
Screenshots
Re: Screenshots
Parallax doesnt make any tris chap... 

Re: Screenshots
Yeah but you could get away with like, what, less than 100 extra tris? Bricks are just rectangular prisms anyway
Re: Screenshots
Yeah perhaps, I wasn't really sure when i typed that. My point however was that is more optimized to do the geometry instead of adding a parallax in that situation
[url]http://www.g0th.se[/url]
Re: Screenshots
[Completely unrelated to everything which has been talked about this shot]: I miss some contrast in there. It has nice ambient and detail, but there's a line where penumbra ambients result uncomfortable to see, and I think that shot is on the wrong side of the line. Some more instensity to the lights would be welcome.
Re: Screenshots
Nice work, lighting is much better than the previous version.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Re: Screenshots
Not much more work done but I like how these bits are coming out:
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0019-6.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0018-5.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0017-6.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0019-6.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0018-5.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0017-6.jpg[/lvlshot]
Re: Screenshots
Honestly I don't see how this would fit in Cod4 =)
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Re: Screenshots
thats the point. I despise the "realistic" look and the maps all made from the same stock prefabs arranged in different patterns.
I'm making this map to give people something different. I wrote custom scripts for it too to alter gameplay a bit. This map has doors that can be jammed in place by destroying the switch that activates them, elevators, and I plan on making another script that will let a few pipes leak toxic gas when shot.
I'm making this map to give people something different. I wrote custom scripts for it too to alter gameplay a bit. This map has doors that can be jammed in place by destroying the switch that activates them, elevators, and I plan on making another script that will let a few pipes leak toxic gas when shot.
Re: Screenshots
I' am playing arround. Just build what i see in my mind.


Re: Screenshots
I'm not saying people won't like it, but trying to get your average COD player on board with a map that's taking place on the strogg homeworld is going to be about as easy as turning Bill O Reilly into a regular listener of Air America. Kind of an uphill battle:)Silicone_Milk wrote:thats the point. I despise the "realistic" look and the maps all made from the same stock prefabs arranged in different patterns.
I'm making this map to give people something different. I wrote custom scripts for it too to alter gameplay a bit. This map has doors that can be jammed in place by destroying the switch that activates them, elevators, and I plan on making another script that will let a few pipes leak toxic gas when shot.
Good luck though!
Re: Screenshots
Sweet shot, o'dium, nice terrain blending.
Although, if you want to show off terrain, I'd like to see something a little bit larger than 4 square meters
Argh, that goddamn grass. Creating x-shapes with the grass texture is probably your best option, but it *does* look a bit ass.
I realise sprites might look even worse, but maybe at least add two more polies to make it look a little less obvious.
Also, would it be possible to have grass and other shrubbery cast shadows?
Would strain performance, but add a lot of realism.
Although, if you want to show off terrain, I'd like to see something a little bit larger than 4 square meters

Argh, that goddamn grass. Creating x-shapes with the grass texture is probably your best option, but it *does* look a bit ass.
I realise sprites might look even worse, but maybe at least add two more polies to make it look a little less obvious.
Also, would it be possible to have grass and other shrubbery cast shadows?
Would strain performance, but add a lot of realism.
Re: Screenshots
A) The shot is from a SDK map, so its limited to about 100x100 feet or so.
B) The grass may be simple but its good for performance. Its really hard to get instancing right AND have it look good AND play smooth
Any tips guys?
C) Sprites are not exactly possible here
While I could use them, you have to remember the lighting engine we use, i.e. you cant have a lit sprite. It would be fullbright. So while its possible to use them, they would probably end up looking worse 
D) Anything and everything can cast a shadow, so its possible. But when you have thousands of grass instances, it can get a little slow with shadows on. To be fair, I could of used shadows here no problem because of the size and density, so thats my bad. I've enabled them now in the SDK map however.
B) The grass may be simple but its good for performance. Its really hard to get instancing right AND have it look good AND play smooth

C) Sprites are not exactly possible here


D) Anything and everything can cast a shadow, so its possible. But when you have thousands of grass instances, it can get a little slow with shadows on. To be fair, I could of used shadows here no problem because of the size and density, so thats my bad. I've enabled them now in the SDK map however.
Re: Screenshots
The terrain blending looks great! Actually, potentially the best part is the blending to the rock which looks a bit too hard-cut in that shot. I'm fine with the grass, tbh. Ok, it isn't super-duper, but good enough. Maybe the grass texture itself should look more like coming from a single root (thinner on the botton). That would hide the X shape a little, tho it wouldn't be exactly grass.
Besides that, one question arises. Is the monster part of the game? I thought it was a team based multiplayer game, what's the moster role? Just curious.
Besides that, one question arises. Is the monster part of the game? I thought it was a team based multiplayer game, what's the moster role? Just curious.
Re: Screenshots
The monster is from doom3 no? I guess it's for scalepurposes.
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"Anyway, I'll leave you with a small secreenshot of good old Mr. HellKnight getting a tan in one of our SDK maps. Please remember that while we may show Doom 3's media in some screens, we never intend to release them to the public. They are there for the sole purpose of testing, and will never be included in OverDose. We have a new modeller onboard now called Dinkymod and I spoke to him over Thanks Giving. He's a great lad, very nice, and he's working on our character models, so soon you will all get what you have been waiting for... A chance to see OverDose in more detail."
From the OverDose site
EDIT: As for the sharp blending, its actually the angle the pic is taken at which makes the blend look so sharp. Take a look here (Sorry for lack of AA in this shot) http://www.teamblurgames.com/odium/terrain_blend.jpg
From the OverDose site

EDIT: As for the sharp blending, its actually the angle the pic is taken at which makes the blend look so sharp. Take a look here (Sorry for lack of AA in this shot) http://www.teamblurgames.com/odium/terrain_blend.jpg
Re: Screenshots
Well shouldn't it be sharp? Or at least some of it should be, rocks tend to be separated from dirt and such. I realize it's a test to show off blending, but in production terrain it might be something to think about.
Re: Screenshots
Oh really, and vertex blending works that way does it? 
Vertex blending works via blends over the verts. So yeah, it can be much sharper, you can make the polies at the blend much thinner and it will produce a smaller result. But to get what would be 100% acceptable would need more than that, some kind of masking... And with this lighting engine, again, you cant do everything you can in other games.
Unless of course you want us to code MegaTexture? In which case I'll get Serk right on it

Vertex blending works via blends over the verts. So yeah, it can be much sharper, you can make the polies at the blend much thinner and it will produce a smaller result. But to get what would be 100% acceptable would need more than that, some kind of masking... And with this lighting engine, again, you cant do everything you can in other games.
Unless of course you want us to code MegaTexture? In which case I'll get Serk right on it

Re: Screenshots
as always, looking good o'dium. looking forward to seeing the player models
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- Joined: Sat Mar 12, 2005 10:49 pm
Re: Screenshots
hehe thanks. Yeah I thought people might be put off a bit by the theme and style of this map but so far I've actually received positive responses on it. It would almost seem that every gamer craves a little Strogg action now and then.WHAT!! wrote:I'm not saying people won't like it, but trying to get your average COD player on board with a map that's taking place on the strogg homeworld is going to be about as easy as turning Bill O Reilly into a regular listener of Air America. Kind of an uphill battle:)Silicone_Milk wrote:thats the point. I despise the "realistic" look and the maps all made from the same stock prefabs arranged in different patterns.
I'm making this map to give people something different. I wrote custom scripts for it too to alter gameplay a bit. This map has doors that can be jammed in place by destroying the switch that activates them, elevators, and I plan on making another script that will let a few pipes leak toxic gas when shot.
Good luck though!
Re: Screenshots
Looks like "normal" blending on the terrain, or is there anything specific that I don't see 'bout it?
About the grass, make a gradient in the bottom and make the root a bit smaller, that should solve it, If that's a possibility! =)
About the grass, make a gradient in the bottom and make the root a bit smaller, that should solve it, If that's a possibility! =)
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
I meant like, a rock model stuck over terrain polygons, and maybe have some of the rock model blend to be dirty, but the actual verts aren't connected, you know what I mean?