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Work in Progress / Head Hunters!

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Torq
20
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Joined: 18th Jan 2004
Location:
Posted: 23rd Mar 2005 10:37 Edited at: 23rd Mar 2005 11:01
Ok heres are some shots of head hunters. Ive been on this a while and its comming along very well.



More screens and game info here.

http://badtempergames.tripod.com/id3.html

Look at all shots before posting please so you have a bit better Idea of whats going on with it.
You will dig up coins that make your totem more powerful all the while changing you. There will be many different totems. Digging is fun and you can break the coin or affect the value. Finding them is tough but also a good part of the fun. your able to sell or keep the coins for your totem. Loads to do and I have a whole lot to the story line just dont want to post it all here.

http://badtempergames.tripod.com

Benjamin
21
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Joined: 24th Nov 2002
Location: France
Posted: 23rd Mar 2005 10:56
Hey that looks pretty good.


"Lets migrate like bricks" - Me
Kentaree
22
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Joined: 5th Oct 2002
Location: Clonmel, Ireland
Posted: 23rd Mar 2005 17:30
Yup, very nice. Framerate seems a bit low on some shots though (although I realize its a WIP)

Desktop: AMD Athlon XP2800+,Radeon 9800 128MB, 1GB DDR RAM
Laptop: AMD Athlon 64M 3000+,Mobility Radeon 9700 128MB, 512MB DDR RAM
Torq
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Joined: 18th Jan 2004
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Posted: 23rd Mar 2005 18:06
Yep, I have much of that solved. None of it is LOD yet. But That will be incorporated.
I just havent updated the pics. Im replacing the sphere with a sky box. And many texture have been reduced in size Im up to about 40 + FPS right now But it is a wip.
Ill optimize it after I get all of the mechanics done but I dont think Ill have a real problem with frame rate.
Problem is every time I get the frame rate back up. I add something more then start the process again.
Thanks for the coments.


One thing I wrestling with is how to light map it. I have c shop. I havent messed with the lights in DBpro much still fairly new to DBP. Can I get them to cast blob shadows on my .x level without too much performance loss ?
If not Ill have to light map it in C-shop and then its double polys and Ill have a whole lot of optimizing to do. Havent decided the best way to go here. I may use max to make an overhead shot with shadows and make a new ground texture but this poses a whole new set of positioning problems. Any thoughts here are welcome.

http://badtempergames.tripod.com

Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 24th Mar 2005 00:11
Gile[s] can make .DBO lightmaps which means a single multitextured mesh instead of 2 seperate meshes and ZDepth headaches.

It's looking cool - if there was 1 thing I'd say that the ambient light seems a bit high, meaning there's not a lot of shading going on despite the point you make about lighting. You should try setting the ambient lighting downto 30 or so, it would make your models shade a lot better while you ponder lightmapping methods.


Van-B


It's c**p being the only coder in the village.
Torq
20
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Joined: 18th Jan 2004
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Posted: 24th Mar 2005 07:34
Ill do that. Right now I do have the ambient set at 100%
Thats mainly been to QC the models. Ill check out Gile[s]
Thanks

http://badtempergames.tripod.com

Baggers
20
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 24th Mar 2005 08:46
The only quarm i have so far is that the woman looks a bit...manly!

other than that it is coming along very well, should be good fun when a demo comes out.
Torq
20
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Joined: 18th Jan 2004
Location:
Posted: 24th Mar 2005 09:02
LOL Thats an unexpected one
I could fem up the texture a bit but Ive already started on many animations so the frame is remaining the same

http://badtempergames.tripod.com

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