New Cryo Shots.
Community Forums/Showcase/New Cryo Shots.
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Few more to come, am sorting through and uploading, so check back if you're interested. In this scene there's 3 colored lights, all bump-mapped using a multi-pass techniqued mixed with a ambient texture trick to achieve true color light bump-mapping,rather than the usual grey.(Everything except the character, which uses cubic per pixel lighting. in this shot at least ;) ) Level gfx are still placeholder. Edit- err ignore the text in the image..just debug stuff. |
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er it says screenshots not screenshot lol. still looks quite nice :) What kind of FPS will people get on a reasonable speed video card? |
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yeah am sorting the others out now. Fps wise, it's playable on my set up, now, that's 3 lights, each casting shadows(2 characters+guns)..entire level/guns bump-mapped, cubic etc, gunshots casting shadows etc. Will get a big speed up soon, as it recalcs/tforms verts that arn't moving.(even if the light hasn't moved)..so hard to be accurate right now fps wise..around 15-30fps on my set up.(Not bad considering how slow new games are on mine.) (It's cpu that's the bottleneck in this case, not the gpu) |
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Cool, I love bumpmapping! Now about that texture ... |
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There seems to be a huge discrepancy between the characters lighting and the gun. The gun is highly detailed and the guy holding it is very flat looking. I assume this is an art issue? |
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Assume it's a blitz issue. There's no way to actually determine which bones polys belong to.. And there's no way to find out a verts curret position(While animated, only returns the default root pose), because mark in what can only be described as a moment of zen like genius decided we didn't need to know that information. G14 classified. So there's no way normal map animated characters(In blitz)..so, it's 'only' cubic per pixel lighting on the characters. The face I can normal map though..but other than that... Now about that texture ... Yeah, still havn't gone looking for an artist..It's just some thing I got off some site. very low-res. very s$%% :) |
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Very cool. Are you using Blitz3D or OpenGL? |
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It's possible to do this if exporting from max etc as you can export which verts belong to which bones etc... I would not consider using Blitz3D at all. I am holding out for something else. |
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Jedive, currenly blitz3d's native engine. Once vivid is released(just waiting on shareit), though..I'll think i'll use that breathing room to convert other to something else..I never planned on this being a graphically 'current' game...it just kinda happened along the way. ;) (Speaking of which, I forgot to turn on bloom in those shots :/) Rob, yeah..I mean i could just borrow vivid's loader and do it myself..it's just that..well, it's not that easy. as a vert is not specifically tied to a bone, it's more that bones are lists of tris that reference verts...so a vert could actually be used by one or more bones.(I doubt anyone ever does that though?) |
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looks awesome...my only comment would be that the guns and walls have nice bump mapping but the character is pretty plain |
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I like the look of the walls in the second shot, really shows off the bump mapping :) Wonder how well it plays on machines with a little more cpu power ;) |
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Heh should be ok. What slows it down currently is the normal mapping on the guns, as it's done per vertex. But i'm going to use cubic normal mapping, which not only is a lot faster(Doesn't hit the cpu at all), it'll allow me to hopefully do some kind of bump-mapping on the characters. |
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although the bumpmap effect in the 2nd picture looks really cool ... it is erm ... wrong? ;) All lightning is comming from about 30° bottom ... no mather where the texture is :) |
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It's not, if that were the case it would be screwed up completely. The lighting/bump-mapping is the same pass, not seperate. it's just the diffuse texture already had lighting/shading..but I can't find ANY decent free textures with normal maps on the net. |
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yeah the gun is about 450 polys unless it's been changed. could do with a cleaner normal map rather than making a normal map out of the regular textre, but it does look cool lol if it were clean it would be better than the doom 3 weapons as far as lighting detail heh. |
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Yeah I just ran the textures through the nvidia normal map maker on 64..it's pretty awful, as it doesn't blur the t-map before hand. Still rather too bumpy than halo 'where's the bumps hiding then?' ;) |
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You know, holding a gun like that would be a real pain. |
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Hey the bump-mapping seems to work a treat - however, it's a bit metallic looking - not a criticism - more a "puki" observation. If it is a tech-demo then it is okay - but if this is a game the WOW factor may be shortlived - because it seems too much at once - I'd make it 'less in your face' (more subtle). However, it probably looks a bit "Britney" when in motion. |
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looks cool. |
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but if this is a game the WOW factor may be short lived Well, there's plenty more to the game than it's gfx, but the gfx will be more subtle anyway once a artist is on board. I really shouldn't be let anywhere near anything art related. You know, holding a gun like that would be a real pain. Not vague enough.. |
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Note the hand position on the gun, now note that the gun is on the left side. Judging by the hand positions, the player is right handed, but the gun is shifted to his left shoulder. Holding a gun like that is not very fun. |
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No, the camera is to the right of his shoulder. If you have alpha 1, hold in rmb and the camera moves to the right of his head. IF you look down you can see his legs to the left. This isn't a fps. |
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Shouldn't the camera be where his head is? Isn't that where the term "first person shooter" comes from? |
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To quote a great man, This isn't a fps. :) But in most games, yes, fps=head. |
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Methinks you need to put the camera in a different spot, 'cause at the moment all of the shots make it look like an FPS. |
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Ayoi..like I said, The camera is further back and you can see the entire character in normal play. It mounts on the soldier when you hold rmb, to allow precise aimmig. |
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a couple of games coming out in the next few months have strayed a little from standard FPS to something liek what antony is doing, I think its pretty cool, except it can be tricky for close quarters combat. |
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It's all still an area of experimentation. I'm all for it if it works. Ant may get too close to it and believe it plays really well when in reality it doesn't play well for other people. MGS control system isn't all kojima's work. A lot of it is rigious playtesting and tweaking. |
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That's what alpha test2's for. get feedback, but i'm confident it'll work. As for close quarters, I plan on doing hand to hand combat. Already done a few anims in character fx..made pretty easy by it's ik system. what I'm really worried about is the phyiscs...have to do that next, can't have a game without ragdoll in this day and age.. |
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How have you made the specular reflections on bump-mapped surfaces? |
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Well, the initial light is done with regular blending, then you disable z buffer and do the other lights with additive blending. Result is lights almost bloom themselfs. To top it off there's a 3rd texture layer, 16x16 that's encoded with the ambient color. the diffuse layer and the ambient layer both use modx2. Plus some multi-pass 'stuff' to let it work with any number of uniquely colored lights at once. Evak, still havn't seen it in action, though seems most new games have hand to hand now.. I'm going to do something 'unique' though..make it more about tacticts than hitting punch and kick 100x a second ;) |
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thx t. What's produkkt? Typo or am I once again missing the bigger picture? :) |
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Demo. The 64k thing that generates everything procedurally at start up... |
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That's cool. Definietly something needs to be done with the characters though. I'm actually surprised that noone has tackled a seperate animation system for blitz yet, to save all these problems caused currently. :) |
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'A universe of consequence, a universe of acceptance. Quantuam reality..it is here, it is everywhere. A fallen tree makes no sound in the bare dusk, nor does a child scream unheard. Nor does a universe exist, unthought.. ' Can I have an extra helping of cheese with that? |
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Your replies are cheesy enough. |
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No, really, once you've come down, do a rewrite with a more critical eye before posting to a worklog. |
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Stop changing your bloody handle. Because of that, your game looks crap. |
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Look, it's just a coincidence that my game happens to look like a certain film from 1982. Completely co-incidental. No relation at all. Nothing to see here - move along ;-) |
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Tronned. ;) |
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i like it... as a matter of fact, i had thought about doing something similar with bumpmapping and fake lighting... cool... --Mike |
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'Tronned' I fight for the users. |
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I FIGHT FOR THE USERS. I AM GLADITRON. (CUE MUSIC) ;p |
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(music cuts off and a bit of porn at the end of the tape plays before the VCR auto-rewinds) |
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I love your worklog. I am definitely going to buy this when it comes out. |
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You'll have to wait a while. I'm having so much fun playing Juno it may get pushed back a couple of decades. (Sarcasm V sarcasm...whoever wins, the board loses) |
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(Sarcasm V sarcasm...whoever wins, the board loses) Thanks for doing your part. |
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You, erm, use my *shipped* product to insult me? Well I never... |
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And the search for life continues... You, erm, use my *shipped* product to insult me? Well I never.. It's not a badge of honour. Get over yourself. |
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I think it is. Shipping a game is a huge deal, no matter the quality. |
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a little constructive criticism here... The bump mapping and odd lighting is so "in-your-face" right now that it looks like eye-candy solely for the sake of eye-candy. To quote Doctor Evil. "Bring it doooooown a notch." |
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It's not a badge of honour. Get over yourself. Yes, it is. People who are working on games or engines are a dime a dozen. People who have completed products available for download are much rarer. |
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Blood Micheal should just realise that his games however shipped are very middle of the road ordinary, and certainly not good enough for him to be taking pot shots at other people's work whenever he's bored with his pathetic little life. You and I (blood) have both started games that never saw the light of day. I don't regret those learning experiances, and I'm sure you don't either. It's not a sign of weakness. ---- Kanait, yeah, just a really bad case of d.i.y normal mapping. Need a real artist as opposed to me :) |
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Yes, it is. People who are working on games or engines are a dime a dozen. People who have completed products available for download are much rarer. Whatever it is, it doesn't entitle you to dog other people's work directly to their face without good cause. If I had slagged his work off here..fair game. But no this is typical Micheal. I really feel sorry for the twisted freak. |
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And before anyone uses this as a springboard to another flame-infested thread..do the decent thing and lock it mods. There's no more cryo shots coming to alpha 2, which isn't coming to a few week's after vivid goes on sale next week. (Then I get my badge too... Speaking of which...the coens brother said it best.. (Army guy to writer)'Are you in the army, where's your uniform and medals?' (Writer points to his head) 'This is my uniform' |
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Hey Otacon Haven't had a Cryo log for awhile. Please disregard my snarky comments above (if they are even anything like a reason as to why you haven't posted for a while - and I bet they're not.) How about a log and some more pics? |
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Looks great...though I have one question: Why is the gun in the left hand? It just looks odd..... |
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He's said it a million times ... the gun isn't in the left hand. The game's a third person shooter and there's a zoom/focus feature that puts the camera on the right shoulder, not where the head is. |
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Mad, heh, I forgot all about that five minutes after reading it. Cryo is still alive, only on hold until Vivid is out the door. THEN, cryo gets switched to vivid...Can't put up with b3d's engine no more. So it'll be a while before we get any cryo shots/updates/anything. But it'll be worth the wait...With a proper artist on board.;) No enemies, what J said. ;p |