Agentarrow's thread (Terra Trooper)

Game Design, Story, Game Play.
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Agentarrow
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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Mon Aug 04, 2008 6:49 pm

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scott
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Re: Agentarrow's thread (Terra Trooper)

Post by scott » Tue Aug 05, 2008 2:40 am

sorry, i meant wireframe overlay, have the shaded/textured version, overlay the wireframe and make sure backfaces are off, it seems like faces that are next to each other are facing inwards, its the main cause of the blackness in milkshape.
*GD*

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Re: Agentarrow's thread (Terra Trooper)

Post by Sph!nx » Tue Aug 05, 2008 7:13 pm

Well, it seems fine to me. The blackness comes from the fact that it is not smooth shaded properly.


Edit :

Sorry Scott, you where right!

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Regards Sph!nx

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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Tue Aug 05, 2008 10:02 pm

that's an optical illusion.
the door curves inward at the bottom and from that angle it looks wrong.
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Re: Agentarrow's thread (Terra Trooper)

Post by scott » Wed Aug 06, 2008 9:16 am

its not the actual place of the face, its teh fact the face has only one side, and if its facing into the car then you are seeing the "backface" this makes models look bad in milkshape and also mean you have to turn back face rendering on in RF, i also asume that that probably uses more resources effecting the frame rate, in the "face" menu use the reverse vertex order, it will then use the same points just flip the side the real face is actualy facing, if need be you can have them all facing inwards, the problem is they are mixed up and when in a complex shape (anything other than a flat surface) it makes it look darker than it should.

turning of backfaces will show you the wrong facing faces in the model and wireframe will help you to select and make sure you have the correct one as it still shows the outline of the pollygon.
*GD*

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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Wed Aug 06, 2008 3:59 pm

all fixed.
I had it fixed yesterday, I did it my own way. I turned on flat shading so that individual polys were shaded
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Re: Agentarrow's thread (Terra Trooper)

Post by steven8 » Thu Aug 07, 2008 2:13 am

Agentarrow wrote:all fixed.
I had it fixed yesterday, I did it my own way. I turned on flat shading so that individual polys were shaded
Image
It's lookin' good, AA!!!
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Re: Agentarrow's thread (Terra Trooper)

Post by Trougedoor122 » Thu Aug 07, 2008 2:40 am

it looks like an awesome game

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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Thu Aug 07, 2008 4:28 am

thanks you two
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Re: Agentarrow's thread (Terra Trooper)

Post by Sorington » Thu Aug 07, 2008 3:54 pm

it looks very good!
Greetings, Sorington

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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Mon Sep 15, 2008 12:09 am

New Storyline
the old one is seeming a bit too much "fight, run fight, run, fight, run"
This time, Zeth was a voluntary military subject for a cloning experiment, but something went very wrong... (cliched dun dun dun...) More in-depth look into it will soon follow, but there are still aliens, but they are genetically mutated versions of friendly aliens that mankind has contacted, which also gives a better idea of why Zeth Black is their leader.
I ditched the space station first level, now the first level is inside a research institution near London. The outside city will be storming, and lots of stuff will be breakable.

Now for this, I'd need an active texture that shows raindrops on glass (Window), and a script to execute thunder noises and a rain entity when a window is broken. But this will come all in good time.
A lot of the game will be in fairly small urban locations. where there'll be a few buildings you can enter and a mostly indoor fighting style. One thing I wanted to add is a small office buildings where you can use cubicles for cover and leap out a large window into a courtyard, where there would be more enemies. The story seems to fit together better like this, helios is now a computer dispach officer AI program that will assist you. So now Zeth has a car rather than a spaceship. This is only about 40 years in the future (2047) so star wars type spaceships are a bit out of the question, but weapons have advanced a bit, the weapons used have also changed, they have become a handgun, assault rifle, and a clip-loaded shotgun. (this will be like the disk launcher without the explosive animation and a shotgun like appearance)
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Re: Agentarrow's thread (Terra Trooper)

Post by Alextreme » Fri Oct 10, 2008 7:20 pm

Nice

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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Fri Oct 10, 2008 9:01 pm

it's still under development. but closer to modern.
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Re: Agentarrow's thread (Terra Trooper)

Post by FridyWorm » Fri Oct 10, 2008 9:22 pm

Nice screens and drawings, good luck in your game!
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Re: Agentarrow's thread (Terra Trooper)

Post by Agentarrow » Sat Oct 11, 2008 1:15 am

thanks. I have some new stuff, but not much since I'm now at school doing work from sunrise to sunset every day.
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