Egypt Level Demo

Community Forums/Showcase/Egypt Level Demo

Filax(Posted 2003) [#1]
Beta level demo, rendered with Gile[s]

Unpack before execute, don't rename file. Use key up,down etc for move, right shift to jump, right CTRL to crouch,
left mouse for zoom.

http://perso.wanadoo.fr/blitz3dfr/tempo/Egypt.zip




Rob(Posted 2003) [#2]
Very nice, I like it a lot :)


Filax(Posted 2003) [#3]
Thanks rob :)


Rob(Posted 2003) [#4]
What settings in giles? it seems no GI and not enough soft shadow samples? I believe you can improve the effect.


Bolo_Loco(Posted 2003) [#5]
WOW !!
Great job .

bolo


Filax(Posted 2003) [#6]
Hum :/ i find that the GI is not really important when the
scene have stoned textures ? no ? i prefer put more colored
light, when GI is activated there is only shading dark zone
more bright. And the shadow sample ?? yes ! i have forget
it :)lol


Mustang(Posted 2003) [#7]
Nice - although I would personally tone the "Ol' sailor" effect a little bit... :)

Also there were several spots where I could clearly see what kind of light you had in gile[s] in that spot but there were no real-life reason for the light being there... I trust that you're still missing all your torches and stuff, but "magical floating lights which have mysteriously now disappeared" bothered me.

But as always, pretty, and fast; got steady 85fps with my slow PIII@733/GF3ti200GS.


Filax(Posted 2003) [#8]
:) thanks mustang ;) i have not finished, i have started the creation saturday.


fredborg(Posted 2003) [#9]
Excellent :D

But as Mustang mentioned: You do get a little seasick ;) Fantastic texture work!


JoeGr(Posted 2003) [#10]
Good work filax as ever. I find the rocking motion of the camera a bit annoying though.


Dynamo(Posted 2003) [#11]
Very cool, the camera bob was a bit exaggerated like the others have mentioned, felt like I was hobbling around on a pegleg.

Also, It looks like the cloud texture was placed on the roof... I think it would be better if the roof was hollow and you had some sort of scrolling texture going by, would seem much more realistic.

Very awesome demo though, gile[s] looks like it's doing good work. What did you model that level in?


Filax(Posted 2003) [#12]
I have created the level under 3DS MAx 5 (3500 poly) 5 textures + lightmap, but it's not finished ! 2 day work !

But we need (me and Eole) a level for TRIUM 3 with correct
unit mesure for test shooting, and multi player testing
Ect...


Bouncer(Posted 2003) [#13]
That's the BEST level modelling I have seen on these forums yet... I will kidnap you... and make you my GFX-slave :)

Três bien!!


Filax(Posted 2003) [#14]
Lol ! yes master ! :)


JoshK(Posted 2003) [#15]
Nice job.

If you're interested, you might be able to sell your textures and models on the CShop site. I get a lot of traffic, and you could probably make some good money. And then these would be available to those who wanted to use them, even if they had to pay you.


Filax(Posted 2003) [#16]
ok thanks :)


Midnight(Posted 2003) [#17]
Hi Filax,

I am _very_ impressed. This has got to be one of the nicest looking first person demos out there right now.

Well done well done!

Patrick


Koriolis(Posted 2003) [#18]
Still not tested it, but the screenshot is enough for me to tell you...wow! That's really nice, as always filax.


ChrML(Posted 2003) [#19]
Nice pic, but the Egypt.exe file gives a Memory Access Violation :/.


Filax(Posted 2003) [#20]
unpack it before launch dont lauch it directly from zip


mrtricks(Posted 2003) [#21]
Looking great! Although I would agree, the walk "woddle" is a bit too much - made me feel a bit motion-sick...


Red Ocktober(Posted 2003) [#22]
Great walkthrough!!!!(yeah, loose some of the waddle motion)

Fantastic level building... great lighting...

More than good enough for any first rate commercial game offering...

Thanks for the first person experience...

--Mike


cbmeeks(Posted 2003) [#23]
Very nice work! One of the best 3D demos I've seen with Blitz.

My work computer (crappy video in a Dell) gets 28FPS at lowend but still very playable.

cb


poopla(Posted 2003) [#24]
That camera system makes me want to be sick. Level looks nice though.


mag.(Posted 2003) [#25]
WOW! REALLY IMPRESS!

The above 3d is really supperb.
Filex,
could you give propotion credit between
Your creativity,3dsMax and Gile[s] that make the above
picture really great. For examples:

You 70%
3dsMax 20%
Gile[s] 10%

I think I want to buy Gile[s] but not really sure.


Jim Teeuwen(Posted 2003) [#26]
nice level. same issue as others tho.
Seasickness galore :)
Framerate is nice. stable ~90fps on me rig.

I would change the sky textures in the start of the map tho. Walking underneath it, clearly shows they are quad's filling up the holes in the roof. Better make it a skybox (preferably just the top plane), so it actually parlaxes when you move by.


Filax(Posted 2003) [#27]
i have make many textures changes :) skybox etc ...

Reload IT :)


poopla(Posted 2003) [#28]
How can you have a Trium 3 without a trium 1 or 2 btw? :)


Filax(Posted 2003) [#29]
trium 1 et 2 was created but never terminated :) lol

i hope finish this


Rob(Posted 2003) [#30]
nice update ;)


EOF(Posted 2003) [#31]
Super level Philippe. Still too much wobble.
Can we have a swimming pool like Robs please!


Filax(Posted 2003) [#32]
ok :)

i go trying :)


JoshK(Posted 2003) [#33]
That sounded like "thanks, but no thanks."


Caff(Posted 2003) [#34]
No it didn't 'dot boy'.

Very impressive work Filax.


Rob(Posted 2003) [#35]
no pee pee in the water.


Ross C(Posted 2003) [#36]
Absolutely fantasic man!!!! Commercial quality stuff here. Works on the college PC's and they have on-board graphics.


Filax(Posted 2003) [#37]
Thanks :)


Midnight(Posted 2003) [#38]
I think one of the nicest things about is that it runs nice and smooth even on older hardware. Most Blitz FPS demos choke on my Athlon 1000, this demo was 60fps smooth.

Filax, any secrets you want to share on how to get such a nice framerate? :)


Bouncer(Posted 2003) [#39]
I think it's just the fact that he's using such a low number of polys (only 3500 for the whole level) and still getting it to look fantastic.


Filax(Posted 2003) [#40]
Bouncer your right ! only 3500 poly ! but the big job
is for the textures ! this is my method for put less poly
in my scene ! make pseudo complexity by a good light position, for
create shading zone ! and use detailled textures
everywhere, for create illusion complexity.


Zmatrix(Posted 2003) [#41]
Looks nice! :)
very realistic looking lighting.
1024x768x32
I got 207fps average ...jumped up to 260 a few times.
athlon xp 2200/radeon 8500

Zmatrix


ckob(Posted 2003) [#42]
This is awesome but I do have a few things to point out

lights are coming from no where should add torches

you have sarcophagus's in the tomb but the tomb appears to be new or clean the egyptians only built the sarcophagus after the king died so it wouldnt be in the tomb yet, also the sarcophagus's are in an odd spot most of the time they would of been in the center of a room not the right side of a hallway.

The hallways are to big the acient egyptians only wanted enough room to walk through sometimes crawl through the tombs.

some parts of the level do not fit accordingly with acient egyptians architect mainly the pillars.

those are just the small details I noticed :) but all in all other then repeated textures I think your level loks absolutly amazing


Filax(Posted 2003) [#43]
no rpg ! i have plan an fps :)


Filax(Posted 2003) [#44]
no rpg ! i have plan an fps :)


Ross C(Posted 2003) [#45]
Fps would be awesome in that level, if a bit bigger :) Good luck man!


Ice9(Posted 2003) [#46]
very nice. What are you using for the occlusion culling?


Zmatrix(Posted 2003) [#47]
I doubt he's using any special Occlusion culling.
At a meager 3500 polys you would probably end up eating more cpu time(testing what couldnt be seen) than just drawing the level.

what does Blitz use by default anyway? just zbuffer test after transform?

Zmatrix


Mustang(Posted 2003) [#48]
what does Blitz use by default anyway? just zbuffer test after transform?


IMO it's just object based bounding box culling, so no polygon-level stuff at all. And with modern HW it's the right thing to do as rendering 200 and 2000 polygons does not make any difference in speed... in fact very low number of polygons (small batches) can be a bottleneck as strange as it may sound.


Zmatrix(Posted 2003) [#49]
Yeah thats true,

Ive noticed a 3000 polys level doesnt render significantly faster than a 20,000 poly level.
and when it does its probably more of an overdraw problem than poly count.

I havent really messed with any occlusion in B3d, Might come in handy for entitys though.


Zmatrix


Knotz(Posted 2003) [#50]
Well done, of the nice demo's.
However, the walk movement gives me instant nausea :(

The collision detection is regular Blitz3d?


Filax(Posted 2003) [#51]
Collisions are sphere (camera) => poly (level) method


Paolo(Posted 2003) [#52]
amazing stuff!!! :)

As other said, there's too much camera moving, although if it wasn't go so fast I could like it,...,
also if I jump onto a column I get attached to it, that reminds me to Spiderman :)

With so nice textures you probably could test if it look better with mipmapping disable so you can also see the detail in the far walls...

But above all, very cool demo...
keep the good work

Paolo.


RifRaf(Posted 2003) [#53]
i really like his camera movement. I think its realistic to what you might see from a camera if it were strapped to a guys head. Makes the scene seem more real somehow to me.


patisawesome(Posted 2003) [#54]
Cool pic! Haven't tryed the demo yet.
-me


patisawesome(Posted 2003) [#55]
I've tried the demo. It's good. Think you should change the wobble, and you should make it jump too!

edit: A bit too big.


Pazza(Posted 2003) [#56]
Great demo but the Walking movements dont look right.


Ruz(Posted 2004) [#57]
very nice , bit of 'seasickness' though.
Thats a shame because I like the walking motion