Journals of Celriech - Project Annoucement

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dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Journals of Celriech - Project Annoucement

Post by dawasw »

Welcome again all.

I loved your participation in LOTR project, that is why I release some brand 'new' screenshots from mine most advanced and most important project.

I'm developing it with SenVa, who is Game World Lead Designer/Webmaster/Game Master.

It is a game, situated in a Role-Playing Fantasy world. The plot is about 6 races living in world of Celriech. One evil pact was made, and one good Alliance was created. You will be on the side of the good ones - with races like: Human, Elf, Dwarf. There will be around 12 character classes.
Game is of course Single Player.

And this time it is an FPP as I said in LOTR's last closing post, because I've got inspired by Oblivion and the whole Elder Scrolls series.

Here are some shots from the todays version: (it is not much i know)

Main Menu
Image



While Traveling
Image



New User Interface
Image



So as you can see I've been busy. But it is really not much yet, I didn't have enough time to make more - school and other sort of stuff.

I would like to hear your comment.

Do you find FPP Role-Playing games interesting & exciting?

PS Sorry SenVa for responsing so lately, I will start thread on forums, and we will make next updates there, and post the link to website here ;)
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

All right, finally something good to show, main character window/panel with major attributes and stats.

Screenshot below:


Finished User Interface
Image
TheRLG
Posts: 372
Joined: Thu Oct 07, 2004 11:20 pm

Post by TheRLG »

looks fun!!! i think maybe some bump mapping on the models would be extra sweet.

also, looks like ur just using images every time u need to make a button or whatever, instead, you should skin the gui with images and just use certain fonts for certain menus. i could help you with a skinned gui if u want.

anyways, looking forward to seeing more progress!!!
bitplane
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Post by bitplane »

I'm a first person rpg fan! looking forward to following this thread :)
Submit bugs/patches to the tracker!
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needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

nice, but this time I hope it won't crash if I try to skip opening animation :x , that's why I haven't seen LOTR till now.
what is this thing...
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

@RabidLockerGnome

As for the images, the whole stats are static texts, and the stats numbers are a counters updated all the time, well designing a skin hmm I will think about that, but actually I like to use Images to have them set (changed) If I need to etc.

As for the Bump mapping It will be supported, I also have omaremad's Glow & HDR rendering in, but I don't have switched it on (it affect gui also - that is why it is not useable, I won't mention the fps drop also - playable on 2.4 ghz +512 ram + 128 mb graphic device with HDR switched on). So effects are quite advanced and It will be decided later what to use Glow or HDR (both cause to slow performance).

@bitplane

I have a lot nice words for you, because I'm planning to use your terrain grass node - very effective and nice performance on low options of it; and I also will try the Cloud scene node as it looks impressive; adding trees to the whole terrain + switch HDR on would be really spectacular effect. I hope to make it until this weekend.

Also I will post some HDR and Glow screenshots later. They are also not 'optimized' yet at all so it is not good to be excited about them.

@needforhint

Yeah sorry for that last 'try'. This time project is totally diffrent written with new full avaible options menu etc. there is no animation in the beginning as it is not required. Also game have loading bar and world loading is much better, there are just a lot of improvements from that what I've learned in LOTR project.

That's it for now, I hope to post HDR & Glow rendering screenshots as fast as I can. (today or tomorrow they should be avaible)

PS Thanks again to omaremad for developing such shaders, also I'm looking forward to tutorial on optimizing them (cause mine settings are not so good as I would like) :D
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

So as I promised, here are the HDR Rendering & Glow effects in their first/testing stage; as you can see they need a lot of polishing and setting up; they are also not required to play the game -> you can switch them on/off in the Options of Main Menu to check out the effects. (as atm. gui is affected by shaders as you can notice on the screens)

Here they are:

Image


Image


Image


Image


PS Also sorry for such low 'location' in the game, I will work on nice terrain and grass (bitplane's) next. Adding also better trees later and having HDR on would be spectacular.
needforhint
Posts: 322
Joined: Tue Aug 30, 2005 10:34 am
Location: slovakia

Post by needforhint »

this is so COOL :shock: :shock:
what is this thing...
SenVa
Posts: 38
Joined: Fri Oct 14, 2005 1:00 pm
Location: Mi

Post by SenVa »

WOW, I have to say... I'm loving it.

P.S. I should have the site's ready in the next 2 days... (sorry for the delay)
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

I have made the new version, and it is this 'proper'/'high detail' adult one. I mean that the textures for designed meshes were remade/reswitched and updated to a new better ones. Also I have made my grass. (I dont use bitplanes's grass I get many problems with terrains in irrlicht; so I would make most of terrains in milkShape 3d and then include them into the game)

So here are this quite spectacular screenshots directly from the game (sorry that I had no time to make some ruins etc. but first dungeon is quite ready and will be applied soon (will use bumpmapping). They (<- screenshots) are not spectacular at most , I've said only quite, because there is a lot to add, much more trees, differ trees, differ grass more, add some other plants and flowers, and the last would be adding fallen tree barks/rocks/small animals.

So the best is going to be done soon ;)

Here are the final enviroment set up version: (atm at a flat terrain, I will add mountains etc. later)


Image


Image


Image


I hope you will like it. I try to do my best in a lack of time. (quite few duties I have atm)
Guest

Post by Guest »

YAY its nice to see someone using my shaders thnx daw

any way it seems you have become the master of rpgs here and i hope to see a demo soon anyway if you dont like the look of bumpmaps on organic models you can use need forhints phong shader which is very good

any way daw show me your render code so we can fix the gui problem

a source of slowdown in the shader is the mix commands in final.frag take em out if u dont want radial blur 30% fps improvement

I have to congratulate you for implementing my HDR without me writting any docs for it ( wow im lazy but i had exams)

any way i hope i finish my new render technique
PPBUSRR
post processor based ultra smooth reflief rendering
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Omaremad thanks for reply.

Your shaders are great, I have removed those mixs as you said and it looks almost the same and is 30% faster!

Hmm I have 2 problems, the one is with GUI, i make something like this:

Code: Select all

'start for shaders'
smgr->drawAll();

'continue for shaders'

smgr->drawAll();

and then I have: guiEnv->drawAll(); 

(of course I've missed whole updated classes/functions etc.)

So that is the first problem (aster some time I've got it working but it wasnt looking too good);

The second one is with blur/glow effect, it is its 'range on the model'. I mean the glow fog effects around a mesh are a bit too big, I would like to make this glow mist a bit smaller (to have nicer effect); I've tried almost all of parameters in blurh/blurv/blurva/blurha frag shaders files but unfortunatelly with no success.

Thanks very much for your help!
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

I'm atm at the Newton integration into the project.

So I didn't do anything really new, I've added a dungeon to the world with dynamic light but it is not such a big thing. Oh also I made weapon handler system - weapon is located at your hand's joint. (so there is no need to make animations for each weapon manually etc.)

Most of physics will be rewriten & learned from Dhenton's newton demo. (great stuff m8)
SenVa please write me how is your progress with newton too.
omaremad_

Post by omaremad_ »

well you could use the vector array in the blurh's and such buts thats complex as it requires tweakking

the way i reduce glow size is by increasing the resolution of the rendre targets textures( dunno thir names i dont thave the code with me)

any way the 512*512 one in my example should equal ur screen res but the other ones (blurs and blur alphas should be kept smaller than screen res and pow of 2)

change those ones


render the gui env last after the last final pass

btw plz go on irc it would be nice to disscuss stuff with you
dawasw
Posts: 357
Joined: Tue Aug 10, 2004 4:39 pm
Location: Poland

Post by dawasw »

Welcome again after some time. They were very hard times to me for now.

It is because I were working with Newton physics to understand it at all etc.

And after many tries ...

It is in ! Finally a great physics engine is used in the project from today.

There is not much done atm with physics (FPS player controller, world physics on quite big terrain mesh exported to .obj, box 'shooting' )

But it will all change fast, Monsters will have physics, and also some objects like old barrels or wooden boxes, all of these you will be avaible to move, and moreover I will add some hinges in first dungeon.

Also I'm working on better tree models atm, If I make something artistically new to show I will post some screens from latest versions.

That's all for now, Dawasw
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