View Full Version : Project : SCR [wip]
FuzzYspo0N
18-12-2007, 11:21 PM
Shopping Cart Revenge.
Shopping cart revenge is a crash racer, a destruction racing game where the objective is to crash into each other. With an arena style system for multiplayer, and a great time challenge modes to be added, this could be the way to waste your time.
What started as a mini game has developed quite nicely so i decided to push on and make it a full game. With all the blows and whistles, you can expect a fully playable game sometime soon.
Single Player Modes :
Time attach mode
Damage mode
AI Arena
(tba)
Multiplayer :
As an arena based game in multiplayer, there is a large amount of destruction to be had. Altough there is classic racing, there is definately more desruction then racing going on. Aim at being number one through score, or just race without damage to see who is the best driver.
Technical details :
The texture mapping im attempting is quite high resolution making the maps file size quite large, but the payoff is worth it considering my maps for the game wont be excessively large sized terrain.
The game will feature sponsors and ad placing in game... where i have a few sponsors already :) If you feel inclined, let me know. i also am including a whole bunch of community banners, such as gamedev,irrlicht etc.
Recommended requirements for now :
Pixel shader 1.1 support
256 MB ram
128 Mb gfx card
Hard drive space (unsure how much yet)
1.8 ghx processor
Playing the game :
The game has a few things that balance it. the winning player always starts at a disadvantage, the bottom feeder starts with the best position. The physics are (atm) newton and ragdolls make the game hilariously funny for when u get hit too hard and tumble out and get ridden over etc :) There are some bonus maps that u can unlock at a later stage (imagine say, a shopping mall full of ragdolls, scoring points for each person u knock down etc)
[SCREENS AND UDATES]
I keep track of the updates in the folder
www.owned.co.za/progress
if you wanna browse what im working on...its by date format (mm,dd,yy_#)
This quote block is where ill keep the files and updates :)
[ 13 feb 08 ]
OK a bit of lag involved in updates, too much going on. BUT
I have been making progress on the physics. there are a feew more wrinkles but its running ok for now.
Take a look at
take 1
http://www.youtube.com/watch?v=7NyelWauukk
take 2
http://www.youtube.com/watch?v=MILzYtNM9cs
take 3
http://www.youtube.com/watch?v=vvOzz35v3S8
take 3 i just did today. physics are coming along
[21 dec 2007]
A promo :)
http://www.owned.co.za/progress/scr_promo_1s.jpg
http://www.owned.co.za/progress/scr_promo_1.jpg
NEW UPDATES 01-03-2008
the maps are coming along nicely, the texturing takes a while but is quite worth it for the outcome. the bloom i am tweaking as i go along its far from satisfying :)
http://www.owned.co.za/progress/01.03.2008_01.jpg
http://www.owned.co.za/progress/01.03.2008_01.jpg
http://www.owned.co.za/progress/01.03.2008_02s.jpg
http://www.owned.co.za/progress/01.03.2008_02.jpg
http://www.owned.co.za/progress/01.03.2008_03s.jpg
http://www.owned.co.za/progress/01.03.2008_03.jpg
http://www.owned.co.za/progress/01.03.2008_04s.jpg
http://www.owned.co.za/progress/01.03.2008_04.jpg
http://www.owned.co.za/progress/01.03.2008_05s.jpg
http://www.owned.co.za/progress/01.03.2008_05.jpg
http://www.owned.co.za/progress/01.03.2008_06s.jpg
http://www.owned.co.za/progress/01.03.2008_06.jpg
http://www.owned.co.za/progress/01.03.2008_07s.jpg
http://www.owned.co.za/progress/01.03.2008_07.jpg
http://www.owned.co.za/progress/01.03.2008_08s.jpg
http://www.owned.co.za/progress/01.03.2008_08.jpg
http://www.owned.co.za/progress/01.03.2008_09.jpg
http://www.owned.co.za/progress/01.03.2008_09.jpg
These shots are in a buggy testmap, the scale of the world is larger then it should be, as you may notice and the physics materials arent adjusted right yet.
BTW, that small map is 60 something MB, so gimme a little more time to scale it down, and ill upload asap :D
Thank you for any feedback or ideas in advance, im open to suggestions and such...
FuzzYspo0N
it looks awesome, you spoke about this somewhere else if I can remember correctly, and I eagerly anticipate the trolly madness!
Do you know what the lowest possible specs you would need to run this?
EDIT:
Do you have pictures of the carts yet? :P
Tr00jg
19-12-2007, 07:58 AM
Neat, I am looking forward to something playable!
FuzzYspo0N
19-12-2007, 08:27 AM
Do you have pictures of the carts yet? :P
'
This is phase 2 is the trolleys, soon my friend.
Do you know what the lowest possible specs you would need to run this?
atm, its about 15 mb ram max lol, and a graphics card. Its just texturing atm., when i implement the shaders it will require pixel shader 1.1 minimum , but will have up to pixel shader 3 effects :)
ie : im implementing ambient occlusion
http://www.ozone3d.net/demos_projects/images/static_ao/ambient_occlusion_01.jpg
http://www.ozone3d.net/demos_projects/static_ambient_occlusion.php
thats one very very simple static shader, mine is of course more advanced and realtime. Add the realtime ambient occlusion based on hemisphere lighting (gotta love that orange book) and u have some really nice looking scenes already.
Here is one of the shots on high res texture settings, just cos its the test map which is crappy :)
http://www.ncdd.co.za/imagetest.jpg
Mack-Nager
19-12-2007, 11:38 AM
Wow looks great!:)
FuzzYspo0N
19-12-2007, 02:14 PM
thanks, its only the start..:)
FuzzYspo0N
21-12-2007, 08:56 AM
i updated the post
Tr00jg
21-12-2007, 03:25 PM
Hehe, looks awesome. :D
Thaumaturge
23-12-2007, 01:49 AM
Heh, this does sound rather amusing, and looks pretty good thus far. ^_^
It sounds like a pretty fun and promising project - good luck! ^_^
Gazza_N
23-12-2007, 09:51 AM
I also look forward to some form of demo. The trollies need rally stripes though. And spoilers. And mags. That is all. :P
Cyberninja
23-12-2007, 11:06 AM
Ooo! 0-0. Well it looks awesome so far. :D We needz demo.
FuzzYspo0N
01-01-2008, 02:55 AM
Check the first thread bottom quote block for some updates, the demo is so close to done :) having some rotation issues with euler/quat rotations... lol ... soon!
Thaumaturge
01-01-2008, 04:38 AM
It's looking better and better, I believe - good work! ^_^
I look forward to the demo! ^_^
FuzzYspo0N
01-01-2008, 10:30 AM
thanks thaumaturge, i have a playable demo (without other players) where u can drive and crash and such, just adding a hud and the doodads to the map. then they all loose and physics driven too...
also the camera , chase camera is messing with my head
Nandrew
01-01-2008, 01:00 PM
Well, I'm keen to see this demo when it arrives ;)
FuzzYspo0N
02-01-2008, 01:25 AM
demoz she is coming soon. I have worked out some random camera code that "might" help for now... just to drive around a random map and knock stuff around lol... i wud rather wait a bit longer for a better demo (say, multiplayer) lol, but until i get the camera right and the map finished, its not coming out :) i dont want a weird random demo floating around giving the game bad reports "man the physics are weird" lol, cos they are atm. Elasticity between the floor and the trolley is so lol, when u hit the wall u go vertically and bounce when you land :D a 10 kg trolley in a 100 gravity world? lol, im working on the following then, the demo will be released :
Chase Camera : not sure how far ( priority )
Level 1 : 90 %
Physics tweaks : 70 %
This wont take long... then u can drive your heart out in an empty map :D
Atm, im even driving around that doodad, the roadblock...
Thaumaturge
02-01-2008, 07:51 PM
I'm glad to hear it, FuzzYspo0N. ^_^
Oh, I suppose that I should ask: what sort of system requirements do you have for this? Does it require the latest shader version, a dual-core CPU, or anything like that?
FuzzYspo0N
02-01-2008, 09:37 PM
Hmm, it has pixel shader 2 requirement for shaders, but those can be turned off... its running really really well with vsync, fullscreen, noshaders and a 12000 poly trolley on a really crap computer. im assuming the requirements are gonna be about
required :
1.8 ghz processor (thats a guess, ill test when its finish)
256 MB ram
about (including all maps) 100 mb disk space
hours of free time (lol)
for best results : pixel shader 2, and yea. thats all thats the only "advanced thing"
maybe, just maybe the onboard lighting thing for opengl, but i doubt it, and u can turn off dynamic lighting in the options
FuzzYspo0N
03-01-2008, 01:20 AM
sorry for yet another post but i have excellent news, the camera is working, the map is nearing completion (98 %) and then, the physics materials will need some reserach but wont take longer than an hour lol. then guess what :D playable demo can be liked to be released.
Thaumaturge
03-01-2008, 06:08 AM
Your requirements sound fine, I believe, given that pixel shader 2.0 is not a requirement - thank you. ^_^
I'm glad to hear that you have solved your camera problem, and that the demo would seem to be impending. ^_^
FuzzYspo0N
03-01-2008, 02:37 PM
i updated the thread :) check the first post. how do u change the thread topic or cant u?
wud be easier then psoting a million replies here. lol
Also, i revised the main text there. ill keep updating as i go along...
The updates are looking good, and the game is coming on well ^_^
FuzzYspo0N
08-01-2008, 01:32 PM
thanks edg3.
The game framework has shape, i just finished the settings of the options, which i will now move onto the menu.
That means the menu, and the map needs to be done for a demo.!@
Coming soon
FuzzYspo0N
11-01-2008, 01:50 AM
A quick update : I have been speaking to the newton guy directly (of the physics engine) and he has said that he will send me an advance of the newest version of the framework, as well as help me get the physics working as it is expected to using the new features of the physics!
This is great news IMO,
he said :
I would not worry about the behaviuor of the car in that version of newton.
It can be fixed but trought a lot of work, Netwon 2.00 have solutions of those problems in a more natural way.
[we fix the wrapper using 2 which is easy and]
then we get the shopping car workingh like you want.
I have a very high degree of confodent that I can get to work like it is expected.
On the graphics side, there has been some awesome motion with the map making. My friend from UGFX, reverthex, has jumped on as an artist and has come up with a demo map in a very quick time, which i am very pleased with. This is what it looks like without textures.
http://www.owned.co.za/progress/mapshot1.jpg
http://www.owned.co.za/progress/mapshot2.jpg
I have been UV mapping it a lot, and i am pleased with the outcomes, with smaller textures and the same high quality it makes for a great map, also with an ASTOUNDING 308 Polygons only, he really is gonna make some great maps (as am i) . We are also working on a set of doodads, that will be "loose" all over the level, which (surprise) IS moddable,using the maps as shells, adding physics enabled doodads for the map content. more details on this later :)
Multiplayer and framework side.
My multiplayer guy has been helping me a lot already, and is already working on the concepts pf the server, which will allow (yes, wow) the first demo release to run multiplayer as well! even online multiplayer! to me thats awesome news. He is also helping me with the AI a little in terms of the networking and single player gameplay to get used to the game etc. According to some quick estimation :
First release demo :progress:
GAME engine : 85 % (physics remains,as well as a menu(70%))
DEMo map : 80 % (textures and lighting)
Multiplayer : (only accounts for 20% TOTAL for the whole game, but so far it is just a design)
Extras : Tutorial 50% (needs physics to be added finish)
: Optimizing my trolley from 12000 Polys, thats nearly done(i took it down from 67000)
: the GUI framework (70%)
: The content management and filesystem (90%)
I am really happy to be making fast progress, especially running a full time job and lots of other things goin on, time difference delays on team "discussion" and stuff.
My planned release for demo 1 was early feb, and is still looking that way :D
Comments PLOX
dislekcia
11-01-2008, 11:28 AM
Looking interesting. I like the whole team management aspect you've got going on this project ;)
Just a quick note: You really shouldn't be talking polycounts like that for a shopping trolley... Cheat! Don't model the individual wires, use a single plane with a transparent texture on it. You can still bump-map that to make it look real... Plus there are ways to make multi-plane collections so that it doesn't do the whole disappearing trick when you view it side on.
-D
FuzzYspo0N
11-01-2008, 12:39 PM
Yea billboarding and imposters,
I appreciate your input dis, its great as always. BUT, i have done a lot of reseach with a horrible version of the trolley (missing faces, reversed normals, incorrect mapping) all on a really crap crap machine with low end specs. Aside from the loading time of the map (and lack of pixel shader support) everything ran just as smooth. To me, a trolley of 6000 poly will do great, seeing as there wont ever be more than a certain amount present in the scene(which i am caculating as i go). The other thing is the engine is really well made, and cuts out a lot of slack when it comes to processing the mesh trees and vertex counts. It has a very basic LOD implementation which actually works incredibly well on low end machines(for other players in the multiplayer) as to leave your trolley looking decent.
But, with all my testing and deciding, i am going to stick with a mesh. I am aiming for realistic shadows etc and i dont feel like producing epic shaders to draw, shadow, and move my mesh when the mesh i have is doing just great. The dynamic lighting in the engine can be made to have some stunning soft shadows with a simplistic shader, which will make the lighting in later releases a large amount cooler, self shadowing, grid based shadows will look a bunch better, especially with a character and other such objects(see: groceries as weapons reference) all keeping the lighting realistic, with no extra work (except lowering poly count and merging excessive verts on the trolley)
Thanks for the input :) i am gratefully open for more
dislekcia
11-01-2008, 01:24 PM
Cool, just be aware that if you're keen on accurate lighting using stencil shadowing (which is the technique it sounds like, from the way you want to keep detail in the verts as opposed to a texture) you're going to be re-rendering every trolley again as a projected/stretched mesh. That's 3 times the effective polycount, not to mention the wonderful headache-possibilites from finding edge-verts on a mesh that complicated ;)
Personally, if I was that concerned about lighting, I'd go with perspective-corrected worldmap shadows and that'd leave me free to keep trolley/wire detail in textures. Even the cost of re-rendering the entire scene to get the depthmap for the shadows would be waaaaay less than rendering a single high-poly trolley... Remember, multiplayer is probably going to hit you hard...
Then again, I approve of not doing tons of work when you don't have to ;)
-D
Coolhand
11-01-2008, 02:03 PM
6000 polys for a trolley?
I wont even let my artists use 6000 polys for player controlled vehicles... ;)
FuzzYspo0N
11-01-2008, 02:07 PM
Yep i am weighing all the factors in, and also iv been tweaking the trolley. im sure the mesh will be FAAAAAAAAR less. even reverthex said that trolley is fail (which it is). in the test cases, with vsync, 1600x1200 and higher, with vsync, fullscreen shaders and a high poly map(about 5000) as well as a 65 MB textture set all in the same scene on a moderate computer i was averaging 90 FPS, 150 if you took off bloom and vsync. Im optimizing eveything tho so dont be alarmed by the horrid misuse of resources :>
I also spawned about 30 of the trolleys in the "high crap" map. they were running ok, obviously a little slow as i was running the high poly trolley through the physics(ridiculous) but on bounding box physics, and 30 high poly active physics trolleys the system impact seemed minimal. frames dropped to about 60, which will never be the case in game(30 trolleys of fail etc)
The trolley will be remade, and better. by either reverthex or myself... So thts not my concern, not one bit :)
I am focussing on the system specs to run on a low PC first, and then to look good with high detail. And its going well :)
FuzzYspo0N
11-01-2008, 02:10 PM
and btw coolhand, the trolley was from a free site online. as a test subject it has served me well
New notes : The trolley was made from scratch by the talented reverthex
http://www.owned.co.za/progress/trolley_final1.jpg
I will be updating the main post real soon
FuzzYspo0N
13-02-2008, 04:25 PM
OK a bit of lag involved in updates, too much going on. BUT
I have been making progress on the physics. there are a feew more wrinkles but its running ok for now.
Take a look at http://www.youtube.com/watch?v=vvOzz35v3S8
And u will see. the jerkiness is timestep problems, these will be fixed soon.
dislekcia
13-02-2008, 08:29 PM
Hey, nice!
Now I want to see that trolley taking corners on two wheels and trailing sparks! It'd be great :)
Aeq made a good point, saying that your trolley looked like it had realistic trolley-jiggle with the timestep stuff, so it might just be a "feature" instead of a bug ;)
-D
FuzzYspo0N
13-02-2008, 09:08 PM
LOl, there is jerking that is a feature, but there is a timestep lag that owns with high fps, etc. interpolation needed between first and last frame of physics...
its just how physics go... :P
jerking is cool, but when the camera jerks it fails ur eyes...
but anyway... its cool. i *might* release a playable thing, later...
dunno yet, im tweaking
Gazza_N
14-02-2008, 10:00 AM
It's looking good, Fuzzy. I hope you do post something playable soon - you've been tempting us long enough! I want to experience this thing in action, even if it does have a few bugs.
Well, just as long as those bugs don't nuke my registry...
FuzzYspo0N
14-02-2008, 11:00 AM
Lol the bugs avoid system files, only pr0n and other viruses it removes.
But yes, fairly soon there is a playable version. im fixing the camera, it is lagging it seems, and im fixing the maps textures, the white floors dont go well with bloom u cant even see where the trolley is , white n white...which is the other step, the trolley texture. then its coming with a playable demo.
Sad thing is i got slowed down so badly with the physics and the multiplayer stuff, i got discouraged and slowed down more. lol :) at least its coming along im glad.
COMING SOON. lol, for reals
heres a propsed menu. :)
http://www.owned.co.za/progress/menu1.jpg
FuzzYspo0N
21-02-2008, 08:58 AM
HAI GUYZ< CAN U LIEk to PLAY SCR?
You know what GUYZ. Iv been playing around in an empty map long enough to know that its hellishly fun. So i devised a horrible(one of my older) test map demo that might not even work.
A few notes :
There are modes of exe with an external camera, this means u can see it from far and what not. Arrow keys fly the camera around with the mouse, and WASD are the trolley controls.
Extra notes:
Yes, its buggy.
I know the sliding is excessive and wrong
I know there is jerking
I know the collision lets u be half in the wall, i did it for testing purposes.
I know there is a considerable jerk which seems not related to the physics
I know that the exes are name wrong
I know the trolley is untextured
I know its still fun, even if its small, crappy, and buggy :F
Enjoy it, if you have a black screen run one of the EXEs without shaders, the shaders are pixel shader2 model.
its 2.2 MB
without rambling : www.owned.co.za/fail/lolscr.zip
THIS IS NOT ANYTHING NEAR WHERE IM AT, so dont worry :) the end product is a lot more win!
dont forget u can see more here :
http://www.youtube.com/watch?v=AeTA-H_Y48o (latest)
http://www.youtube.com/watch?v=vvOzz35v3S8&feature=related
Cyberninja
21-02-2008, 04:56 PM
Er..Fuzzy. How do I get the game to work? I get this error :
"This application has failed to start because the application configuration is incorrect. Reinstalling this application may fix this problem"
Do I need to install any additional components to run the game? I really want to play it. :(
FuzzYspo0N
21-02-2008, 09:20 PM
OH crap. apparently (which i tested extensively) this is a problem of missing a dll.. The visual C runtimes are missing, i dont know why my compiles suddenly became a failure, but there may or may not be the required dll www.owned.co.za/release (msvc something) and also, there is the full VC dist pack here,
http://www.microsoft.com/downloads/thankyou.aspx?familyId=32bc1bee-a3f9-4c13-9c99-220b62a191ee&displayLang=en
its 2.2 mb but i think plonkling the dll in the folder shud work, if not plas let me know
Cyberninja
21-02-2008, 09:28 PM
The link for the dll is dead.
Gazza_N
21-02-2008, 09:50 PM
I was going to comment on how wierd it was that it worked fine for me, but I already have the VC runtimes installed. ^^;
well, it works, and my registry survived, so Kudos. :P Looking forward to a more complete version seewn.
FuzzYspo0N
21-02-2008, 10:30 PM
The link for the dll is dead.
thas cos i spelt release wrong, fixed it now lol.
well, it works, and my registry survived, so Kudos.
k thanks, glad it works somewehre, as well as my map loading and stuff non local works so im happy
Cyberninja
22-02-2008, 01:21 PM
Lol. Yeah. I figured that out yestersday when I changed the spelling. :D
Very cool Fuzzy. =]
FuzzYspo0N
22-02-2008, 03:12 PM
its much better in the newer versions :D
These are really coming as soon as i can get more than one guy in the map. Im considering making a downhuill time race for the first demo, its easy enough to implement into the engine im building up (nearly done) and that will give something playable a lot sooner :D
Its hard to get feedback without a stable playable version.
The physics will get ironed out as soon as im finish with antisense
Thaumaturge
26-02-2008, 01:53 AM
I like the demo. ^_^
The non-shader versions work well for me; my computer is, I think, a little old for much shader-work. ^^;
My only criticism is that the trolley "feels" a little "heavy" to me - as though it were weighted. It accelerates a little too slowly, I think.
(A weighted companion trolley? o_0)
Otherwise, it looks like a good start. ^_^
FuzzYspo0N
26-02-2008, 07:12 AM
haha, as stated teh physics is old and buggy :)
weighted companion trolleys can help you along, tho. lol
Thaumaturge
26-02-2008, 09:27 PM
Hmm... Actually, there's an idea...
Car racing games (at least, based on my admittedly slightly limited experience of such) not uncommonly provide the player with a selection of vehicles, each with advantages and disadvantages.
Why not provide players of your game with a similar selection, either consisting of or including themed trolleys - a Weighted Companion Trolley (which should of course be heart-adorned, and which might provide resistance to the effects of collisions with other trolleys as a result of increased momentum) being one such example. Other such game-themed trolleys could fill out the ranks, such as an orange-and-black Freeman Trolley, equipped with a crowbar attack capable of knocking over other trolleys, or a white Max Trolley, which is fast but, well, unstable.
FuzzYspo0N
27-02-2008, 08:17 AM
I think aiming for "original gameplay" and then flooding it with other games "private jokes" would be an epic fail :)
There are lots of ideas in the pipe, im still open to more. but until i have stable physics and stuff there is no further ideas then "lol, yea and like we can..."
Im writing all the awesome ideas down, and will see what fits the design and deadlines :)
Thaumaturge
27-02-2008, 06:28 PM
Heheh, fair enough - you do make a good point. ^^;
FuzzYspo0N
08-04-2008, 02:19 PM
img updates moved : http://forums.tidemedia.co.za/nag/showpost.php?p=82679&postcount=58
FuzzYspo0N
09-04-2008, 06:55 PM
images moved to :
http://forums.tidemedia.co.za/nag/showpost.php?p=82679&postcount=58
FuzzYspo0N
09-04-2008, 10:19 PM
images moved :0
http://forums.tidemedia.co.za/nag/showpost.php?p=82679&postcount=58
FuzzYspo0N
10-04-2008, 01:03 AM
Images moved : http://forums.tidemedia.co.za/nag/showpost.php?p=82679&postcount=58
I went for a run down sorta closed up place, and the props will be tables and chairs that are like knocked over etc, it fits the scene more. that kinda shop front is common here in south africa but to make it look nice will be a lot harder then this.
Afflict
10-04-2008, 02:07 AM
Looking good, hehe all that texturing probably tired you out ;)
I love the stickers on the door. :)
dislekcia
10-04-2008, 03:39 AM
Do you want to ask the FSU guys if you can use their tags? Chances are they'll be happy about it, but it might just be an idea given how you feel about content ownership.
I can rustle up their numbers.
-D
FuzzYspo0N
10-04-2008, 12:43 PM
i bet they didnt ask the owner of the wall about content placement :D
but its cool, this is just temporary stuff... im just going for a scene. Having come from those "roots" i actually enjoy graffiti alot and have done a large amount of it in pencil. ill just scratch through my file and use those, or ill use the work i was involved in at the time...
Thanks for the offer/concern. these shots would probably be "old" and moved today anyway :)
but i do appreciate the offer :)
Thaumaturge
10-04-2008, 08:38 PM
Those screenshots look really good, Fuzzy! Very good work! ^_^
My only criticism is that at the moment the buildings and scene look a little "empty" at range, but I suspect that judicious use of props, tags and general "decor" should improve that. ^_^
I really like those wall texture maps. Very good indeed. ^_^
FuzzYspo0N
10-04-2008, 11:28 PM
thanks so much for the comment. it helps.
The distance or lack of scenery stuff is to due the fact this is a base, the objects in game will be placed after the fact, as they will be dynamic...physics based. the tool is used to place these and flag them with info about the object, weight etc...
This is a shell :D gives for lots of TYPES of gameplay in the same place.. :)
anyway, thanks
(note, i think the images are offline for now, i will see to it asap)
FuzzYspo0N
12-04-2008, 03:50 AM
http://img390.imageshack.us/img390/7967/mapshot12ge0.jpg
http://img523.imageshack.us/img523/6618/maptex13at6.jpg
http://img523.imageshack.us/img523/8559/maptex12cs7.jpg
http://img149.imageshack.us/img149/6338/maptex7ip1.jpg
updating the posts just now with the images, apologies again for the messy thread.
DragonR
14-04-2008, 05:36 PM
Wat engine do you use?
Wat engine do you use?
Irrlicht3D
DragonR
14-04-2008, 05:59 PM
FuzzySpo0n why dont you make a video demo thing of how the trolley crashes against something?
ps. Is there blood in your game like in Madness Combat 2 much blood or that part in Metal Gear Solid 2 SOL hallway blood?
FuzzYspo0N
14-04-2008, 09:14 PM
There is no blood planned... as you are not killing people but crashing trolleys. Either way, the trolley cant crash at the moment, because im rewriting the physics in another engine...
Thanks edg3 too, it is irrlicht.
DragonR
15-04-2008, 10:19 AM
Man I thought you could harm china town chickens or something I am looking forward to the day this really unque game makes a appearance
FuzzYspo0N
18-04-2008, 01:47 AM
http://img265.imageshack.us/img265/6010/nightmap2bl3.jpg
http://img219.imageshack.us/img219/7557/nightmap1yn9.jpg
some shots of the new layout of the map, the green wll be a platform to the roof. nearly done. then texturing.then lighting. just some ideas
FuzzYspo0N
18-04-2008, 02:19 PM
more of the outside
http://img138.imageshack.us/img138/9720/nightmap3fk8.jpg
http://img175.imageshack.us/img175/5039/nightmap4xz3.jpg
Thaumaturge
18-04-2008, 11:57 PM
The lighting looks good, Fuzzy - good work. ^_^
Hmm... There's some light there whose source I'm unsure of. In the lowest image above the light in question appears on the mid-left, to the left of and just above the building with the textured roof. Is the light coming in from outside the level?
FuzzYspo0N
19-04-2008, 12:46 AM
nope its got a few gaps here and there. this lighting will not come out in the final its got no attenuation. its just to see where the flaws are :) its helpful in "debugging" the map.
there are only 2 lights. one under the textured roof in the doorway and one under the outdoor canopy
Thaumaturge
19-04-2008, 01:14 AM
Aah, okay, I think that I see it now. Thank you. ^_^
Darcnyss
21-04-2008, 05:33 PM
This looks pretty interesting. I would love to see the end result.
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