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Work in Progress / Frag arena (title may change)

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RichMan
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Location: West midlands UK
Posted: 6th Jan 2008 14:46
hi all, this is a project I'm working on when I get tired of working on my main one (which is taking much longer than anticipated )

Anyways, this is called 'Frag Arena' which isnt the best title in the world I know, it is going to be a set of first person shooter maps for multiplayer via the internet. It will support both DM and team DM matches to start with and possably a CTF mode some time after.

I have one screen shot here but there will be more to follow. All comments and crit welcome.

'Making safer worlds through superior firepower' - UAC

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Bozzy
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Posted: 6th Jan 2008 17:32
screeny looks great

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
RUCCUS
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Location: Canada
Posted: 6th Jan 2008 19:12
That screenshot doesnt show anything, is that in-game or a rendered shot of one of your levels in an external editor? If all you've got done is a model then this is definitely not deserving of a WIP post. Whats in the game so far? Movement, collision, weapons?

RichMan
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Posted: 6th Jan 2008 19:43
Its an in game shot from a camera (I need to sort out the curser tho). I wanted it to show more of the whole room but the aspect was a bit off. As I said there are more screenshots coming whhich will shot in game entities.

So far, I have weapons ready, enviornment entities such as computer terminals, some of the characters, textures are all done and I've got the sound finished but the sound hasnt shown up in the screenshot very well.

I'm working on the HUD and tieing up loose ends in that level. I'm going to try to network that level on its own once its all sorted out (there will be another 3 or 4 when the whole game is done) to get an idea of what I will need to change to accomodate for the bandwith.

when you say movement, what do you mean? as in, movement of what?

'Making safer worlds through superior firepower' - UAC
RUCCUS
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Posted: 6th Jan 2008 21:36
I dont want to ruin this thread as it still has potential, so Ill put my rant in a code snippet;



Anyways goodluck, the game looks good from what I can see, but again thats only a single screenshot.

RichMan
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Posted: 7th Jan 2008 17:20
thanks for the nice comments

reply to code snippit:


thanks

'Making safer worlds through superior firepower' - UAC
Vorg1
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Location: Seattle
Posted: 8th Jan 2008 06:29
Looks really cool. I think the normal maps look really good. I have been trying to work with normal maps but they look really crummy for me. The lightmaps also look pretty cool. Is it going to have a futuristic or modern day theme to it. Keep it up, hopefully you can show more screen shots of the map.
RichMan
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Posted: 8th Jan 2008 17:59 Edited at: 8th Jan 2008 18:00
Thanks for the comments, it will be futuristic and slightly based on my main project.
I have another screeny here showing a cube light's shadows, I'm going to make a light fitting for it later tonight so it doesnt look so out of place.

NOTE: shot is from in the editor

'Making safer worlds through superior firepower' - UAC

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Vorg1
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Posted: 9th Jan 2008 02:24
Did you make that editor? because that looks really cool.
Sixty Squares
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Posted: 9th Jan 2008 03:26
This looks amazing. Nice work!

Bozzy
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Posted: 9th Jan 2008 19:24 Edited at: 9th Jan 2008 19:25
Has that "Next-Gen" feel to it for sure.
How do you do those effects, I'm interested?

Cheers,
Bozzy

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
RichMan
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Posted: 9th Jan 2008 19:52
yeah it is pretty much all CSG except for the textures that are done in the editor. The engine has a really simple but effective way of making the normal maps and the amount of light recived.
The textures are imported into it in TGA format and you can select various options on how the texture will be used in the final material. So if I were to import say a tiled texture of some bricks I would import that as a diffuse texture, then I could import a greyscale version of the same texture and use it to calculate a variety of different maps, such as normal map, horison map or parallax map. once imported these can be put together to make the final material for the walls. As well as this there is a very nice material manager, in which you can animate the textures, set how much light they will recive ect ect. The lighting can be edited in a light editor. Each light used has a different editor so you can change them individually.

That is how most of the things you see on the pic are done (I'm sure I could have explained it better tho).

@Bozzy I hope this has explained it ok
@Everyone else, thankyou for you kind words.

- - -
I have found a GIMP plug in thhat generates normal maps from standard images. If you want I'll happily find the link and post it up.

'Making safer worlds through superior firepower' - UAC
Bozzy
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Posted: 9th Jan 2008 20:26
Sounds clever... Too clever for me

Anyway I'm going to be watching this one closely.

Cheers,
Bozzy

"I'm a firm believer that if a team scores one goal, then the other has to score two to win."
RichMan
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Posted: 17th Jan 2008 17:18
hi all, another shot, I've put in some pipes, but the shadows are a bit wired. Could you have a look? I really need to get rid of the jagged lines on the shadows cast by the pipes. Sould I increase antialiasing? or is it something else I should cange?

thanks for your time

'Making safer worlds through superior firepower' - UAC

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DB PROgrammer
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Posted: 17th Jan 2008 20:42 Edited at: 17th Jan 2008 20:42
Yea I think you could inc the Antialising a bit sense everything does look a little bit "sharp". BTW if you are inc'ing the Antialising how are you doing it, are you just inc'ing it on your video card or are you doing it through DBPro.

Edit: Forgot to tell you it looks really nice, lol

Roxas
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Posted: 17th Jan 2008 22:29
Nah i think he means lightmap anti-aliasing.


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DB PROgrammer
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Posted: 18th Jan 2008 03:16
In my opinon it could use some of both, but whatever he wants.

RichMan
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Posted: 19th Jan 2008 11:42
thanks for your advice, which one would make less of an impact on the connection? as it is a multiplayer game and while graphics make it look nice, if it has uber lag, it wont be too successful.

Quote: "are you doing it through DBPro."

I'm not using DBpro, I'm using the C4 engine.

Quote: "lightmap anti-aliasing"
is that like normal antialiasing? or something different?

Quote: "BTW if you are inc'ing the Antialising how are you doing it"
I'll probably try to code an option in the main menue or something(famous last words lol)

'Making safer worlds through superior firepower' - UAC
Roxas
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Posted: 19th Jan 2008 11:47
Sorry you cant post here if its not The Game Creators Product.. Your post should be in programmers talk!


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RichMan
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Posted: 19th Jan 2008 12:12
really?? ok, sorry, I didnt know that.

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Roxas
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Posted: 19th Jan 2008 12:56
Nah its okey You sohuld ask mod to move this into programmers talk because it looks pretty good so i might follow it


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RichMan
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Posted: 19th Jan 2008 14:02
could a mod move this thread to the programmers talk please? thanks

thanks roxas

'Making safer worlds through superior firepower' - UAC

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