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Work in Progress / Zombie Hunter 3

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Lukas W
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Posted: 17th Sep 2006 20:59
ok here is a list of zombie models i want to have in the game:

Female Thin
Female Large
Male Thin
Male Large
Female Child
Male Child

each zombie have min two different textures.
eg. a blue shirt in one texture, and a green in another.

the style i want for the zombies:
they became zombies during a day so they are not "old" but may have gotten in a fight, or have a pistol bullet hole in their chest, maybe one white eye, or two etc.
i want the zombies to look scary, so i think your "evil dead" style description sounds good. however i would prefer the zombies looked shocked, like their human part is still inside the zombie body but it have no control over the body, if you know what i mean.

Valle
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Posted: 17th Sep 2006 23:39
Many Zombie games these days, but thats good cause i really like zombie games ...

This one looks very good, nice work


Heckno
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Posted: 18th Sep 2006 00:40
is this closer to what you were hoping for?

Xenocythe
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Posted: 18th Sep 2006 00:48
It looks like he just took a shower, put on some clean clothes and someone repeadetly punched him in the face.

What it should be like:
Someone just threw a grneade at him.


Lukas W
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Posted: 18th Sep 2006 11:48 Edited at: 18th Sep 2006 11:51
he looks nice, as in all dressed up and stuff.
still this is the style i want. just make sure he looks scared, and maybe reorganize his hair to make it fuzzier.

btw is this model boned so i can animate him?

maybe something like

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Heckno
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Posted: 18th Sep 2006 16:31 Edited at: 18th Sep 2006 20:39
i'll get to it latter today, and he has bones but is not attached atm so I can make adjustments...


edit: when I get the chance I will retexture(map) the hair...

new pic uploaded posted above...
Lukas W
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Posted: 19th Sep 2006 09:53
i noticed that the colors are brighter and lighter when i am at my laptop. on my crt monitor at home the colors are right, and it looks helluva sweet!

didn't see the new model/texture until now, and it rock! i love it
(allthough i'm on my laptop again so i'm guessing the colors are wrong, but i think it will look even better on a crt monitor )

DB newbie
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Posted: 19th Sep 2006 17:21
why not make it so he has is arm but a huge chunk is missing becasue it got bittin off. or so his arm is barely hanging by some flesh.

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Heckno
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Posted: 19th Sep 2006 22:48
lol, let me finish the first (basic) zombie for each requested group...
UFO
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Posted: 20th Sep 2006 02:05
Quote: "ok here is a list of zombie models i want to have in the game:

Female Thin
Female Large
Male Thin
Male Large
Female Child
Male Child"


I hope you are not going to make us kill the children zombies, or maybe the female ones either.

greenlig
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Posted: 20th Sep 2006 02:12
of course you kill the children ones!! they are undead, so someone has got there first anyway


Looking good heckno but admitedly, he looks too well fed to be azmobie. more scragly and scrawny i think would fit....

Greenlig

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Bizar Guy
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Posted: 20th Sep 2006 03:43
Well, ye should understand that these zoimbies twern't zombies very long, so it be logical that they still 'ave some meat on 'er bones.

And ye disapoint me, Lukas. Twer I who thought ye be of pirate blood!

Heckno
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Posted: 20th Sep 2006 06:29 Edited at: 20th Sep 2006 06:33
Quote: "Looking good heckno but admitedly, he looks too well fed to be azmobie. more scragly and scrawny i think would fit....
"


lol, im trying to stay within the request of Lukas, whereas the zombies are less than a day turned...


Edit: Lukas there will be a brief delay in any more zombie work, issues with another model and next two days I have a charity function at the country club....
Torsten Sorensen
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Posted: 20th Sep 2006 10:01 Edited at: 20th Sep 2006 10:02
Lukas W, I made a Zombie Hunter banner for you.


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greenlig
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Posted: 20th Sep 2006 10:14
oops i missed the freshly zombied bit. sorry.

have fun!

Blender3D - GIMP - WINXP - DBPro
Lukas W
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Posted: 20th Sep 2006 10:46 Edited at: 20th Sep 2006 11:04
i prefer not to wear a banner of that size.

today i may attempt to add doors to the game. it will be sweet!

a question:

how would you prefer to open the doors?
A) by walking into them, pushing them open.
B) by using the Action key to open it

Quote: "Edit: Lukas there will be a brief delay in any more zombie work, issues with another model and next two days I have a charity function at the country club...."

that's allright. i don't need the zombies yet. i want to experiment with, and learn how to use, Dark PHyisics before i start thinking about DarkAI. (i got darkAI and Newton to work, but i don't know enough about DP to start doing this)

edit2,
i have some game ideas:

* Ropes. climb up stuff on a rope. swing from side to side and gain speed to jump to your destination
* Ladders. well they are not for looking at.
* Puzzles. tile up some boxes/objects to get to a higher point. or drop them from a high place to kill/destroy whatever it hits (a group of zombies, break a wooden floor if the stair/elevator is broken, etc.
* HL2 style Level loading. to make it appear as if it is one large level.
* Save Checkpoints after each completed objective, instead of Manual Saving. so you don't get the feeling of "whatever, i can just run up ahead, die then load and then i know what's waiting for me". which i try to avoid when playing games.

what are your opinions on these suggestions?

Heckno
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Posted: 20th Sep 2006 16:30
action key for doors..
David iz cool
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Posted: 20th Sep 2006 17:40
the zombie needs more blood around the face,eyes need to look more dead.and u should make the hair messed up & more wounds like its been bleeding.
Torsten Sorensen
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Posted: 20th Sep 2006 20:04
Quote: "i prefer not to wear a banner of that size."

Hehe, ok..

Cian Rice
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Posted: 20th Sep 2006 21:35
Lukas, you can expect the HUD on Friday, I went for a simple style as I felt it worked best, while I tried a grungy, more horrorish look it didn't turn out well, and nothing else really seemed to fit, but simple always does!

Heckno
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Posted: 20th Sep 2006 21:46
lol, I think I better let you get some more work done on the actual game before posting anymore zombie shots... Seems the appearance of the zombie is attracting too much attention this early in the development stage...
Agent Dink
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Posted: 21st Sep 2006 04:36
That Zombie is wearing some pretty stylish TGC merchandise, where do I get mine?

Sometimes the only way over a wall is to pile up enough bodies to climb over - Dave W.
Lukas W
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Posted: 21st Sep 2006 09:47
@anime blood: Great. i would also think that a simple HUD would fit the best.

Cian Rice
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Posted: 26th Sep 2006 02:17


I chose the orange because it would create a nice contrast with the dark atmosphere of the game, and it just looked best that way.

Bizar Guy
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Posted: 26th Sep 2006 03:29
that's pretty sweet, Anime. Nice sharp look.

Chenak
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Posted: 26th Sep 2006 03:38
Looking good I see you have some trouble getting the shaders to do what you want

First, how did you get the flashlight shader to work on a lightmapped object? Duplication of the objects, if so how did you stop the z-fighting?

If you are using the method I think you are using and if you are using 3dws to make your levels you need to remember that objects you import into 3dws are rendered using vertex lights and if you convert those meshes into separate objects they loose all their vertex lighting for some reason. Parsing them through a shader looses all vertex lighting too.

I recommend you add per pixel lighting for those meshes and grab the light details from the light entity or make your own vertex lightmapper which is no easy feat since changing the vertex colours doesn't seem to work.
Heckno
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Posted: 28th Sep 2006 02:15
lukas, I think over in the game theory section there is compo on horror music going on, you might want to check it out for some music samples for your game....
Lukas W
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Posted: 28th Sep 2006 10:40
anime blood,
that image looks helluva sweet! i love it.

Chenak,
I used this version of Evolved's Flashlight Shader: http://www.vector3r.com/FlashLight5.zip
one problem is that an object can only use One shader at a time.
so if i am going to use Per Pixel Lighting, i cannot use the Flashlight Shader.

Heckno,
yea, that was what i was thinking.

Natflash Games
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Posted: 29th Sep 2006 00:53
Did you get the flashlight working?
Cos Im using that same shader but Im getting the lightmap and "glow in the light" too.
If ya did can you tell me how please, cheers.


Check out my site for the latest on my games.
Chenak
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Posted: 29th Sep 2006 01:37 Edited at: 29th Sep 2006 01:38
You can merge the two shaders together without too much trouble since they are in about the same format and style, I would help but I'm still in the process of moving at the moment so won't beable to until I get a bit settled in.
Lukas W
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Posted: 30th Sep 2006 20:27
just a question.
how many of you guys can use this menu?
http://lukasw.com/other/zh3MenuDemo.rar

what i want to know is:
1) does the effects sync to the music in the intro?
2) does the pictures in the menu light up when you hover your mouse over them?

why i want to know this is because when i tried this on my laptop, (which is a P4 3.0 ghz, 512mb RAM and 64mb Integrated Intel GFX Card) the effects didn't sync to the music, and the menu was not functional at all.

if most people wont be able to use the menu, i will write a simple menu like the one that was in previous versions of the game.
if the music doesn't sync up (which it does on my Dev. Pc) i will frap it and use a .avi as intro.

Xenocythe
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Posted: 30th Sep 2006 20:49
The pictures light up which was really cool along with the lines across the screen, the music was fine but I don't understand what you mean by sync up.

Honestly, it looks so professional that I think you could sell this game.


Lukas W
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Posted: 30th Sep 2006 20:55 Edited at: 30th Sep 2006 20:56
by sync up i mean that the effect appear at the same time as the sound effect.

for instance, there is a part in the beginning where there is a "noise" sound. there i added an effect that looks like your tv when you plug the antenna out. (unless your tv is modern enough to have a screensaver for that).

thanks for telling me you like the menu i don't think it will sell pretty good though, even if the menu looks cool it's the game content that count, and at the moment it doesn't appear to go very far due to the flashlight bug, and dbpro's shadows :/
i could remove those though, but then the game loose very much of its atmosphere.

oh and if it weren't for junkrock the menu wouldn't be that cool at all. his music REALLY gives me goose bumps because it is so good!

Xenocythe
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Posted: 30th Sep 2006 21:33
Yeah, I see. You know, you realy don't have to use a shader for flashlights. You could definetly darken the screen and make a certain portion of the screen brightened.


Lukas W
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Posted: 30th Sep 2006 22:36
i think i know what you mean. this is the result:


Xenocythe
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Posted: 30th Sep 2006 22:45
Wow, thats a great start. My advice, make sort of light effect with images.

Ignore the red thing...




You see how there is a big light there in the center and it sort of fades out? You could make something like that with images, except a little less thick.


Sixty Squares
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Posted: 30th Sep 2006 23:40
@Lukas W: How did you do that?

Ummm...
Lukas W
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Posted: 1st Oct 2006 00:07 Edited at: 1st Oct 2006 00:10
simple:
open photoshop, make a new transparent image.
draw the layer black, and set that layer to 50% transparent.
draw a circle somewhere. combine the two layers.
use the magic wand to select the sircle and delete it.
you should now have a semi transparent black image with a transparent circle somewhere.
save this as a .png file.

in dbpro:

set the object size to whatever size fits the resolution you are using, same with the positioning.

edit,
oh and when loading the image, make sure you add the option to use transparent images (load image "image.png", 1)

Gamedesign er20
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Posted: 1st Oct 2006 02:11 Edited at: 1st Oct 2006 02:11
Quote: "how many of you guys can use this menu?
http://lukasw.com/other/zh3MenuDemo.rar"

I can't use that menu because I'm not sure how to open a .rar file. It always just seems to load jibrish codes in my DarkBASIC

Cocacola and Pepsi aren't that differnt. Deal with it.
Xenocythe
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Posted: 1st Oct 2006 02:16
Lukas,
Did you try what I suggested?


Cian Rice
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Posted: 1st Oct 2006 04:32
Quote: "I can't use that menu because I'm not sure how to open a .rar file. It always just seems to load jibrish codes in my DarkBASIC"


is right. You don't open .RAR files in dB. You open them in an app like WinRAR. It's an extractable file that contains the content he wants you to try. Anyways. When will we be seeing me' hud in teh game?

Airslide
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Posted: 1st Oct 2006 04:40
It was a nice menu, though the start animations seemed a tad late for the music, other than that it was fine, I liked the 3d menu idea.

My Apps:
Decal Maker
Gamedesign er20
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Posted: 1st Oct 2006 04:46 Edited at: 1st Oct 2006 04:47
Quote: "You don't open .RAR files in dB. You open them in an app like WinRAR. It's an extractable file that contains the content he wants you to try. "



Thanks for explaining that to me

Cocacola and Pepsi aren't that differnt. Deal with it.
Lukas W
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Posted: 1st Oct 2006 11:30
Quote: "Lukas,
Did you try what I suggested?"

i haven't yet. i was working on getting doors to work how i want.
now they work and i hope it still works after i add darkphysics to them.

Quote: "When will we be seeing me' hud in teh game?"

sooner or later. i don't really need the menu yet because there is nothing you can do yet but opening and closing doors and looking at the dbpro's shadows as you move closer to the different lights.

Heckno
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Posted: 1st Oct 2006 17:10 Edited at: 4th Oct 2006 01:15
zombie hunter 3 kicks major ass....

this is not an actual in-game screenshot- screenshot from my model viewer, but this a possible zombie for the finished game...

Lukas W
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Posted: 1st Oct 2006 17:31
haha, the model looks great heckno

here is me with another go with the non shader flashlight.
i'm not so sure about using this method as even though it may look like a flashlight, it still doesn't light up the shadows in the lightmap.



Gil Galvanti
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Posted: 1st Oct 2006 17:58
wow, cool, I like that second flashlight shader a lot, if you could get it to light up shadows then it'd be perfect .

Pirates of Port Royale
Live the life of a pirate.
Xarshi
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Posted: 1st Oct 2006 18:04
you won't be able to light up the shadows in the lightmap,since those are part of the texture. I think what you have right there looks wonderful,actually,I didn't even know dbp could get a result like that for just a plane

Working on DBIrr. Done so far : objets,lights,cameras,billboarding. To come: newton game dynamics support,Animation blending with cal3d.
Lukas W
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Posted: 1st Oct 2006 18:08 Edited at: 1st Oct 2006 18:08
with Evolveds flashlight shader (i posted the link a few posts earlier) you will be able to lightup the shadows on a lightmap. that was the reason i wanted to use that flashlight shader.

anyway, i'll see what i can do. at the moment i am trying to figure out why darkPhysics won't let me open doors properly :/

headcrab 53
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Posted: 1st Oct 2006 21:08 Edited at: 15th Dec 2006 00:35
The non shader flashlight looks pretty good in those pictures. You could probably make the lightmap brighter and have everying thing made darker when the flashlight is off. That would make it appear as though the flashlight was lightening the shadows.

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