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Work in Progress / Unreal II style

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The Wendigo
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Posted: 2nd Mar 2003 00:54
Well, i decided to aim my sights at higher computer specs and see if i can make a program that has REALLY nice graphics as well as fun gameplay. I don't know how many of you have seen the gorgeous graphics of Unreal II or even Unreal Tournament 2003 (I know most of you have seen Doom 3). The engine is turning out just as beautiful and hopefully just as fast if not faster than those games. I don't have any pics as of yet because I'm still in its infancy stages, but hopefully by the end of the day I'll have a few. My method of rendering and creating scenes is basically a mariage of DBP and TrueSpace 4.3. TrueSpace has awesome shadow map capabilities as well as rendering and creation of which i am harnessing vigourously to create space craft interiours, bases, and other interesting interiour atmospheres. I will be using matricese and 3D objects to manipulate beautiful outdoor landscapes to set these structures on.

Basic Game Ideas in Mind for This Engine:
Contra style (Retro Comp)
FPS/RTS (cross breed of Battle Zone, Uprising, Starcraft)
Multiplayer FPS (Game genre like Tribes, but with a Wendigo feel)

When I am all through with the engine and the editor, I will release it to the public to try out. The idea is to use 3D Meshes with texture and lightmaps to create walls and ceilings instead of simple BSP-like blocks and cylinders. Sofar the outcome has been very impressive.
1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
The Wendigo
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Posted: 2nd Mar 2003 09:15
Here we go:
http://groups.msn.com/khoijjlh616qghfhh7fqjasja7/Documents/coor2.jpg

Use the above link if stupid doesn't work here:


I'll post more when I get em!

1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
hexGEAR
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Location: Naytonia
Posted: 2nd Mar 2003 17:43
hmm, i get: You are not authorized to view this page when i visit the link, and the pic on the thread doesn't work too, maybe it's something to do with msn group linking :/

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
David T
Retired Moderator
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Posted: 2nd Mar 2003 18:45
Same here

Visit [url]www.lightning-systems.co.uk[/url]
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spooky
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Posted: 2nd Mar 2003 20:47
I get a .net passport login popup thingy just for viewing this thread!.

How annoying..

Gronda, Gronda
David T
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Posted: 2nd Mar 2003 21:42
I'd really love to see this...

Visit [url]www.lightning-systems.co.uk[/url]
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rapscaLLion
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Posted: 2nd Mar 2003 22:42
ya... show us the screenshot dangit! lol

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
The Wendigo
21
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Posted: 2nd Mar 2003 22:56
dang, it always does that when I post images! Hopefully this will work (or i signed up to this for nothing):

http://www.angelfire.com/games5/wendigosoft/images/coor2.jpg


1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
Digital Awakening
AGK Developer
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Location: Sweden
Posted: 2nd Mar 2003 23:12
That looks nice =)

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
The Wendigo
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Posted: 4th Mar 2003 03:00
Here's 2 new shots:

[img]www.angelfire.com/games5/wendigosoft/images/coor3.jpg[/img]

[img]www.angelfire.com/games5/wendigosoft/images/coor3.jpg[/img]

Currently working on reflectancy with environment maps. Actually I'm about done with that. My next step is to both create a world editor and make some more wall prefabs.

1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
The Wendigo
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Posted: 4th Mar 2003 03:00
Here's 2 new shots:

[img]www.angelfire.com/games5/wendigosoft/images/coor3.jpg[/img]

[img]www.angelfire.com/games5/wendigosoft/images/coor4.jpg[/img]

Currently working on reflectancy with environment maps. Actually I'm about done with that. My next step is to both create a world editor and make some more wall prefabs.

1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
The Wendigo
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Posted: 4th Mar 2003 03:01
Arg, it's doing it again

[img]www.angelfire.com/games5/wendigosoft/images/coor3.jpg[/img]
[img]www.angelfire.com/games5/wendigosoft/images/coor4.jpg[/img]

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The Wendigo
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Posted: 4th Mar 2003 03:02
whatever, try the links. i give up





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The Wendigo
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Posted: 4th Mar 2003 03:02
oops. forgot the http:// that was all

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Shadow Robert
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Posted: 4th Mar 2003 19:20
does look good... i get the feeling i know those textures from somewhere

you know it is alot easier and simpler to produce this kinda thing with BSP, its just a case of getting used to the editors something which no one really ever does.

although i'm certain i know the answer already, these are trueSpace renders of what you hope to achieve right?

be interesting to see this actually pulled off, some healthy competition for fmtBSP eh

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
David T
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Posted: 4th Mar 2003 22:35
Reminds me of Voyager : Elite Force alot. Cargo bay, corridor and mess hall / ready room are my bets on the screenshots

Visit [url]www.lightning-systems.co.uk[/url]
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rapscaLLion
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Posted: 5th Mar 2003 02:11
Saw a copy of elite force for $15 CAD... good price but is it a good game???

Anyway, those are fantabulous screenshots you got there
Any idea what the game is?

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Morales
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Posted: 5th Mar 2003 02:31
did you use CShop?
Morales
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Posted: 5th Mar 2003 02:33
nevermind you used TS....
The Wendigo
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Posted: 5th Mar 2003 05:30
Thanks for the complements! I've been working on speed optimizations. This has come slow, but unbelievable even to myself i have decided to take an old approach: Raycasting. beleive it or not, it seems to be very quick and only renders the walls within visibility. I was thinking about bsp, but decided that it might still render to slow as it would render entire rooms (even walls which cannot be seen). Just had a thought around that though! If anyone has any ideas about how to make it render more optimized, please let me know.

Raven: Nope, those are all my textures. I think I've finally figured out how to use Paintshop Pro well . Plus any grates you see where actually a close up photo of a speaker! (floor great slightly modified)

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Digital Awakening
AGK Developer
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Posted: 5th Mar 2003 12:19
Wendigo:
There's no better way then BSP, you get fast 3D and perfect collision.

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
Shadow Robert
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Posted: 5th Mar 2003 12:22
BSP isn't too great DG ... infact its pretty piss-poor by todays standards, but something like this would be very easy to create as a BSP.

though my first question wasn't answer Wendigo

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
actarus
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Posted: 5th Mar 2003 15:28
I wonder what BSP's are worth for exterior environments...oh wait I know.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
David T
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Posted: 5th Mar 2003 19:29
Raps: EF is great

So is this game based around EF? I reconise a lot of the locales.

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Chenak
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Posted: 5th Mar 2003 21:03
Wow, looks cool, are you going to release this rendering engine?

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Kangaroo2
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Posted: 5th Mar 2003 22:01
Hey this looks cool Kind of like what I'm doing, I'm making a high end pc level editing thingy, I'm remaking Quake 3 in it for a test Are you planning to implement rounded edges? And outdoor areas?

Seriously hope my textures look as nice as your when I get round to them Good luck m8, nice job!

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
samjones@kangaroo2.com - http://www.kangaroo2.com - If the apocalypse comes, email me
Clacker
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Posted: 6th Mar 2003 22:11
this is what i was trying to do in Cshop but the dam thing just strats runing slow when i import it into darkbasic. My map only has about 150 objects. And i know it is not my system causing the problem.
David T
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Posted: 7th Mar 2003 21:51
http://www.angelfire.com/games5/wendigosoft/images/coor2.jpg

That's a Borg Cube, for sure!

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The admiral
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Posted: 7th Mar 2003 23:59
http://www.angelfire.com/games5/wendigosoft/images/coor2.jpg
-That actually reminds me of a corridor in a klingon or federation ship
David T
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Posted: 8th Mar 2003 00:22
Hmm, I see your point. But I bet I can recreate that screen on EF It's from the 1st level (I think). i remember that corridor split.

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PiratSS
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Posted: 8th Mar 2003 01:07
those arereally professional looking screens!


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The Wendigo
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Posted: 8th Mar 2003 08:47
Again, thanks for the critiques.

Inferno: yeah I was planning on releasing the engine when I get finished enough with it.

Kangaroo2: I wish you good luck on yours too. I would be interested to see some screenshots if you have any available.

NEWS: No more screenshots for probably a week, cuz I'm having to possably redo a lot of the internal setup on the engine for both collision detection and visual speed optimizations. Still working hard at it though!

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Kangaroo2
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Posted: 8th Mar 2003 19:39
Wedigo: Thanks Shots and demo here:

http://www.darkbasicpro.com/apollo/view.php?t=6917&b=1

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
samjones@kangaroo2.com - http://www.kangaroo2.com - If the apocalypse comes, email me
the architect
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Posted: 13th Mar 2003 02:10
I have to say that so far my programming ambitions have been totally justified. And that is without the new 3d pipeline which will be available in Patch 4.

If you have high ambitions all I can say is GOOD LUCK to you...!!!

the architect
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Posted: 13th Mar 2003 02:13
I only like BSP because of the shadows. If anyone can suggest another way to acheive them I would appreciate the advise.

Shadow Robert
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Posted: 13th Mar 2003 06:52
yes... Memblocks
need a little more information or you think you can figure out your direction from there?

which reminds me, i put my fmtBSP on hiata when i went to see Rose - that was almost 2weeks ago, i really must start to use my filofax pda diary thingie more

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
The Wendigo
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Posted: 14th Mar 2003 02:08
UPDATE: Well, crap! My internet connection went all screwy so i probably wont be on the forums much until next week (cuz the problem is really embedded or something and i cant risk a format now). I have the oportunity to write this on anothe computer so sorry. I'll keep working on it though! Oh, and about Lighting other than BSP. It is very much possable to create lightmap effects without BSP. I'm hoping that (much) later down the road, I can make a module that creates lightmaps for my engine. We'll see what happens though .

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striker25
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Posted: 19th Mar 2003 02:51
Wendigo...can you please contact me?

icsta@hotmail.com or via msn at the same address.

please have a loook at this post over at rgt.

http://www.realgametools.net/forums/index.php?board=6;action=display;threadid=10531;start=1000

I am the team leader...ill talk to you later, because we have lost our lead programmer and from what im seeing herer, you are just the man we need to fill that position.
regards
striker25

David T
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Posted: 19th Mar 2003 20:03
Quote: "I only like BSP because of the shadows. If anyone can suggest another way to acheive them I would appreciate the advise."


BSP has shadows? How? x-d

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EdzUp
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Posted: 12th Apr 2003 12:23
BSP lighting (like Q3) casts lightmaps over the level, it doesnt have shadows per say but lightmaps. There are several tools that can create lightmaps one is CShop the other is idigicon's Quill3d ( http://www.idigicon.com ) this exports to .x, .3ds and has some amazing features.

-EdzUp

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