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FPSC Classic Work In Progress / [X9] Eldora II WIP

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rolfy
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Posted: 5th May 2009 02:27 Edited at: 5th May 2009 02:52
As posted in the showcase thread for Eldora I am recreating this game demo from scratch,so will post any progress on this here in the WIP forum.
I may keep some of the first demo (such as the maze level, which worked well enough),the animated menu, texture baking techniques and re-use some models and such, expect some new features which I am currently working on, also will be using Project Blue UM for development but in discussion with s4 for a custom mod.
Below is a screenshot of the first new level being created for Eldora II, I dont know exactly how many levels the new demo will have at this point, but I hope to produce a far better game this time round.

Braden 713
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Posted: 5th May 2009 02:44 Edited at: 5th May 2009 02:45
LOVED Eldora man, such a fun game! Definitely proof that FPSC can be used to make some absolutely amazing work.

That's such a cool picture by the way, the ship looks great and the fog really sets the mood. Can't wait to see more, and play the demo!

Good luck on your project
Robert F
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Posted: 5th May 2009 03:43
It looks good but I dont know if its just the image, but the barrel looks a little stretched width wise.


Anything is Possible!
General Jackson
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Posted: 5th May 2009 04:51
WHOA!!! Completely Awesome screen dude!

He stood like a stone wall, not only in battle, but also for the Lord
djmaster
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Posted: 5th May 2009 13:57
ZOMG! Eldora 2 incomming! Flank it from the left go go! Looks very awesome.

A.K.A. chargerbandit
http://chargedstudios.fpschost.com/
s4real
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Posted: 5th May 2009 17:52
Well its nice to see you back working on your project.

The screenshot just awesome.

Best s4real

rolfy
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Posted: 5th May 2009 22:31
Thanks for comments.
The barrel is distorted by the perspective view in FPSC, this happens to all objects at the edge of vision and is a side effect of camera's field of view, its more noticable with smaller objects but is always there, always has been, you just havent noticed it till now.
Rampage
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Posted: 6th May 2009 10:23
Ahh...here comes the legacy of "" again.
Looking forward to seeing what becomes of this Rolfy. Really am.


DarkBASIC Pro. Teh awesumness
Kerrby
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Location: Australia mate.
Posted: 6th May 2009 14:06
Sending you an email rolfy.
Dr Parsnips
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Posted: 6th May 2009 14:29
Looks amazing as usual rolfy. Can't wait to see some more screenshots.

mgarand
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Posted: 6th May 2009 20:34
awesome ship! isnt it too high with polycount?

Cyborg ART
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Posted: 6th May 2009 21:01
Looks awesome! Great work!

Quote: "awesome ship! isnt it too high with polycount?"


I bet its a skybox, right?

Wolf
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Posted: 6th May 2009 21:08
Quote: "I bet its a skybox, right?"


Yeah, looks like one, or maybe a plane.

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Nomad Soul
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Posted: 7th May 2009 01:25
Rolfy

Great to see some new content from you again. It's been a while.

Your picture could pass for Elder Scrolls 3 no problem. If the ship is part of the skybox then you've done a great job getting the lighting and fog so close in both background and environment.
rolfy
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Posted: 7th May 2009 02:58 Edited at: 7th May 2009 11:31
Thanks again for comments guys
The ship is in fact a part of the skybox, you will get to it by using an old diving drysuit to walk on the seabed, you know the old style bell helmets lol, the hud for this is already created and has animated bubbles etc., the sea bed will also have a little gameplay to make it worthwhile creating and loading a whole new level, of course there will be some gameplay for the docks.
There was no need to create a model for this scene as it looks better with a high poly model rendered into the box as you guy's figured out, it does look pretty good within game and obviously it meant I could have reflections on the water without using any mod to achieve it, have a good idea how the sea bed will look and will use cutscenes to bridge the levels, both before entering the water and boarding the ship.
As a matter of interest it took more than 76 hours to render that particular skybox.
FredP
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Posted: 7th May 2009 03:23
Quote: "As a matter of interest it took more than 76 hours to render that particular skybox. "


Wow!That's a long time!

Failing at every guitar game ever made!
mgarand
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Posted: 7th May 2009 11:27
Quote: "As a matter of interest it took more than 76 hours to render that particular skybox. "


Quote: "Wow!That's a long time!"


But the results will be awesome!

Nickydude
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Posted: 7th May 2009 23:16
If you want any sound Rolfy, just give me a shout.

Red Eye
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Posted: 9th May 2009 18:48
Just A-M-A-Z-I-N-G.

That skybox is very cool. Awesome.


The_Quay
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Posted: 10th May 2009 23:21
3 words, "How The Hell"?

Was Eldora I ever relised or just the demo that was?

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Aertic
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Posted: 12th May 2009 23:00
Sweeeeeeeeet.....

Now onto the Crit @ Comments;

Although it looks amazing(Like usual Rofly!)
The fog is a little too dense, maybe if you were to mess around a little bit and make it more natural?

Like someone pointed out, the barrel seems a little stretched out width wise, it can be simply edited in your 3D package anytime(Btw, you use max correct? )

Also the enviroment is a little hollow at the time being, maybe a group of wooden crates to the left would be perfect!

Anyways, glad to see your back in black attempting to make a sequel!


"Your greatest teacher is your harshest critic"-'Butterfingers'
Nomad Soul
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Posted: 13th May 2009 00:23
How about another pic Rolfy.

I hope you didn't make us wait this long to hear from you again to demonstrate a 72 hour skybox render!

It'll hold my attention for a while longer I guess.
rolfy
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Posted: 13th May 2009 00:58 Edited at: 13th May 2009 01:02
Quote: "The fog is a little too dense, maybe if you were to mess around a little bit and make it more natural?"

Yeah I did try to balance the fog better than it appears in the screenshot, the thing is you cant adjust the density of the fog in FPSC only the colour as far as I know, if there is a way to do this I would love to know, any ideas?

Quote: "Like someone pointed out, the barrel seems a little stretched out width wise, it can be simply edited in your 3D package anytime"

The barrel appears to be stretched due to being on the edge of camera focus in FPSC, it looks fine when its in game, in fact its te barrels used in the first game.
Quote: "Also the enviroment is a little hollow at the time being, maybe a group of wooden crates to the left would be perfect!"

Good advice, the level itself is WIP and incomplete I just wanted to show progress so far to get me back into all this, its been a while.

Many thanks for the crit

Quote: "
Was Eldora I ever relised or just the demo that was?"

This version is a remake of the original, which was only ever a demo.

Quote: "How about another pic Rolfy"

Working on a new scene now, you will visit a wreck on the sea bed, the sunken ship for this level will be approachable and its taking a while to get the environment together fot his one, a lot of the detail has to faked to keep the polycount down, but screens will be up soon
ZeroGear Studio
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Posted: 13th May 2009 04:41
This is looking fantastic. Hope you can release a full game this time around though. Loved the Eldora | demo
rolfy
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Posted: 15th May 2009 11:38 Edited at: 15th May 2009 12:31
Some more screens, you visit the shipwreck on the seabed.













A shot showing the dive helmet hud, the bubbles are animated and add to the underwater atmosphere.

Still to create a few more props and finish up the bad guy for this level (giant octopus)


.
alimpo83
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Posted: 15th May 2009 12:29
Very nice Rolfy, especially the hud. Loved it.

Alien and Wrecked Building Packs here: http://www.freewebs.com/alimpo83
mgarand
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Posted: 15th May 2009 12:44
amazing! very nice done rolfy!
id the ship a skymap again or billboard?

Red Eye
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Posted: 15th May 2009 17:39
amzing, well done... nice to see someting new around here, wonderfull, nice hud, good quality

michael x
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Posted: 15th May 2009 17:49 Edited at: 15th May 2009 17:51
that hud is great cant wait to see more.arrrrrrr you land lovers.

more than what meets the eye
rolfy
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Posted: 15th May 2009 23:49 Edited at: 16th May 2009 00:55
Quote: "id the ship a skymap again or billboard?"

Neither,the ship is 3d, you can board it and walk around as the screenshots show, the hull is wrecked and you can enter inside it.
Still to create an interior for the ship, but whats inside will be protected.

*Edit.
In the previuous level the ship did not need to be 3d as it cant be reached, it would just be sitting out there killing the framerate, also if it were 3d, FPSC fog would just white it out. Making it part of the skymap in that level meant the fog could be rendered in scene and matched better in game.
For this level the ship is part of the scene.
KeithC
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Posted: 16th May 2009 01:48
Looks awesome, Rolfy!

Locrian
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Posted: 16th May 2009 02:52
Nice details Rolfy. Really like the ship and how intricate it is.


Wolf
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Posted: 16th May 2009 03:27
Looks awesome! I really like the athmosphere

Do you add a heavy breathing sound? (Metallic footsteps would also be awesome)


I would like to know what the game is about

Nickydude
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Posted: 17th May 2009 02:43
Your screen shots hurt my eyes , but in a good way.

Aertic
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Posted: 17th May 2009 15:18
I like the looks of it, although it's a little too dark, and it'll be hard to pull of lighting under the sea without in-consitency...

Also the Diving hud is wierd, you see a rim of lighting on the start of the bevel near the right bottom side, but there should'nt be any, as the light is coming from the outside, and not inside, and It could do with being darker aswell...

But other than that, it's still looking as great and amazing as ever...


"Your greatest teacher is your harshest critic"-'Butterfingers'
rolfy
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Posted: 17th May 2009 20:26 Edited at: 17th May 2009 20:49
Quote: "I like the looks of it, although it's a little too dark, and it'll be hard to pull of lighting under the sea without in-consitency.."

It looks fine, all shadows are baked in scene before import, used a projection map on the lights for caustics, all baked into the textures. The only thing I would like now is a follow light for the player. Since FPSC does not have volume lights, a lot has to be faked.

Quote: "Also the Diving hud is wierd, you see a rim of lighting on the start of the bevel near the right bottom side, but there should'nt be any, as the light is coming from the outside, and not inside, and It could do with being darker aswell..."

I do agree with what your saying, though if there is a beveled surface it is going to have a rim of light no matter where it is positioned,light does spread and bounce,maybe not the way it should look, without actually wearing the helmet or simulating it in 3d it is hard to tell how it would look down there, call it artistic license. It just looks better for the game to me.
At the end of the day to achieve the kind of excellence and perfection wanted, it would be better to use software that simulated everything real time in game like Unreal engine, but this is FPSC!!..and like FPSC I am not perfect.


Quote: "Do you add a heavy breathing sound? (Metallic footsteps would also be awesome)"

Metal on sand/rock and metal on wood be just right, guess thats your cue Nickydude


Quote: "I would like to know what the game is about"

This is a remake of the first game, thread in the showcase forum, I learned from the first attempt not to get too detailed with storyline as far as gameplay goes, this is because you often find that what you thought was achievable cant be created or sometimes you chance upon somthing that works and then it all changes again.
Nickydude
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Posted: 18th May 2009 03:33
Quote: "Metal on sand/rock and metal on wood be just right, guess thats your cue Nickydude."


So you want like a heavy diver's boot on sand and rock?

Nomad Soul
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Posted: 22nd May 2009 01:25
Rolfy

Please can you do a tutorial for this technique you refer to as 'texture baking.

You are the only forum member that uses this dark art and almost nothing is known about it.

How on earth do you bake lights and shadows into an entire scene and then import it into FPSC.
rolfy
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Posted: 22nd May 2009 04:28 Edited at: 22nd May 2009 04:35
Nomad soul,
I was considering actually doing this, the advantages of texture baking are huge, I use 3dsMax but not sure if other programs have texture baking as an option, for those that do the detail for shadows can far exceed those of FPSC, it also means that any scene rendered in this way has continuity over large areas, particularly outdoor scenes.
Other advantages include baking details from high res for use on lower poly in-game models, such as characters. I do not know exactly when I will have time to do this tutorial, I may just write it up a little at a time


Nickydude,
Yep exactly as you describe, may also be cool to have 'breathing' in the helmet. I will e-mail you shortly about this particular project as it would be cool to have you on board, if you have the time
Nomad Soul
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Posted: 23rd May 2009 01:57 Edited at: 23rd May 2009 01:58
Thanks Rolfy

Would really appreciate a tutorial. Its the only method I've seen that produces real results and allows FPSC graphics to be taken up a number of levels.

Understanding how to do this over larger areas keeping continuity would be really great.
Metal Devil123
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Posted: 23rd May 2009 13:05
Looks great! I liked first eldora, how's this gonna be! Looks great.

[img]http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1760776[img]
Nickydude
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Posted: 23rd May 2009 23:32 Edited at: 23rd May 2009 23:32
Quote: "Yep exactly as you describe, may also be cool to have 'breathing' in the helmet. I will e-mail you shortly about this particular project as it would be cool to have you on board, if you have the time."


Sounds interesting.

rolfy
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Posted: 28th May 2009 06:11 Edited at: 28th May 2009 06:13
A quick vid showing animated health hud and Errants spell kit (dual wield) in use, I purchased the melee gauntlets just to apply the textures to these, also bought some other stuff and plan to just get all his fantasy weapons as they are too perfect to pass up.

http://www.youtube.com/watch?v=EtvsMpexKzs
Errant AI
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Posted: 28th May 2009 07:25
Looks great, Rolfy! Just FYI there are a couple of alternate textures which you may or may not find useful in the old WIP thread- check around the 2nd to last page of the thread.

I think I saw that you mentioned having a mod customized for your project. If that's the case, it might be worth asking if you can get the max # of weapon smoke decals increased as well as some control over how the smoke decals float upwards. Those two things would allow for more impressive effect and control, I think. Just having the decal maximum increased would better allow you to stream fire like a flamethrower.
D0MINIK
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Posted: 28th May 2009 14:23
Just.... wow... nothing else to say... looks brilliant!!
rolfy
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Posted: 28th May 2009 23:09 Edited at: 29th May 2009 00:08
Thanks for the info Errant, it would be good if I can get the max # of decals raised for sure. I will download and check out the textures you mention
Just gonna go and tinker around with things for now.
rolfy
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Posted: 1st Jun 2009 01:19 Edited at: 1st Jun 2009 06:32
Interior for the Inn.



beachard5
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Posted: 1st Jun 2009 01:27
wow that looks really sweet love the lighting and textures great job

xplosys
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Posted: 1st Jun 2009 03:16
I think I remember you saying that in the demo you used names and places from other stories. You obviously do some research to make your world realistic. Is it modeled after stories as well? Where do you get the inspiration for this? If I may ask.

Brian.

Krowsnest
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Posted: 1st Jun 2009 03:32
Nice Chandelier and fireplace, above other details of the Inn

my taste in music isn't weird, its just so amazing your ears haven't quite adapted to it yet.

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