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Work in Progress / my compo entry

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Teh Go0rfmeister
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Posted: 16th Aug 2004 08:35 Edited at: 18th Aug 2004 19:51
the story line etc is mostly a secret other than what ive already told you guys (and i wont be repeating it) i've probably already told mike and ravey more than they need to know and have probably ruined a few subtle elements already, so i'll be posting screenshots only, but with a short description.

i'm entering for the FPS/time crisis style game, and if i have time (which i reckon i should have) i'll spend a day making a snake entry (for which i've have a neat idea)

im still not sure if jrowe's gonna help me out or not, he's reluctant to be part of this yrs compo, but i guess if i did it by myself then it'd do me a lot of good, while he carries on work with our current official project, Emrys, an RPG.

SCREENSHOTS I HAD ARE OUT OF DATE SO I REMOVED EM! please scroll down to later ones.

will be adding windows tomorrow, from which the baddies will be shooting out of, as you hide behind cars in the car park outside

most of the screenshots for now will be like this. i'll then be working on the game engine next week once i got all the vital media done, so then you'll start seeing screenshots of it. (wont that be fun?)

zircher
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Posted: 16th Aug 2004 09:00
Nice layout, looking forward to seeing it when it is textured with the lights up and running.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Phaelax
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Posted: 17th Aug 2004 04:39
nice model

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Teh Go0rfmeister
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Posted: 17th Aug 2004 06:14
i've textured the front doorway, im now texturing area of the rooftop (the glass pyramids and the hatch (that cube on the rooftop)

as soon as jrowe sends me the streetlamp uv maps ill post the next screenshot on here.

Teh Go0rfmeister
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Posted: 17th Aug 2004 07:13 Edited at: 18th Aug 2004 19:51
SAME WITH THIS IMAGE!
continue scrolling

next up will be the lap posts and pretty much everything else too. i should have it all finished by tomorrow midday and then spend the afternoon chillin. ignore the fact that "push" on the door is backwards, its a texturing technique i thought was clever gone wrong, but not major. i will be redoing the doors as a seperate object, i just got those fake doors there temporarily ^_^. after this i'll be working on the "window engine", a part of the AI. you will see what that is later.

edit: the walls will eventually be bricked

BCRICH WARLOCK
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Posted: 17th Aug 2004 07:14
Awesome The roof Looks Cool So Does The Railing
Zero Blitzt
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Posted: 17th Aug 2004 07:15
I like your dancing banana.

Neat idea ^_^.

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Teh Go0rfmeister
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Posted: 17th Aug 2004 22:33 Edited at: 17th Aug 2004 22:33
ok just finished texturin the car park thingy...
screen1:

screen2:

car park overview:

almost there folks!!!

Kentaree
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Posted: 17th Aug 2004 22:43
Very nice Froog, glad to see you're working hard at it, because I want to play that game Some of the textures are a bit fuzzy though, make a few different res textures and let the user set which ones they want, so people pn higher end computers have bragging rights

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Teh Go0rfmeister
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Posted: 17th Aug 2004 22:52
yeh thats what im doing

i got that screenshot is with 1024*1024 but i also have 2048 and i'll also be converting to 512

Mnemonix
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Posted: 17th Aug 2004 22:52
brill!

The 3d chat is coming...
In the meantime, come in the IRC. Ask me for details!!.
Kentaree
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Posted: 17th Aug 2004 22:56
The textures there are 1024x1024? Are you texturing the whole level at the one time, rather than having multiple textures for objects?

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Teh Go0rfmeister
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Posted: 17th Aug 2004 23:29
i have about 6 maps, one for the building, one for the tree+flower bed (currently blank green, one for the door and stairs, one for the burbside on the side of the road/carpark. some others too,

Powersoft
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Posted: 17th Aug 2004 23:39
This is looking very good indeed.... keep it up


Create or Play? You choose!
Dr Crazy
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Posted: 18th Aug 2004 18:43
Wow. How many polys is yours??? Mines only 950 or summat and it looks quite good.

Who dares; wins.
robo cat
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Posted: 18th Aug 2004 19:42
Looks very nice!

Judging by the wireframe picture its not that many polys and still looks great!


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Teh Go0rfmeister
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Posted: 18th Aug 2004 19:49
ok here's the building finsihed:
6 groups, 1 mesh
6 materials, 5 textures
4135 polys, 12045 vertices
time taken: about 48 hours.

now to model some baddies (im modelling the interior as level 2. i will be modelling the windows seperately as part of the animation of the baddies (the open a window and shoot out of it then close it again when they need to reload). the AI wont be hard, it'll all be randomized and then a load of timed functions, without them having to think for themselves.

Mitchell
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Posted: 18th Aug 2004 22:02
Looks great!

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Teh Go0rfmeister
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Posted: 19th Aug 2004 18:41


window. i'll be putting thisin all the holes in the building. these'll open randomly and POW! BOOM! RATAATATATAT!

orv
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Posted: 20th Aug 2004 03:59 Edited at: 20th Aug 2004 04:00
just one comment on the building: the doors are too big! They're nearly two stories tall!

Looks nice though!

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Teh Go0rfmeister
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Posted: 20th Aug 2004 05:33 Edited at: 20th Aug 2004 19:41
yeh i noticed the doors, but i decided im gonna keep em like that
its given me an idea.

anyway, 620 polys so far, its a 3d model of jrowe, made by jrowe, and here we have him:

NOOB GO DOWN!!!

jrowe
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Posted: 20th Aug 2004 19:31 Edited at: 20th Aug 2004 19:37
hey all!

Here's my self protrait, now with mane and tail. I also fixed a problem with the rear and the belly. It still needs unwrapping and texturing.

(unless you can't tell I'm a SEX DONKEY!!!)

EDIT: It's 690 polys finished. Mane and tail billboard planes are all double sided and I will texture it with a transparent texture. Comments and criticism are VERY welcome.








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Teh Go0rfmeister
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Posted: 20th Aug 2004 19:37
heheh nice mohecan- sorry- mane.

Kohaku
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Posted: 20th Aug 2004 19:55
Hubba hubba.

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Dr Crazy
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Posted: 20th Aug 2004 21:41
Level looks amazing. HOLY $@#*! over 4000 polys! Well you better had reduce that especially if you're usig dbc.

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Teh Go0rfmeister
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Posted: 20th Aug 2004 22:14
1) im using DBP
2) i have a high-end graffix card
3) the testing will be on an even better one

walaber
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Posted: 21st Aug 2004 11:02
you've got to be kidding me, 4000 polys is NOTHING. 40,000 polys is still feasible!

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dark coder
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Posted: 21st Aug 2004 11:08
yea walbers right, 4k is actually very low for a level

i dunno about you bug if i had a ak47 i wouldent open the windows shoot then close em, i would smash out the glass and spray evrywhere, also making the windows transparent would make it so you know when they will appeear :-P

Teh Go0rfmeister
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Posted: 22nd Aug 2004 00:06
on the terrain patch demo i got 100's of fps while having the whole model on screen- i kno its hardly boasting, but just saying my point of how polys arnt going to be a problem at all in this compo

MikeS
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Posted: 22nd Aug 2004 03:17
I'm pushing 400,000 polygons on my machine at over 60 fps, that's with the advanced terrain system.

Looks good Froogle, this should be an interesting game.



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AluminumPork
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Posted: 22nd Aug 2004 04:13
Hmm... this looks excellent, all the building textures look great! I only have one quibble, there's just something about the toll booth that just doesn't look pro, maybe because there's no wall textures on it, just text. Maybe if you gave it a brick texture, and then put the text on. Other than that, the rest looks really great!

Keep it up!

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JeBuS
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Posted: 22nd Aug 2004 06:16
About the booth, it looks like it's only 3 ft high (1m). Unless that's what you're going for...
Teh Go0rfmeister
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Posted: 22nd Aug 2004 18:53
lol oh yeh... well the gr8 thing with the idea for my entry is that for every bug spotted i can add a new element of comedy

Teh Go0rfmeister
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Posted: 24th Aug 2004 08:33
lol, i got stuck on a bug over the weekend, but it sorted now. should have window baddy AI workin by the next 24hrs is up.

for now heres a sreeny of a bug to amuse urselves with.



Turoid
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Posted: 24th Aug 2004 20:52
looks like a rotation problem

syntax error??? it isn't an error, it is a feature

walaber
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Posted: 24th Aug 2004 20:55
also a thought - try applying sphere/cube mapping to the windows, it'll make them look all shiny

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Teh Go0rfmeister
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Posted: 25th Aug 2004 19:19
jopie dopie, i meant to rotate one of the windows but got the object number wrong, so the whole building rotated instead. atm im stuck on a window bug, i dont have a clue why its not working. kind of annoying when u have a simple 4 line engine and even that doesnt work

Teh Go0rfmeister
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Posted: 29th Aug 2004 05:30


an essential character to the game

Cian Rice
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Posted: 29th Aug 2004 08:25
Who is that guy?
He reminds me of Chester Bennington from Linkin Park.

Got anime?I do.
Powersoft
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Posted: 29th Aug 2004 16:58
Ravey me thinks. . .


Good work.


Scorched Turf --> Project Thread
Teh Go0rfmeister
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Posted: 29th Aug 2004 19:18
yah, unfortunately his head's tilted in the photo, so after modelling the one half im gonna have to rotate by about 3 degrees on the Z.

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