New Cryo Shots.

Community Forums/Showcase/New Cryo Shots.

AntonyWells(Posted 2004) [#1]
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.


AdrianT(Posted 2004) [#2]
er it says screenshots not screenshot lol. still looks quite nice :) What kind of FPS will people get on a reasonable speed video card?


AntonyWells(Posted 2004) [#3]
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)


AntonyWells(Posted 2004) [#4]



Jeremy Alessi(Posted 2004) [#5]
Cool, I love bumpmapping! Now about that texture ...


Warren(Posted 2004) [#6]
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?


AntonyWells(Posted 2004) [#7]
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$%% :)


JaviCervera(Posted 2004) [#8]
Very cool. Are you using Blitz3D or OpenGL?


Rob(Posted 2004) [#9]
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.


AntonyWells(Posted 2004) [#10]
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?)


ckob(Posted 2004) [#11]
looks awesome...my only comment would be that the guns and walls have nice bump mapping but the character is pretty plain


joncom2000(Posted 2004) [#12]
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 ;)


AntonyWells(Posted 2004) [#13]
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.


Dreamora(Posted 2004) [#14]
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 :)


AntonyWells(Posted 2004) [#15]
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.


AdrianT(Posted 2004) [#16]
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.


AntonyWells(Posted 2004) [#17]
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?' ;)


N(Posted 2004) [#18]
You know, holding a gun like that would be a real pain.


puki(Posted 2004) [#19]
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.


jfk EO-11110(Posted 2004) [#20]
looks cool.


AntonyWells(Posted 2004) [#21]
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..


N(Posted 2004) [#22]
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.


AntonyWells(Posted 2004) [#23]
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.


GfK(Posted 2004) [#24]
Shouldn't the camera be where his head is? Isn't that where the term "first person shooter" comes from?


AntonyWells(Posted 2004) [#25]
To quote a great man,
This isn't a fps.


:)

But in most games, yes, fps=head.


N(Posted 2004) [#26]
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.


AntonyWells(Posted 2004) [#27]
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.


AdrianT(Posted 2004) [#28]
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.


Rob(Posted 2004) [#29]
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.


AntonyWells(Posted 2004) [#30]
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..


JaviCervera(Posted 2004) [#31]
How have you made the specular reflections on bump-mapped surfaces?


AntonyWells(Posted 2004) [#32]
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 ;)


AntonyWells(Posted 2004) [#33]
thx t. What's produkkt? Typo or am I once again missing the bigger picture? :)


Warren(Posted 2004) [#34]
Demo. The 64k thing that generates everything procedurally at start up...


Picklesworth(Posted 2004) [#35]
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.
:)


MadJack(Posted 2004) [#36]
'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?


AntonyWells(Posted 2004) [#37]
Your replies are cheesy enough.


MadJack(Posted 2004) [#38]
No, really, once you've come down, do a rewrite with a more critical eye before posting to a worklog.


Rob Farley(Posted 2004) [#39]
Stop changing your bloody handle.

Because of that, your game looks crap.


MadJack(Posted 2004) [#40]
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 ;-)


AntonyWells(Posted 2004) [#41]
Tronned.

;)


Red Ocktober(Posted 2004) [#42]
i like it... as a matter of fact, i had thought about doing something similar with bumpmapping and fake lighting...

cool...


--Mike


MadJack(Posted 2004) [#43]
'Tronned'

I fight for the users.


AntonyWells(Posted 2004) [#44]
I FIGHT FOR THE USERS. I AM GLADITRON. (CUE MUSIC) ;p


Rob(Posted 2004) [#45]
(music cuts off and a bit of porn at the end of the tape plays before the VCR auto-rewinds)


Michael Reitzenstein(Posted 2004) [#46]
I love your worklog. I am definitely going to buy this when it comes out.


AntonyWells(Posted 2004) [#47]
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)


Warren(Posted 2004) [#48]
(Sarcasm V sarcasm...whoever wins, the board loses)

Thanks for doing your part.


Michael Reitzenstein(Posted 2004) [#49]
You, erm, use my *shipped* product to insult me? Well I never...


AntonyWells(Posted 2004) [#50]
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.


Rob(Posted 2004) [#51]
I think it is. Shipping a game is a huge deal, no matter the quality.


Kanati(Posted 2004) [#52]
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."


Warren(Posted 2004) [#53]
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.


AntonyWells(Posted 2004) [#54]
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 :)


AntonyWells(Posted 2004) [#55]

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.


AntonyWells(Posted 2004) [#56]
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'


MadJack(Posted 2004) [#57]
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?


wizzlefish(Posted 2004) [#58]
Looks great...though I have one question:

Why is the gun in the left hand? It just looks odd.....


Jeremy Alessi(Posted 2004) [#59]
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.


AntonyWells(Posted 2004) [#60]
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