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Posted: Thu Sep 04, 2008 8:34 pm
by dlangdev
Hi Sudi,
I'm studying them. I wanna know how they got made that way.
Plus, it would show the strength and weakness of the API. Like load time and other stuff. It took several seconds to load the textures for the last image.
The last images I posted use very large textures. That's why they look great.
I think large textures are going to be the norm with video cards having one gigabyte as entrylevel. I wouldn't be surprised if one texture is 4K-by-4K, though.
That's for the PC. For consoles it's a different set of requirements.
Posted: Fri Sep 05, 2008 1:01 am
by sudi
cool dlangdev keep us uptodate
anyway i started doing experiments with postprocessing and wrote a xml-based postprocess system. here is what it can do for example...
Posted: Fri Sep 05, 2008 1:20 am
by dlangdev
man, that's way coool.
shader programming is the way to go.
Posted: Sat Oct 04, 2008 8:01 pm
by Eigen
Posted: Tue Oct 07, 2008 5:43 am
by Virion
Something I'm working recently. (sorry have to stop doing irr mascot for a while)
Still working on it. Can't generate lightmaps as it will spoil the transparent part of my textures.
large image:
http://blog.zerocore.net/wp-content/upl ... wcase1.jpg
Posted: Tue Oct 07, 2008 3:46 pm
by e^x
hey Virion, I like the style, reminds me a little bit of Nintendo 64.
Also the cartoony look it has by breaking the symmetry is very cool.
Posted: Tue Oct 07, 2008 5:23 pm
by Frank Dodd
nice work Eigen I like the look, I think it will be improved with some additional clutter in the scene.
Posted: Wed Oct 08, 2008 8:29 am
by kornwaretm
Arok:
#1
#2
Posted: Thu Oct 09, 2008 7:44 am
by Virion
Apa khabar kornwaretm.
(hello kornwaretm)
nice sreenshots you got there. keep the good work up!
Posted: Fri Oct 10, 2008 9:25 pm
by roelor
lovely. Im intrested in the command and conquer renegade clone though. (Love the images of dlangdev.)
I model two. But I was using (gah) game-maker and ultimate 3d. Love the user frienldlyness of it but its way to slow...
So thats the main reason I came here. An additional plus is that this engine is really tidy. and has godlike tutorials.
im busy with a shopping mall deathmatch level (for u3d though).
,
.
note: There are only 2 stairs in the level. I just made it repeat with an (2d) image manipulation program because I use it as desktop background. polycount is 367.
I need to add plants and such. Goal <= 2000 triangles.
Posted: Sat Oct 11, 2008 4:19 am
by Virion
Posted: Sat Oct 11, 2008 9:04 am
by roelor
No it will be texture baked.
Posted: Tue Oct 21, 2008 6:48 pm
by Eigen
Another update on my .. unnamed .. project. I recently finished a new vehicle physics (very limited and needs a lot of tweaking) because I ran into performance issues with Newton vehicles. Having 2 vehicles already dropped the FPS significally, let alone 5 or more. Now I can easily have 10 or more without much drop. Oh, and there's a new vehicle camera.
I also finished doors that open automatically when you move close to them. (Such a big thing ..) Yeah, it's not, but it's all those small parts that eventually make up the final result. So I'm happy about it
Automatic door ..
Enemy base in the distance:
Bunch of vehicles:
Until next time!
Posted: Tue Oct 21, 2008 7:04 pm
by dlangdev
are those trees generated by TreeMagic?
And your terrain looks like an output from L3DT, nicely done.
I was thinking of using those tools for the next demo I'm going to write.
Posted: Tue Oct 21, 2008 7:21 pm
by Eigen
Thanks. Actually I got the trees and plants from
http://www.loopix-project.com/ at one point. I guess there should still be a free pack available.
For the terrain I use EarthSculptor to sculpt and texture the several parts that make up the whole map. Haven't seen L3DT, but I should check it out. Seems impressive.