[CLOSED] Metal Force [CLOSED]

Game Design, Story, Game Play.
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metal_head
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Re: Metal Force

Post by metal_head »

yeah,someone already told me that,but I didn't use specular maps and that was still shiny...
if only dot3 bump mapping was possible in RF.
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paradoxnj
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Re: Metal Force

Post by paradoxnj »

It is possible, just only on actors.
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metal_head
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Re: Metal Force

Post by metal_head »

Yeah,I know...:( and when it's on actors,it makes them dark from the sides that are not facing a light..very dark..
Veleran
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Re: Metal Force

Post by Veleran »

Actors dot3 is unfinished but still it can be used with fixed camera angle which always displays the lighter sides of the actors-Isometric.This way you dont need dynamic lights in the scene.

They are dark on one side also if there are no dynamic lights -their default fillcolor is used then.

You can have up to 39-40 dynamic lights (like spotilights,dynamic lights,flames).
At over 40 the levels stop running.
Practically you cant make a level with only dynamic 40 lights-not counting any flying by projectiles with dynamic light effects.
So,it is better to use the dot3 default lightning which is much steadier.

Transparency or fadeout with dot3 textures freeze the framerate-dot3 dont have transparency,so dont use alpha.Hair -etc which need transparency must not have bump maps.

Those few that may use isometric camera can use dot3 bump maps,the rest i suppose will use diffuse only.
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metal_head
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Re: Metal Force

Post by metal_head »

Three new screens from the game:
This is from the arena mode I was talking about (finaly started). The level is a big circular platform, floating in the air.
Image


That's a level from the story mode, I've taken this shot because of the muzzle flash, I find it pretty reallistic, the muzzle flash is not only one image, that is flashing, there are several and that makes it reallistic, I find it pretty cool!
Image

The last one is uploaded on the forums, cuz I don't have it on my site. The place, where the shot is taken is far from finnished, but still I think you can see it :).
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sankha93
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Re: Metal Force

Post by sankha93 »

You get such amazing graphics. I never get them may be because of my outdated hardware P3, 256 MB RAM, Intel i810 graphics card.

From where did you get the muzzle flash effect?
sankha93
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metal_head
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Re: Metal Force

Post by metal_head »

Well, maybe it's because of the textures, I use high resolution textures with sizes 512X512,1024X1024 and very rarely I use 256X256.

BTW,the same I think about SkullCrack :D, Zidane has got pretty great graphics in his game
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Zidane
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Re: Metal Force

Post by Zidane »

Very good!
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Re: Metal Force

Post by Jay »

Really nice textures. Don't i know them from somewhere else or did you make them yourself? They seem familiar... And with RF, textures are really the way to go for good graphics.
Everyone can see the difficult, but only the wise can see the simple.
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metal_head
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Re: Metal Force

Post by metal_head »

Thanks, guys!
Well, I've bough most of the textures on the internet, but some of them are downloaded free (there are no textures, that are from other games). Maybe you've seen them for sale somewhere, I can give you a link if you want :)
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Destron
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Re: Metal Force

Post by Destron »

Props to the pic of the hangar --- that's boss.
Love it. :D
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metal_head
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Re: Metal Force

Post by metal_head »

Thanks, more comming soon!
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Sorington
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Re: Metal Force

Post by Sorington »

it looks awesome :)
Greetings, Sorington
Alextreme
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Re: Metal Force

Post by Alextreme »

Very nice
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metal_head
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Re: Metal Force

Post by metal_head »

OK, here's a new shot of the first level, I made some modifications to it..... actually... I started it over :X :D, I hope you like it, all theese details are not a prolem till now, I'm using area doors and the details are marked as "detail".

Soo, here it is:
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