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Posted: Mon Nov 03, 2008 10:13 pm
by monkeycracks
Those screenshots are looking amazing. Great work.

Posted: Mon Nov 03, 2008 10:36 pm
by fmx
seriously impressive stuff, really putting Xeffects to good use (artistically)!

Keep up the great work!
:D

Posted: Mon Nov 03, 2008 11:29 pm
by BlindSide
Hey that's looking pretty nice. I recommend for this level mesh you use "ESM_RECEIVE" mode, it's better for this kind of indoor level mesh to only receive shadows. Also, put the shadow light closer to the main character, and make it follow the character or the main scene camera around so that the shadows only cover the area that's needed. This outdated example kinda shows what I'm talking about.

Ok, I'll shutup now because you seem to be doing alright on your own ;)

Posted: Tue Nov 04, 2008 2:41 pm
by Mel
Hum! that is a pretty interesting piece of code, Orthogonal shadows can help quite a lot.

I've updated a bit the camera system. Now the camera is FREE to rotate around the characters, will point to them, and when the character moves near a "camera point" it will move on its own to the point doing a transition. The horizontal rotation is easy, it is to turn around the Y axis, but the vertical rotation on the other hand... X axis is not always the most efective, but for the time being, it works.

I'll try to move the camera also with the mouse, now, it only moves with the directional keys.

Posted: Fri Nov 07, 2008 1:24 pm
by full.metal.coder
nice screenies!

just wondering : how are you handling the physics part (especially character movement)?

Posted: Fri Nov 07, 2008 2:10 pm
by Mel
Character collision is handled through the very irrlicht colision manager. It is behaving quite well, sometimes it gets a bit messy, so i guess i'll have to change it in a near future, but for now, it is well. I've also built a system where the meshes of the IRR edit are stored to form a metaTriangle selector, and that is what colides with the character, i'm also using Octrees for them, so, mostly, it is all done with octrees.

Posted: Thu Nov 13, 2008 3:58 pm
by Mel
A bit of update, this time is a Video :)

http://www.youtube.com/watch?v=gPJhkIQPG6M

In the end, i opted for a Tomb Raider Camera, i gave up on the "only fixed cameras" system, although, there are fixed cameras, they share their protagonism with the "flying close the character camera"

As you can see, there are several animations already done, right now the character even jumps. But i'm going to rewrite that part of the controls so, it allows a lot more of expresivity to the system.

Also, i'm trying to add shaders to the characters, but, unless the NORMAL mapping gets rid of that "flatty" look, i'll stick to old gouraud polygons At least, it has now 2 layer reflection.

Posted: Sun Nov 16, 2008 4:19 am
by GameDude
Wow that's looking pretty good

Posted: Sun Nov 16, 2008 6:49 pm
by rogerborg
Mel wrote:As you can see, there are several animations already done, right now the character even jumps. But i'm going to rewrite that part of the controls so, it allows a lot more of expresivity to the system.
Watching that video, I feel an urgent need to run up the wall and then super-jump off at some wacky angle. It looks like that kind of world.

Posted: Tue Dec 16, 2008 1:36 pm
by Mel
Well, i'll try that it isn't like that at most of the times :lol:.

A new area under development. I remembered i had this somewhere.

Image

And the main character, updated to what Irrlicht is capable to do, the other was just a small mesh i did for UT2004 ;)

Image

Posted: Wed Jan 26, 2011 1:15 pm
by Mel
Holy..... this is really outdated!... though i have never given up this project, i have only prepared better to face it.

Image

The editor is functional. It saves and loads stages on a basic level, but properly. Or else, editing the shaders and the position of the nodes would be a real headache

Posted: Wed Jan 26, 2011 2:14 pm
by strelkin7
Is this commercial project or open source?

Posted: Wed Jan 26, 2011 2:29 pm
by shadowslair
I guess it`s a closed source hobbyist project, noncommercial (yet). :wink:

Posted: Wed Jan 26, 2011 4:01 pm
by Mel
My hope is that this becomes commercial. I have already friends who could put me in contact with distributors.

Posted: Tue Jun 21, 2011 11:21 pm
by Mel
Image
I have reworked all the old stuff i did for the first time, and now it looks like this, the diference is that now adding more stuff now is fairly simple, setting the shaders is automated and the shadowmapping is uniform focused. I know the content is well known, but it takes too much time to get good content for a one army man ^^U I love how the shadows look now, comparing them to the first shadows. that is a 1024x1024 shadowmap

Next- Motions of the character, (and another stage ;))