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Re: Sky Titans [Re: lostclimate] #379116
07/29/11 16:05
07/29/11 16:05
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
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alibaba  Offline OP
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Joined: May 2008
Posts: 2,113
NRW/Germany
Lostclimates models ingame:






Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Sky Titans [Re: alibaba] #379117
07/29/11 16:12
07/29/11 16:12
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
Posts: 1,660
North America
Watching the gameplay video, the concept and such looks unique but the execution is less than satisfactory. The animation of the weapons and the physics look... clunky, for lack of a better word. You should take some time to smooth out the physics and the animation.

On another note, I think LC's rifle looks great now. Am I correct in my understanding that the "magazine" you see under the rifle there is really a "sleeve" for the real magazine?


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: Sky Titans [Re: Redeemer] #379119
07/29/11 16:17
07/29/11 16:17
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
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alibaba  Offline OP
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Joined: May 2008
Posts: 2,113
NRW/Germany
thank you, you´re right. I am no animator so i´ll try to do my best laugh
Today i´ll implement blending animation scenes. And you´re also right with the physics. That´s because i´m using the bodyparts of the old model. i´ll fix them laugh


Professional Edition
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--------------------
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Re: Sky Titans [Re: alibaba] #379132
07/29/11 17:13
07/29/11 17:13
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
glad to see them in game laugh. might i suggest tuning down the specular or the power on the astroids? they still look ok think but also a bit plastic. The shader viewer is really good for getting a fine tuned look out of them.

Im glad you like them.

@redeemer: yes the bottom of that is a sleeve still. havent modeled the clip yet. there isnt actually even a modeled port on the bottom of the gun for a clip since i probably keeping the uv's for that very small since the bottom should theoretically rarely be visible, ill probably just add a small chunk of square indent to the normal map and paint it black. glad you like the gun. grin

BTW sent you the grenade.

Last edited by lostclimate; 07/29/11 17:48.
Re: Sky Titans [Re: lostclimate] #379171
07/29/11 22:58
07/29/11 22:58
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
new update on the rifle... bored because my computer is basically non functional due to rendering the ambient occlusion map... its been like 1.5 hours now and its still like %33 finished.

I wanted to show you though the difference (as hard to see right now as it might be) but i did a lot. added several extra loop cuts to even out the primary diffuse shading (since it was making large black artifacts even with the normal mapping. Re uv mapped everything to a much more efficient map, and baked rebaked at 512 resolution to see how it looked. then i started the final bake for 4096x4096 4x AA but it is sloooooowwwwww... but i did get the normal map already and that is on there. and thats where we are today!:




now the low 512 res ao map kinda fights with the 4096 normal map, as does the fact that i made the gun look fps, but you can definately see a difference. im excited to see how the ao maps turn out

...and i really hope they are fine after the first bake mad

the first person view i hope gives a better perspective on its overall in game affect.

Re: Sky Titans [Re: lostclimate] #379172
07/29/11 23:02
07/29/11 23:02
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline OP
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alibaba  Offline OP
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Joined: May 2008
Posts: 2,113
NRW/Germany
Wow.... Just AWESOME!! O.O


Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: Sky Titans [Re: alibaba] #379173
07/29/11 23:33
07/29/11 23:33
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
In first picture, the brown thing as a too much low res texture. Same thing on next pictures , the meteorite don't have an enought detailled texture for a FPS view and game !
Why not increasing the resolution , or bringing normal map or baked detail texture ?

------------

For the levels instead of throwing simple 3D objects like that, you should make real concept draws , Google on internet
for gravity ideas and pictures, elements !

And you should really think in terms of strategy, to avoid a
simple jump and gun with gravity !
Somewhat like the bad oldf FPS : Quake Wars; where it was only players doing jump and gun like bunnies laugh : AWFULL

So you could perhaps think in terms of bonus, strategie, tactics using gravity , if it is the main originality on your FPS !

Some ideas from scratch to inspire you :

The most important i think would be :
- Gravity affecting bullets would be great also :
A player would be shooting in a zone, and would be winning
against nother almost, suddenly the gravity would come back in that zone , affecting the player shooting that could not be as precise ! The player that would be loosing for example had catched meanwhile a bonus givinghim and it's bullet's no gravity effect for some seconds : What would give him a big advantage now !

After taht here is some other ideas !
- Little rounded planets where you could jump from one
to another in a level (Mario Galaxy style)
- Closed environement , like connected rooms, or unique rooms
with only one or two gates (entrances or automatic doors)
where gravity would be normal or different ?
- Tunnel or tubes (connected or not)
- Gravity zones (perhaps some indicators like colors, shader etc ... ) to indicate the direction of the gravity !
- Switches to invert gravity on these zones
(just play Mario Galaxy)
-Bonus to boost anti gravity (more speed and more control
over the gravity going on the zone)
This would forces players to try to reach these bonuses to
win bigger advantages
- Zones where gravity changes each time
- Example Bonus: Gravity inverted
- Boots or Jetpack allowing to not be so affected by gravity


Just to say you can make something really new, and polish it later, but planning gameplay, bringing new ideas, putting stratie , tactics, originality is really necessary if you want to make something not so standard !

Keep it up laugh

Re: Sky Titans [Re: ratchet] #379174
07/29/11 23:48
07/29/11 23:48
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
you have to consider ratchet that right now he is just testing. there is no dedicated level designer yet and thats not even the phase he is in. as far as the rocks go, im not sure what you mean? its a 2048 map^ and i dont see a single part were a pixel on the map is bigger than a screen projected pixel... Now it does look very blobby because there is too much specular, but if you zoom in on it you will see that it does have a high resolution texture.

Re: Sky Titans [Re: lostclimate] #379180
07/30/11 01:05
07/30/11 01:05
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI


a little progress.. roughing out the low poly pistol.



still waiting for the damn ao render for the rifle (at about 50% right now)

EDIT:
worth the 7 hour wait:



Last edited by lostclimate; 07/30/11 03:57.
Re: Sky Titans [Re: lostclimate] #379181
07/30/11 01:51
07/30/11 01:51
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
That spike looks like it could do some serious melee damage! Keep it up, brother.

I want to see this game well-tested, reasonably polished, and released.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
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