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Re: Metal Force (new screens)

Posted: Fri Aug 15, 2008 4:43 pm
by metal_head
Thanks,Ihaven't finnished the computer bellow the hologram (have to put a better texture).BTW this level is the first one,and will be included in the demo version (which I hope,I'll release soon!)

Re: Metal Force (new screens)

Posted: Sat Aug 16, 2008 2:51 pm
by Danimita92
It looks awesome, metal_head. Very professional

Re: Metal Force (new screens)

Posted: Sat Aug 16, 2008 5:58 pm
by Lynkyn
Oh my god!! awesome!

Re: Metal Force (new screens)

Posted: Sat Aug 16, 2008 6:14 pm
by metal_head
Thanks,I'll upload more pictures from other levels I've been working on after several hours!

Re: Metal Force (new screens)

Posted: Sat Aug 16, 2008 7:54 pm
by Matte
Can I have the .act file for the old gun? Can I? Please? :mrgreen:
I would be so happy to be the owner of some of your really amazing works! :wink:

Re: Metal Force (new screens)

Posted: Sat Aug 16, 2008 9:49 pm
by steven8
Fantastic, MH!!

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 2:13 am
by metal_head
OK,this is my newest level,it's a harbor and it will be the second level in the game (well,the first one has 2 parts and that there's that Metalpolis and from there you go to this mission).
The screenshot makes you feel that in this level,there's something scary,but the game is not scary at all,the enemies are humans and aliens.So here on this level (I mentioned it's a harbor)
there's a HUUUGE ship and the bandits have weapon delivery brought with the ship.They are unpackageing their new toys :D,but here comes Metal Force and F*cks up their evil plans.


BTW I have some small framerate problems in this level and a question about the fog,so I'll post a topic about that in "Level Design And Entity Usage". :)

I've worked on this level only about an hour,so I'll make it look a lot better,I promise!

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 4:17 am
by steven8
Man, that looks great!

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 11:21 am
by Jay
That's certainly nice. All it needs is better fog. :wink:

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 11:39 am
by metal_head
Well,I'm trying to make the fog look better,but I'm not sure how.I enabled the fog in the ENVSetup and except that,I put a spout,attatched to an invisible animated model.The model is animated to go from side to side in the level and that way the particles are everywhere (Like a big fat invisible guy,who is spraying the level :D ).All that takes a lot from the framerate though and I don't know how to make it better...any ideas?

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 3:27 pm
by Destron
metal_head wrote:(Like a big fat invisible guy,who is spraying the level :D )
Best explanation ever! :lol:

That screen looks great btw. Props.

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 6:16 pm
by Jay
I might have an idea.... but it could take time until i figure out how it's working... if it works i could write a weather script that replaces a skydome and runs even faster, that can do thinghs like fog etc... You must disable skydomes and skyboxes though.

Re: Metal Force (new screens)

Posted: Tue Aug 19, 2008 7:47 pm
by metal_head
In this level I won't need one,but script....I was thinking of flipbooks or something.

Re: Metal Force (new screens)

Posted: Thu Aug 28, 2008 1:43 pm
by Dante
well, they've already told you about the fog, so i will tell you about the details... I like the levels as much detailed as possible, so normaly i put lots of things in my levels like small rooms, trash, rocks, broken bricks, ladders, etc. it usually looks nice, but anyway i dont know exactly whats that level supposed to be (im figuring its something like a street, or a square, or something like that), so i cant help you with what kind of details you should put in your level...
overall it looks incredible

au revoir!

Re: Metal Force (new screens)

Posted: Thu Aug 28, 2008 5:20 pm
by Jay
metal_head wrote:In this level I won't need one,but script....I was thinking of flipbooks or something.
Well the thing with the flipbooks is that when you draw them with DrawFlipBookImage(...) the zdepth is ignored and the zbuffer is not used. I am trying to fix this...