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Re: Metal Force (new screens)
Posted: Mon Oct 20, 2008 7:10 am
by Destron
metal_head wrote:I asked the author,and I got his permission to use some really cool textures.You remember when I was talking about an ancient temple level? If you don't there's a level in a big ancient temple,in which the terrorists have planted bombs all over the place and your mission will be to deactivate all the bombs.
Soo,there's the new screen,I started to work on this before about 4 hours:
That's a great start.
If I might offer some advice...
You should probably create another "blend texture" between the rock and the dry ground textures, since it looks kind of jarring when it cuts between the two.
Also, how did you do the hanging leaves from the beam?
Re: Metal Force
Posted: Mon Oct 20, 2008 3:19 pm
by metal_head
That's a great start.
If I might offer some advice...
You should probably create another "blend texture" between the rock and the dry ground textures, since it looks kind of jarring when it cuts between the two.
Also, how did you do the hanging leaves from the beam?
Thanks for the advice,you're right,I should do it,but the problem is that it can be a minus for the framerate.The leaves are TGA textures,I can upload them here if you want
I just made sheet brushes with the textures.
Re: Metal Force
Posted: Mon Oct 20, 2008 7:16 pm
by Destron
Well, it could be bad for framerate if you inserted another flat ground piece to put the blend texture on. Or, you could just stick it on the texture you already have.
I can't see what's on the other side of the arch thing, but if it's just another rock face, you could make something like this.
Re: Metal Force
Posted: Mon Oct 20, 2008 7:26 pm
by metal_head
I should think of a way to do this,you're right,it doen't look really good the way it is,I'm thinking of making the terrain a static mesh or static entityproxy with clip brushes for collision,but it's harder to work with a 3D model than with brushes,because you can't edit/delete and add things to the terrain.
Re: Metal Force
Posted: Tue Oct 21, 2008 5:02 pm
by Matte
Just a question: what is your average FPS if you walk around in that level?
Re: Metal Force
Posted: Tue Oct 21, 2008 6:33 pm
by metal_head
well,averige is about 26,but if I look straight through the level,it reduces to 11 O.o
I don't want the framerate to be reduced even by one frame,becasue the slwer framerate gets the less gravitational force is applied...and for example if I have a crate in the game,that is made to block the way of the player and I've made it high just enough to be impossible to be jumped on.over,and the framerate gets slow,the crate could be easily jumped on and sometimes over,also with less framerate,the player falls much slower than if the framerate is fast,and also:
once while I was testing my game,the computer became really slow becasue of the thousants of applications I was started and minimized,and gess what? The gravitational force stopped working and the player hit his head in the ceiling,which was very very high (I didn't jump) that was only for a moment,but a moment was enough,I could see the black void outside the level...
Also with slow framerate,the player can easily get stuck in a wall,or in a world model...
Re: Metal Force
Posted: Sun Oct 26, 2008 7:47 pm
by metal_head
Here ya go,a new screen of the new weapon in the game,at the last moment I decided to replace one of the weapons with this one I bough from Turbosquid.It looks familliar though,and if it's from another game,that will kill me,because I spent a lot of time,editing and animating it before I put it into the game,also I gave away 5 dollars for it
.
I got a little weapon related problem now,but I'll post a new topic in scripting (maybe) for this,cause it's important.
Re: Metal Force
Posted: Mon Oct 27, 2008 3:38 pm
by Destron
Not bad. Are you going to add a second hand holding it at the front grip?
Re: Metal Force
Posted: Mon Oct 27, 2008 3:43 pm
by metal_head
There was one,but I decided to remove it,because:
a) adds more polys to the model
b) looks more undynamic somehow
c) decreases the field of view (for example if there's something on the floor it can be seen harder,because of the right hand)
In the future,the weapons won't be heavy and with only one hand,holding it,it looks more extreme (extreme,becasue it's not typical to hold a rifle in only one hand)
Re: Metal Force
Posted: Tue Oct 28, 2008 12:48 am
by Trougedoor122
cool it looks like the game is coming along fine
(by the way, i just noticed you changed the thread name)
Re: Metal Force
Posted: Tue Oct 28, 2008 6:52 pm
by metal_head
yep,there's no point of "(new screens)" in the title,that was just for the beginning,when I changed the conception of the game and wanted to show you,but now everybody knows.
Re: Metal Force
Posted: Thu Oct 30, 2008 2:12 pm
by metal_head
And another screen is available:
Re: Metal Force
Posted: Thu Oct 30, 2008 3:49 pm
by paradoxnj
Here's another one that should be bump mapped. You should bump map at least the walls to give it a more realistic feel.
Re: Metal Force
Posted: Thu Oct 30, 2008 4:18 pm
by metal_head
I will,but what bump mapping should I use? With the Texture Image Converter the walls will get shiny and look like they are wet. That's Enviroment Mapping,right?
http://www.brandonfurtwangler.com/paral ... allax2.JPG <--- that's a bumpmp mapped texture (
http://www.brandonfurtwangler.com/paral ... nobump.JPG) That's dot3 bump mapping,right? And RF doesn't support that typ of bump mapping (I may be completely wrong).
I'll upload the texture for the walls,can you make a bump map of it just for me to see what type of bump mapping and what names are the images,because I have only done that enviroment bump mapping with the texture image converter and it didn't look good.
http://drivingblind.eu/bump.rar
Re: Metal Force
Posted: Thu Oct 30, 2008 4:43 pm
by paradoxnj
Zidane can probably help you out there. He used bump mapping extensively on his project. Specular maps are what makes it shiny. Just don't use a specular map and see how that looks.