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Re: lava cave [Re: Xarthor] #92696
10/02/06 09:17
10/02/06 09:17
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
@expert: in the editor, it already feels quite crowded because it's a very small room after all. but i will add som details (more rocks, maybe some more flames etc.)

@all imageshack-haters: i do own a server, but i love Imageshack's thumbnail-on-the-fly-option so much.

[edit]
@ all: i will redo the complete scene and make it bigger, more hallway-like to make it more impressive. i am targeting the atmosphere of the SS II level "cursed canyon" on planet kleer.

Re: lava cave [Re: broozar] #92697
10/02/06 11:49
10/02/06 11:49
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
just had to say i love that level in ss2

i really like ur fog effects and the skull model is really nice! i noticed too that the lava and other textures look really similar, so maybe a little more variety but very nice work and like u said it is quite a relief to see model-made levels

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: lava cave [Re: JibbSmart] #92698
10/05/06 10:25
10/05/06 10:25
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
in wanted to keep you informed about my progress. tht's the original SeriousSam2 level/the inspiration:



and this what i made of it in a6, still WIP and long not perfect:



@ expert: hope this stills your hunger for more complex geometry ^^

PS: please don't ask about fps/polycount, the arcs alone are more than 12k, so i have a long way of optimising right in front of me.

Re: lava cave [Re: broozar] #92699
10/05/06 10:53
10/05/06 10:53
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
That are some fine screens you got there DaBro0zar !!
I like the gun in the first screen, very pro
The enviroment is just to perfect, great level geometry !!
Please keep posting your updates, I'm really looking forward to the end result, or eventally a demo
Great work

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
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Re: lava cave [Re: frazzle] #92700
10/05/06 10:57
10/05/06 10:57
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
as said, the 1st screen is from SS2, including guns, bmaps etc. and just for comparison.
well - please criticise me to make it look even better.

Re: lava cave [Re: broozar] #92701
10/05/06 14:45
10/05/06 14:45

A
Anonymous
Unregistered
Anonymous
Unregistered
A



I like your level, looks nice and dark, even though everything is glowing... if that makes sense...

Re: lava cave [Re: ] #92702
10/05/06 16:11
10/05/06 16:11
Joined: Jan 2006
Posts: 968
EpsiloN Offline
User
EpsiloN  Offline
User

Joined: Jan 2006
Posts: 968
The only thing that doesnt look 'in place' for me is the floating candles The level looks very impressive and it would make a great RPG with a little scripting


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: lava cave [Re: EpsiloN] #92703
10/05/06 16:52
10/05/06 16:52
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Maybe he should give the candles a slightly more detailed skin, because at the moment there are just plain red. That's probably why they stand out like this and seem out of place a bit,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: lava cave [Re: EpsiloN] #92704
10/05/06 16:59
10/05/06 16:59
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
I would tone down the overall glow effect, it just needs a hint of glow and then try to get that increased glow along the lava/rock edges like the SS2 game shot has

mabey a little increase in the fog_start and fog_end distance too to thin it out and then apply fog to geometry models/block surfaces ( inotehr words let the surfaces fog vs trying to cover them up with view fog).

Re: lava cave [Re: Grimber] #92705
10/05/06 17:07
10/05/06 17:07
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
Expert
broozar  Offline OP
Expert

Joined: Jun 2005
Posts: 4,875
yeah, the candles... the skin isn't bad, thoug the lighting situation is bad. i work with almost plain red light sources, which are placed much too near to the candles. plus, they're a real framerate killer > overall fps is 63-70 (athXP 2600+, GF 6800, 1024*768), if i get all candles in view, it drops to 43. i seriously need to rework that.

i already reduced the glow tgas to the half, now it looks much more like smoke (what it actually should look like) and not like a glow.

@grimber: your suggestion sounds interesting, but i have no clue what you meant, sorry, can you give an example/ a small how-to?

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