Evora. My RF project.

Game Design, Story, Game Play.
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ingumak
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Re: Evora. My RF project.

Post by ingumak » Wed Mar 25, 2009 2:58 pm

Thanks for the comments!
I tried to get an effect of morning light through a window to the living room of the house of the aunt of Evora.
I hope you enjoy it.

http://evora-english.blogspot.com/

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metal_head
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Re: Evora. My RF project.

Post by metal_head » Wed Mar 25, 2009 8:32 pm

WOW, how did you make it look so reallistic? The only way I can think of making something like this is by using empty brushes with TGA textures (I use this method in my game). But your's seems different, wht is it?

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Wed Mar 25, 2009 10:45 pm

Thank you! I have used the entity Spout. With a more or less appropriate Bmp, it is quite realistic.
Here a video that shows the effect with particles moving

http://evora-english.blogspot.com/

Thanks!

Jay
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Re: Evora. My RF project.

Post by Jay » Fri Mar 27, 2009 11:12 pm

Nice. I can only guess how much effect it had on the framerate. :wink: But that's a neat trick, a while ago i made lights shining through windows using an empty brush and a tga. I even tried to use the Morph entity to make the light go more and less intensive to simulate clouds etc. It didn't work with tgas at that time, but i hear it has been fixed to work with tgas too.
Everyone can see the difficult, but only the wise can see the simple.
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metal_head
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Re: Evora. My RF project.

Post by metal_head » Sat Mar 28, 2009 8:36 am

Aren't morphing fields framerate killers :D ?

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Tue Mar 31, 2009 7:54 am

Here I show the aunt's salon finish. To see what you think.

http://evora-english.blogspot.com/

Jay
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Re: Evora. My RF project.

Post by Jay » Tue Mar 31, 2009 12:24 pm

metal_head wrote:Aren't morphing fields framerate killers :D ?
What i meant was the EM_Morph entity (i thought it was called Morph, but it seems i was wrong), not the MorphingField entity. The EM_Morph entity is used to make a world texture morph into another texture and back (so from full light brightness to minimum light brightness and back), while the MorphingField entity is used to make a fog that can change its size, color and brightness.

With the morphing fields you are right of course, too many of them can kill your framerate.

Sorry for going offtopic.


@topic:

It looks very nice, but i think the player moves a bit fast for an indoor-adventure game. (or is this just the recording?)
Everyone can see the difficult, but only the wise can see the simple.
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ingumak
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Re: Evora. My RF project.

Post by ingumak » Tue Mar 31, 2009 2:56 pm

Yes, that is still unregulated. Now we are creating even levels. Then we will adjust the speeds.
Thank you!

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QuestOfDreams
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Re: Evora. My RF project.

Post by QuestOfDreams » Fri Apr 03, 2009 1:09 pm

Looks very nice. Keep up the great work. 8)

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Sun Apr 05, 2009 10:57 am

Thank you!

Here de kitchen. Speed is not right for recording. I hope you like!

http://evora-english.blogspot.com/

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Sat Apr 18, 2009 11:44 pm

Hello again! Here the office of the aunt. I hope you enjoy it.
http://evora-english.blogspot.com/

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Tue Apr 28, 2009 3:16 pm

Hello! Here new space of the house of the aunt, and the last. It is commonly finished. Missing some changes, but we'll leave it to the end, as in the rest of the levels.
http://evora-english.blogspot.com/

Thanks!

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ingumak
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Re: Evora. My RF project.

Post by ingumak » Thu May 14, 2009 8:16 am

Hi, I start a new level.
http://evora-english.blogspot.com/

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Zidane
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Re: Evora. My RF project.

Post by Zidane » Thu May 14, 2009 10:55 am

Excellent!!

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paradoxnj
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Re: Evora. My RF project.

Post by paradoxnj » Thu May 14, 2009 4:33 pm

Ingumak, that is some really nice texture work there. If I didn't know better, I would think you were lying if you said you were using RF. :) It just goes to show, when used correctly, RF can produce quality visuals in games.
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