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New destruction of Johnny dev screen
Posted: Tue Apr 11, 2006 6:15 pm
by Tabulanis
Isinde environments would be easier (or so I thought) Turns out I had a much easier time with big landscapes you can get away with so much more.
anyway here is the main walkin room.
Posted: Tue Apr 11, 2006 7:12 pm
by shadow
Wow, all I can say is you have some of the most visually appealing screens I have ever seen.
The lighting and especially shadows on the floor are just awesome.
This shows off many of the great aspects of Rf.
While the frame rate hit for this plus enemies and AI of a full game would bring any computer to its knees, its still great to see!
Keep it up, it gives us all inspiration to do more
Posted: Tue Apr 11, 2006 8:57 pm
by Tabulanis
Thanks. I am trying a new approch wich keeps the frame rate hit way down.
Most of what you see in this pick is actualy BSP style geom. The blanket is not but the room is. In my last demo it was all static but I am finding new ways to go bout the design in inside levels. Out doors can be bsp as well I found and I might have to go back an redo some things in the last two out door levels. You can do magic things by rendering top vews of you landscape in almost any 3d software that can render out to bmp.
Posted: Tue Apr 11, 2006 11:49 pm
by SithMaster
whats under the blanket? a ghost, a demo, another pic?
and is that victorian molding i see along the walls? very nice.
this guys got madd (madd with 2 d's) skills.
Posted: Wed Apr 12, 2006 12:01 am
by AndyCR
Wait a minute, how'd you get ahold of RF2?
Just kidding. Great work!
Posted: Wed Apr 12, 2006 1:25 am
by GD1
dang son! with graphics like this we could give F.E.A.R and Half-Life 2 a run for their money!
I'm amazed you got a look like that from BSP geometry. really inspires me for my game!