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Posts posted by flachdrache
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like dangling in the wind ... whooooo
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From the blury videos i saw to date i dont see any real difference between ps3 or x360 in terms of CryEngine 3 and its texture budged - iam no lab guy tbh but i expect that a PC version will be "sharper" (if) using the latest tech. Consoles do have many pros beside the "disc in / game on" but texture memory/budged aint one. Still wonder[ed] why they just show the gloom and the shooting in boring rivers, showing us boring splashes with them boring soldiers while shooting boring palms like they did yesterday. Whats up with the moisty jungle duff, the misty morning and starry nights ... eaten by alligators or what .
[edit] :
not moaning about the cryEngine (even if the xbox incarnation of farcry (which is "instincts" iirc) is the better game imho) but about the same/old videos action w/o any of the real eyeCandy.
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Another "closed" system i can distribute my offers to - sure. Cant understand the one who wouldnt want this to happen. Dont see any "real" way to jump over this obstacle but me, though.
PS: imho - its all about (render)engine [re]integration ... horrible drop dead bloody work.
PPS : many 360 games are on level with the original xbox simply because off.
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Too weird and noisy presentation - i can tell you how to do it better, for $ of course.
PS: every girl will just see me ... sorry bro.
PPS :
FEAR is the "ball`n liking" horror right.
Loved D3 and still do - hellknight is just too cute, i would have given him an enormous wang though.
Iam more fond of the obscure kind of terror (often confused with "horror").
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Yeah, one of my projects "might" incorporate Lua exclusively and handling its datastructures is something i have to do "next".
Thx for the heads up.
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I think it fits quit well into the overall design - congrats for just doing such a hard decision.
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edit:
Erosion and clipping (push vertices to a maximum height of 800m etc.) would be nice.
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fyi:
A gameconcept is the rough meat while a design document defines its nuts and bolts - two different things.
imo :
If such concept is not already "out-there" the reason might be that "some" cyberpunk MMORPG of similar concept failed to succeed.
... (whoops - seams like there is a successor available)
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I kind of know the game which got you inspired -
iirc is Bandits : PR a mission based 3rd "person" shooter, terrain based in a After.Dark. setting (nuclear holocaust -> MadMax).
I like to do a "boils down to" approach in terms of gameconcepts.
as of thus
Your concept is nice to read.
However, avoid cross-referencing (see below etc.) and any obvious similarities to your source of inspiration (wolfpack etc.).
critique :
You want it all and you want it now -
a MMORPG, clan/class based with resource management seams a little too much imo.
However, this is how "all" RTS flashgames are working (if in space, as a pirate or what not).
So, its a general approach done many times before and you will face a lot of data management.
Because of this you might find a good bunch of gamedesign documentation/thesis through out the INet and
i suggest to give a client/frontend to the player which handles his/her current stats across the website
login data (having it saved in there profiles).
How to manage the 3D world i cant think of e.g.
using different clan havens (for stats - workshop, garage etc.)
and i miss some more "real" action_gameplay.
Some last questions -
do 3d person action gamers do like RTS elements,
what about the social component (which adds to gameplay),
what about money.
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Naaa, its just a little hard to find ->
* WerkSpace
* > Your control panel (e.g. MySettings/Your Options ;p)
* > Blogs (etc.)
hth, low
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Excellent - does fix some of my more messy models right away.
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Hmmm, there are some other options for "image based" realtime reflections - which all have its drawbacks however.
Using cubemaps costs plenty of texture memory but aint too bad on the hardware (if using a manageable size for its texture faces) imho.
However, i didnt mean realtime atm - just something like terragen`s "skybox" skript does e.g. adding a LUA script which saves sky/cube faces with correct orientation and fov.
I always got seams in a past project, because of incorrect fov i guess.
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Using cubemaps for reflective surfaces seams to be a thing of the past (more like DX8 generation). However, i lately picking resources/inspiration and think it might gives nice effects for waterpuddle_decals etc. etc. etc. - so, i thing it wouldnt be too hard to add. Unfortunately i dont know how.
description :
request for the "main" view camera to save out screenshots (in the editor) which can be compiled into cubemaps - including the setup of origin, angle and fov.
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Sadly not all gamedesigns are fitting a single sheet of paper.
ps: thought i already posted ... [scratches head]
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? what shader e.g.
SetShader(postfilter);
BindTexture( palette , 1 );
... in ASM Programs a black output usually means the texture target is empty iirc.
shouldnt
vec4 ncolor = vec4(1,0,0,1);
be more like
vec4 ncolor = vec4(0);
just guessing though.
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Loosing time, so i pushed my attempt down the todo list.
This one got me inspired though ""http://www-evasion.imag.fr/Membres/Eric.Bruneton/"".
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I use a helmet HUD which`s background is part of the nightvision/normalvision in its postprocess.frag. So i can colorise and fade or even fade it to zero.
With that i guess ill use 3d models representing a compass, current weapon etc. - not sure about reflections on the visor because 1. dont want to obscure the players view too much 2. would better use a "complete" 3d model for such attempt and shake this model if the player got hit (atm i can shake the view within its postprocess shader).
Some issues i do have with my hud is like, should i go for a more cinematic look (minimal hud - fade it in on key press, enemy arrival) or the always present "simulation" kind of HUD iam using atm - the more quiet (search and destroy) moments do require the later but would look/feel plain awful in bright sunlight.
Another thing imho is that some huds are kind of overused - you know the kind of star track outlines HUD thing in light blue/green/orange. Maybe because it looks good.
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There are different concepts we could use with leadwerks, leveldesign wise i mean.
First of intersecting geometry and "side-by-side" e.g. lego/prefab.
Since there are different effects like SSAO, POM, etc. which makes the geometry "pop" out towards the viewer,
one or the other way might be better. Plus - pom/parallax does need special care in terms of building structure.
Second, static prop building(s) like garage, boathouse, bunker etc. - small buildings the player can go to, pick up stuff, doing mission
and can be placed well in whatever terrain (desert, snowland, swamp etc.).
For the "lego" approach keep in mind that one has to use real "values" like 13,1m (its metric) not 13,145m, because "snap to grid" is easier to handle and faster to use (imho) - i guess one can simply test with the evaluation kit of leadwerks. (i dont know tbh)
We (at least me/myself and I) would need the .obj source, or better a simplified version of the structure - for building proper physics response meshes. (not a must though)
info/inspiration : ATIs ToyShopDemo / velvet assassin / dark sector (do a "image" search)
readme/links :
""http://www.global-illusions.com/""
Dont get disillusioned by viewing those art - there started somewhere too.
Dont forget to (always) check licenses - so stuff can be used freely.
PS: dont you just hate it if all your online-resources are down/away/suspended.
hth - tried to keep it short
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tbh all i hear and read is about photorealism, high level AI and crysis - nothing of this means something to me, in fact the crysis fanbois need to shut up or at least come up with a proper solution for atmospheric scattering ... for a start. Actually the constant whining about photorealism annoys me - go on and mod that engine, i know you have the power ... you can do it. I guess i simply call these crysis lovers "blinkys" from now on.
back to topic :
I too need a nice oceanplane, by using the tag::texture commands it is working quit nice and "out of the box" -> see the refraction_tutorial with the reference to the LUA refraction sample. imho the vtf ocean doesnt looks that good + it simply looks broken on ATI cards since those prefer R2VB (it was notet that "all" HD version do use vtf but my HD3850 cant do).
However, the old ocean doesnt has reflection/refraction effects iirc so i would start by changing the watershader and add the specular waves but if you have access to a lib like Aquatica - using this would definitive the better road to go.
hth
PS :
i dont "disrespect" fanbois in general, its just part of being a great game - constant whining is not. Most people know what i think about photorealism ... beside, its damn expensive.
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Iam not aware of public realeased clipmap shaders.
What I'm really asking is there any severe limitations I could run into using LW if I want to start a project like this?
Not that iam aware of - however i work on FPS with the buildIn terrain entity and solve my issues if they appear.
So thats a tough question.
You could browse through the LE engine features (the public files), the wiki and the old forum (be aware of that at least the old forum is quit outdated e.g. holds questions long time solved)
""http://www.leadwerks.com/engine_materials.html""
""http://www.leadwerks.com/wiki/index.php?title=Main_Page""
""http://www.leadwerks.com/forum/"" --> old
hth
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Treadmill constructed like a compass - the camera/player is flying over a single tile and if the next tile should appear you clone and move the same tilable terraintile depending on tilesize and cameraposition imo. However, spherical clipmaps would be the nices solution.
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Hi
1.
I didnt tested it myself (guessing) but LE supports levelofdetail (LOD models) - if the lower lods are tiling as well no seams should appear but there would be no stitching going on like in "real" lod terrain. So i would expect "sparclies" - like tiny white dots appear where surfacepoints dont align up perfectly.
2.
If the tiles are equal in size (like in 1. - terrain tiles) and no strange size like 128m 13.21cm is used, copy and past or cloning works at runtime (in the editor) but for infinity terrain you would like to do that in the code depending on camera world position imho.
3.
Another point i didnt worked out myself but tried with my XNA project. However i couldnt get the vertex texture fetch (vtf) doing it right - mountains where bending/skewing in all different directions but if one can write such a shader like for spherical clipmaps i dont see a reason why it shouldnt work - using imposters for distant clouds and planets, maybe instanced models for the rings of saturn etc. a "galaxy quest" might even be possible. Dont know for the gforce tough, we use 9,2 for gravity iirc but it can be set with "SetWorldGravity" it might be possible to set the value based on volume contents or normal but thats beyond my focus for the time being - other certainly know more about physics in LE.
hth
[edit] : ""http://en.wikipedia.org/wiki/G-force""
PS : cloning and tiling always works tbh. but aligning them up might be challenging
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Naaaa, for a change e.g. just allow me the most minimal time for stuff like GLSL atm.
more fun, added aocmap
[edit] - i must stop deleting my temp fodlers :roll
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Uhhh, thanks a bunch people - got my frames back (60fps inEditor, 117fps inGame) ... Jippy.
So, your makin ... games ?
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