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Work in Progress / Ultimate apocalypse: Chaos Architects (Real Time Strategy)

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Demon000
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Posted: 25th Feb 2008 17:23 Edited at: 25th Feb 2008 18:23
@Cliff: I'm using a multi-matrix system for the editing and then building an advanced terrain based on the data of these matrices.
The reason for using multiple matrices is because with one you have a huge limitation in grid size (huge fps drop )
Sorry for the late answer
Alfa x
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Posted: 18th Mar 2008 16:41
Hi all.
Soorry for not saying anything, we are still working on this.
I hope to show new updates soon!.
Alfa x
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Posted: 15th Apr 2008 17:04 Edited at: 15th Apr 2008 17:09
Hi all.
By now all the develpment is sttoped.
The reason is that we are now working in a different project.
Once we finish we will continue with this.

We will end this project for sure.

Regards.
Alfa x
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Posted: 10th Jul 2008 07:00
Posting to have it alive
Sixty Squares
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Posted: 21st Jul 2008 00:42
This looks great, I like the level editor. Bien hecho

Alfa x
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Posted: 7th Sep 2008 23:34
This game is reopening development.
Alfa x
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Posted: 19th Sep 2008 22:54
I have been reassigning tasks and calculating times of Development, all has gone good.

For now Demon000 an me we will be working in two different aspects of the game, he will be developing the level editor while i will be developing the main engine and the culling system (that is giving me a headache.

Any advise in how to develop a culling system, like the ones in starcraft or warcraft III is welcome. I have problems specifically with detecting when a object is within the green lines, because in starcarft or warcraft it is done immediately the line touch the object, and not to a point (just like a collision system) and has to be optimum. The problem is that a 3D object to use in collisions(like a cube), doesn't fit, because the lines point farther in the upper part and closer in the lower part.

Any help is appreciated.
Deathead
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Posted: 20th Sep 2008 16:56
Hey Alfa X if you don't mind but could I help model objects for this project, as I want to make really low-poly objects as part of a test of my skills.


"Your greatest teacher is your harshest critic"-Butterfingers
Alfa x
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Posted: 20th Sep 2008 17:00 Edited at: 20th Sep 2008 17:01
@ Deathead:

Of course you can help in this project!.

There are many models already designed and already prototiped because of game architecture, if you want we can talk by msn.

-----------------------------

I have and image of my problem so you can know what im talking about:


Deathead
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Posted: 21st Sep 2008 18:24
Quote: "if you want we can talk by msn."

Sure, I have it underneath my post.


"Your greatest teacher is your harshest critic"-Butterfingers
Satchmo
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Posted: 21st Sep 2008 22:42
Try using sparky's to get 3d mouse co-ordinates.

Alfa x
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Posted: 22nd Sep 2008 18:30 Edited at: 22nd Sep 2008 18:33
Quote: "Sure, I have it underneath my post."


Ok I will add you. Lets talk in about 10 hours.


Quote: "Try using sparky's to get 3d mouse co-ordinates."



I used mouse 3d coordinates, the problem is the size and shape of the object.

I will use 2d coordinates for now. It gives a good approach, and the user will have a good control over it.
Deathead
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Posted: 22nd Sep 2008 20:53 Edited at: 22nd Sep 2008 20:57
Forget about it, Barbra was one of those desperate woman msn accounts.lol


"Your greatest teacher is your harshest critic"-Butterfingers
Alfa x
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Posted: 25th Sep 2008 13:29 Edited at: 25th Sep 2008 17:06
Hi allm,
develpment has gone quite well.

Demon 000 has been documenting the code of the level editor and he will be working in a function to save levels.

I finsihed the culling system, and will be working in the HUD to display status and units selected. The real units will replace the dummy unit we have been using until this momment.

no images for now

Regards.

EDIT: We have opened a google sites page to keep track of the project better. It's a superb utility.
Alfa x
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Posted: 15th Oct 2008 20:08
Hi,
we have run in these days into a major optimization problem and we were able to improve it significantly (but still we have to improve it more to fit our needs). We jumped from 75 cloned objects with animations at 31fps to 400 cloned objects with animations at 30fps.

Regards.
Alfa x
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Posted: 5th Nov 2008 17:29 Edited at: 5th Nov 2008 21:53
Hi,
we have been working hard in Chaos Architects.

For now we have decided in the first data structure of the game (holding units data and so on...). We have implemented the selection system and some graphics on units selection like character image and the circle below units on selection.

We have developed some basic behavior of units (follow, walk, stop). We have exported the human barracks, and have discovered some level editor that we hope to boost our own level editor, so levels are far to be done from now.

We hope to have a video around the 20th of November so stay in touch.

Edit: I will post an image this night so you can see the progress. I know the community loves screen shoots. And we must make haste on that



Regards.
Alfa x
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Posted: 6th Nov 2008 01:04
Hi all!,
here is an image of the current development of the game.


Achi
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Posted: 6th Nov 2008 21:05
This REALLY reminds me of Dawn of War

I think ill take the blue pill
Alfa x
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Posted: 21st Nov 2008 13:10 Edited at: 21st Nov 2008 13:17
Hi all,
here is the first video of the RTS engine.
Sorry for the sound edition since it's my first official video and i had more than a pair of difficulties.

There are featured the basic behaviour of characters and one basic level.

http://www.gametrailers.com/player/usermovies/291451.html#new_comment
sindore
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Posted: 21st Nov 2008 21:06
yer this looks like its going to be a nice pace of work keep it up.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
Butter fingers
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Posted: 25th Nov 2008 15:58
That was an OK video.

I didn't appreciate having to wait almost 30 seconds for something to happen! (appart from some nicely considered idle animations)

You seem to have the selection system down. It was very smooth and the movement was good, although they didn't have to avoid anything, they just walked in straight lines.

I thought that the movement speeds and scale were a little off. THe Mechs are the same size as the marines, and move at the same speed. I kind of figured they would be bigger and slower.

It's looking good so far. I'm intrigued to see where you go with this. I'd like to see another vid with more advanced path-finding and team movement.

Alfa x
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Posted: 3rd Dec 2008 16:59 Edited at: 12th Jul 2009 06:24
@ Butter fingers:

For now we will avoid path finding and team movement, because we will enter with net play ASAP because it will be a main aspect of the game and level making is extremely deep, so we preffer to wait a bit so it is more complete.

The mechs are non combat mech so they are smaller and faster, although speed from marines will differ.

@ all:

complete
In progress
Not started

For now:

- We are codifying that structures can produce object.
- We are improving further the selection system so there is more flexibility and potency.
- We are making crystals for gathering.
- We will be working more on levels.
- We are codifying the ability to create groups with keys.
- We will be coding the gathering behavior.
- We are codifying the laser.
- We will be enabling the attack for ranged objects like the soldier.
- We will be coding the use of a player or another, to enable multiple player possibility.
- We will be making the same optimizations for the soldier and Barracks as for the human collector so the engine runs faster.
- We will be optimizing more the engine, so it runs faster.
- We will adjust the box selection to eliminate a problem we have with perspective with math.
- Last but not least we will be making net play, so two players can play at a time with soldiers, constructors and Barracks.
Alfa x
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Posted: 20th Dec 2008 05:41 Edited at: 20th Dec 2008 05:57
Hi all,
Im adding some images to share to you with current development.
I think that they look much better than the video,a nd lets you appreciate how is the ame doing at the momment.


Unit Production:





There are multiple teams working at the same time:






Units preselection indicators are shown:





Battles with many units:


C0wbox
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Posted: 20th Dec 2008 15:43
@ Alfa x
Yo, I don't really follow this WIP, but I look at all of them, and this one looks pretty awesome now, keep it up.
prasoc
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Posted: 20th Dec 2008 16:58
Yes do keep it up it looks awesome!
Alfa x
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Posted: 5th Jan 2009 02:07 Edited at: 5th Jan 2009 02:10
Hi all,
for now we are entering the development of the net-play, so maybe it will take a while longer until the next update.

I'm making a Dll for handling arrays inside another for one particular project we aren't showing here, I will release the Dll for the community once it is complete. This Dll will help this RTS for making patrol paths, so you can have an array inside a type.

I have forgot to say that the progress of the latest development is being shown in the first page (first post) and page for the post (Im talking here about page number 2) for an iteration of development, so you can keep up with latest changes and progress on this project.

@ all:

Thanks for the comments!
Alfa x
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Posted: 5th Feb 2009 05:20
Hi,
we have been working on the crystals,and have been having a rough time
with them, specially because of graphics effects.

You can see the progress at:

http://forum.thegamecreators.com/?m=forum_view&t=143390&b=1

Regards.
blood walker
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Posted: 1st Mar 2009 22:41 Edited at: 1st Mar 2009 22:56
Man, it's been a loooong time!!

Hello my friends, I'm back on track with some laser features for the game.

The first test is bout shooting and collision detection based on groups as optimized as possible, the results are here

http://www.dailymotion.com/bloodwalker/video/14335447

and available for download as well

Next video... performance!!!
Alfa x
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Posted: 1st Apr 2009 19:23
Hi all!,
progress in the game has been slow because I was preparing my marriage. .

I'm Married now, but I'm a little busy ATM, I expect to reopen development next week.

Cheers.

AlfaX
Alfa x
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Posted: 10th May 2009 19:24
Sorry we didn't open development as promised.

We had serious personal problems that hinder our progress.
Alfa x
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Posted: 31st May 2009 20:47 Edited at: 31st May 2009 20:54
Hi,
update al last!..

The shooting routine of the soldier is done and now the main engine supports diferents ranges of atack.

Basic Netplay is almost ready.

Alfa x
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Posted: 18th Jun 2009 14:53
Hi,
another progress update!!


Basic netplay is completely done.
Gathering Behaviour is completely done too.

We will cut the scope of this release by lefting out the building
behavour because it's not relevant to this iteration and that can extend a lot the finishing date because of images and codification of the interface.


Regards

AlfaX.
Alfa x
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Posted: 12th Jul 2009 07:50 Edited at: 27th Nov 2010 18:50
Hi,
we finished the first official managed iteration. We hope to have a video in the next one or two weeks.

Since we want to be more serious about this we will have stimated finish dates for the next iteration. And we will show its scope here.

The next iteration development (Second iteration) should be done as follows (Maybe something can change in activties or end date):

Expected End Date. 04/04/2010.It's is very Far but it's real, we will try to accelarate more the things as faster as we can.


complete
In progress
Not started

Main Engine:

- Path finding with map accelaration.
- Air Units.
- Patrol behaviour.
- Stack of orders.
- Fog of war.
- Minimap workout.
- Building behaviour.
- HUD Codification.
- Futher improvement in selection system with Teams Aggregation.
- Improvement on design on selection, cursor image and displacement of screen image.
- Implementation of Sounds.
- Integration of FX into the main Engine.
- Futher optimization for faster gaming experience for Slow PC's.
- Shader implementation for objects targeting different HW levels.
- Web Interaction for the above items.
- Implementation of Enchanced animations to characters. "For us the improvement is not that much thanks to Shaders we have implemented in game."
- Implementation of timer based movement to characters.
- Rally Points for structures
- Old web coding enhancement


Characters and units:

- Human Imperial Caza.
- Human war Mech.
- Human Transport.
- Geyser Tank.
- Space Blitz.

Estructures:

- Human Command Center.
- Bist Mist Generator (Keep in secret).
- Facility (To increase unit production limit).
- Human SpacePort.


HUD's:

- Icons Design.

Level Editor:

- Improvment on system used for level editing.
- Construction of map acelaration and integration with the main Engine.
- Improvement on Level Design Tool integrating it with windows.
- Improvement of various level effects
[- water ]
[- raining ]
[- snow ]
- 3D tile set system and windows, for level editor.
- 3D tile set construction on levels.
- Design of various levels with all its objects.
[- Forest. ]
[- Plains. ]
[- Snow. ]
- Minimap automatic construction based on tileset and level layout.

FX:

- Explotions.
- Propulsion.
- Gas Function.

Sounds:

- Basic Sounds
- Explosion.
- laser.
- gun shots.
- Recollection sound.
- Unit production sound.
- Some Voices.

Object Viewer to 100%. (Internal tool for RTS development Many subsections not shown)
Demon000
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Posted: 5th Aug 2009 02:46 Edited at: 5th Aug 2009 02:47
Hi everyone! Here's the video Alfa x promised. I know it took longer than expected, but I've been having some issues with my laptop lately. Anyway, here it is:

http://www.youtube.com/watch?v=PW1tvDc9cd8

The video shows some online gameplay between two players. There are many things in the "to do" list, like pathfinding and unit collision, so you'll see that in the video.
TheeLord
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Posted: 5th Aug 2009 06:54
Keep up the good work and the updates! Everything looks great
Alfa x
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Posted: 18th Aug 2009 00:09
Hi,
In our RTS project we developed one object viewer to aid our work in Ultimate Apocalypse, to be more productive and to visualize the objects before we added them to the game. Since the development of UA is very long, we are looking to improve the speed of each iteration by self sustaining the project selling this tool and by buying some models and music with that money. The estimated price can go from 30-50 dollars depending on features complexity and so on.

Our intention is to make a commercial product for the community that they can use for their projects to view 3D objects before they are merged with their game. The product is called the Apocalypse Viewer.

You can view all the details in:

http://forum.thegamecreators.com/?m=forum_view&t=156362&b=8
Alfa x
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Posted: 28th Sep 2009 15:24 Edited at: 28th Sep 2009 15:24
Hi all,
I'm writing here, so this thread doesn't close automatically.

We have not too much to show, but we can comment how things are going.

We have been advancing. The object viewer second iteration is around 45% in progress. The level editor is under a complete rewrite with performance in mind. the improvement on system used for level editing should be done any moment.

The Imperial Caza has been advancing too. We are working on some concepts arts and refining the final model that we are going to do.

Cheers!

Butter fingers
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Posted: 28th Sep 2009 17:16
Hey, just watched the latest Youtube, and it's really coming along.

I just wanted to ask : in the final game will the crystals run out? THey just seemed to go on forever, meaning that once you build a certain number of harvesters you can just keep building. It kind of defeats the point of gathering resources if they never run out!

Also, the AI distances seem a little short. At the end there there were 2 massive squads on opposite sides of a tree and they were'nt attacking each other! I would have thought a slightly longer engagement distance would be a good idea.

Also, with the squads, make them use a similar system to the harvesters. If a harvester comes across an occupied crystal, it goes to a different one. The same should apply to the soldiers. Create a "tree" for the units of strongest to weakest. If a unit is attacking another unit that is weaker or the same strength than it, then other units will target something else. Otherwise you get this weird thing where 2 squads stand there and kill each other 1 by 1!

Nice though! I like it so far. What are you going to do with this to make it different from other RTS games I've played? What will make it original?

I want robotic legs.
Profit
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Posted: 28th Sep 2009 17:32
Quote: "Also, with the squads, make them use a similar system to the harvesters. If a harvester comes across an occupied crystal, it goes to a different one. The same should apply to the soldiers. Create a "tree" for the units of strongest to weakest. If a unit is attacking another unit that is weaker or the same strength than it, then other units will target something else. Otherwise you get this weird thing where 2 squads stand there and kill each other 1 by 1!"
This is a bad idea. Do not use this idea.


Butter fingers
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Posted: 28th Sep 2009 17:41 Edited at: 28th Sep 2009 17:46
What? Why?

Better Explanation attached

I want robotic legs.

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Alfa x
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Posted: 28th Sep 2009 18:04 Edited at: 28th Sep 2009 18:12
Quote: "
I just wanted to ask : in the final game will the crystals run out? They just seemed to go on forever, meaning that once you build a certain number of harvesters you can just keep building. It kind of defeats the point of gathering resources if they never run out!"


Yeah, they will run out and it's coded already but not working because there has to been build different crystal models to symbolize crystals running out. There is too much to do ATM

Quote: "Also, the AI distances seem a little short. At the end there there were 2 massive squads on opposite sides of a tree and they were'nt attacking each other! I would have thought a slightly longer engagement distance would be a good idea.

Also, with the squads, make them use a similar system to the harvesters. If a harvester comes across an occupied crystal, it goes to a different one. The same should apply to the soldiers. Create a "tree" for the units of strongest to weakest. If a unit is attacking another unit that is weaker or the same strength than it, then other units will target something else. Otherwise you get this weird thing where 2 squads stand there and kill each other 1 by 1!"


There is not AI ATM in the game. What you actually see was two players playing across internet.

[EDIT] When making AI we plan to to do something similar to the following: (We can explore what you suggest checking fighting efficiency)[/EDIT]

The reason to kill only one unit a time (From a gamer perspective) is because it's more efficient to win a battle that way Because you cut the enemy offensive power. (In reality it's more efficient to assign groups of 3 or 4 to attack one unit a time and it all depends on HP, type of atack and unit resistance). ^^

Quote: "ice though! I like it so far. What are you going to do with this to make it different from other RTS games I've played? What will make it original?"


We can't tell it all yet but I can't tell you a some things. One main aspect will be formations and moves. (For example surrounding a point selected by the user). They will enhance game play making possible to do special things with units that are not possible on other games. The game will be easy to start to play with, but it will have many gameplay variations if the player is expert enough. Making it richier in that aspect.

As important aspects of the game:

A critical aspect is going to be gamePlay. We will have various senior gammers testing the game when its more completed.

We will preserve heroes. We think they play a mayor role in history mode, so the player can immerse in the game and identify themselves. How they will be implemented?, is something that we have to define with care.
Profit
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Posted: 28th Sep 2009 21:35 Edited at: 28th Sep 2009 21:36
Quote: "What? Why?"
The player should be in complete control of who their units are attacking.

edit: I didn't watch the video, do the units attack automatically at the moment?


Alfa x
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Posted: 28th Sep 2009 22:23 Edited at: 28th Sep 2009 22:23
No. They are all controlled by players.

Automatic attack with hold command will be implemented in this iteration. (In hold it atacks the nearest unit)
Butter fingers
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Posted: 29th Sep 2009 11:22
Quote: "The player should be in complete control of who their units are attacking.
edit: I didn't watch the video, do the units attack automatically at the moment?"


The bit I was commenting on (which you criticised when you hadn't even seen it ) was the part where the BLUE player seemed to select his squad, and told them to go and attack a RED squad, and then the 2 squads started fighting, but all the blues were targeting the same red, and all the reds were targeting the same blue. It just looked a little odd really. I get that if you tell 5 guys to shoot a tank they need to shoot just the tank. I'm just saying if you pick 10 guys and tell them to attack 10 other guys, then perhaps they should engage each other a little more realistically?!

I want robotic legs.
Profit
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Posted: 29th Sep 2009 17:16 Edited at: 29th Sep 2009 17:18
This game isn't even squad-based.


Butter fingers
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Posted: 29th Sep 2009 18:26 Edited at: 29th Sep 2009 18:28
If you watched the video you can see that you can create squads of soldiers dude. I'm losing the will to live from talking to you.

I want robotic legs.
Profit
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Posted: 30th Sep 2009 00:20 Edited at: 30th Sep 2009 00:47
Quote: "I'm losing the will to live from talking to you."

Good.

edit: Just watched the video. There's no squads.


Alfa x
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Posted: 30th Sep 2009 00:58 Edited at: 30th Sep 2009 00:59
In the game you can build have teams (Therefore the association of BF with squads that's not incorrect either, it's more the name you give to them).

In addition,
The game will have many units so you can assign multiple teams to play with and control each team individually.

Quote: "The bit I was commenting on (which you criticised when you hadn't even seen it ) was the part where the BLUE player seemed to select his squad, and told them to go and attack a RED squad, and then the 2 squads started fighting, but all the blues were targeting the same red, and all the reds were targeting the same blue. It just looked a little odd really. I get that if you tell 5 guys to shoot a tank they need to shoot just the tank. I'm just saying if you pick 10 guys and tell them to attack 10 other guys, then perhaps they should engage each other a little more realistically?!"


When the units atack automatically in teams they will atack the unit that's nearest each unit that compound it.
Mr Makealotofsmoke
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Posted: 3rd Oct 2009 03:08
this game is looking pretty hawt

keep up the good work

Anyone need a free masterserver hosting for their game? Email me servers(at)nizzlebix(dot)com
Alfa x
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Posted: 18th Nov 2009 14:28 Edited at: 18th Nov 2009 14:32
Thanks Mr Makealotofsmoke,
We are currently very busy with the level editor and the object viewer.

To tell you something in advance: The level editor now works in grids 1000 x 1000 at a great speed, with multiple texturing, light exposure and various types of level modyfying tools (This will be keep internal to the development itself), and the object viewer is working with multiple texture stages and texture blending, allows scaling limb selection and to apply lights.

We hope to show something more in about 1 - 2 months more or less.

Regards.

AlfaX.

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