocks showing (like the side walk sides) but it's mostly simulated 2D. There were also white windows in each of the now empty window spaces.

The huge area of blackness around the level is intentional. This was going to be a stylized level where you only saw what was important and the rest kind of faded out into darkness. It would have been tweaked of course and the level art would have been consistent with whatever you call my usual style. I also attempted to simulate shadows using special blocks with dark textures. You can see this on the lamp post pole and the shadow under the light itself.

Here's a close up of the sidewalk. I was experimenting with simulating a thick and thin line kind of like an ink pen except using blocks:



Anyway, I'm coming back to this technique only this won't involve something I slapped together in less than a couple hours. BTW, those white blocks are just camera controls.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13952
10/20/07 00:33
10/20/07 00:33
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Wellington
I like the style a lot.

Re: The Disenfranchised update: Oct 19 2007 [Re: Nems] #13953
10/20/07 00:48
10/20/07 00:48
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Orange Brat Offline OP

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Here's one last content addition, although not created by me. This is a clip from the 1931 film Svengali starring John Barrymore. The camera work and the exterior with all the layering effects in the first half is basically what all this 2.75D hooey boils down to. It looks like a series of 2D layers animated to create the illusion of a 3D world. In actuality this looks like a combination of matte paintings for the extreme background and miniatures for everything else:

http://www.youtube.com/watch?v=vnVFZIByQHY


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13954
10/20/07 12:54
10/20/07 12:54
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
The sytle you attempt on this game is known by anyone now on this forum but it still looks damn good

Cheers

Frazzle


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Re: The Disenfranchised update: Oct 19 2007 [Re: frazzle] #13955
10/20/07 13:18
10/20/07 13:18
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Great, you can build the different layers as different map entities - no more technical obstacles in the way anymore now!

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