Yeah, that won't be the actual blood and the pics are a bit bright as is the level right now. We have also been having some problems with an export plugin going from Max to 3DGS. What is happenning is that even though all the models of the level are at the correct place in the level, their origins were all the same. So let's say we have 500 models in the level, they would all have the same origin, i.e. vector(0,0,0). Now in the level they look right, but their origins are wrong.
What does this mean? This means I had to shut down culling, fog, and any shaders that use world position because they would not work correctly.
Fuxer is I believe, atleast for this demo, going to manually set the level models and should have that done very soon. After that I can add back in the fog, culling and shaders. That will change the look of the level drastically. I have layered fog in, but I wrote that fog to work in conjuction with the d3d fog, so with the d3d fog off it doesn't add enough darkness.
Now, after the demo and before the real game, there is a pretty good chance that we will be writing a plugin to go from Max to 3DGS (knock on wood) that takes care of the origin problem unless one pops up somewhere. It's not guaranteed, but it has been discussed and is tentatively planned. If we do write that plugin, we will make it available, but I doubt it would be free. Although it wouldn't cost too much.
Steempipe thinks he should atleast have 2 of the 3 shaders we are looking for done by the time we will be releasing demo. I won't mention what these are because I am not sure he has said anything about them publicly. Actually, I think Ello has just released a version of one of the shaders we are looking for.
Just happens that was the last one on Steempipe's list, checking that out now.
Loco