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MP_TheSpire - GOW - Released

  • Hourences
  • December 5, 2007 at 1:20 PM
  • Hourences
    • December 5, 2007 at 1:20 PM
    • #1

    It has been released.

    # The surroundings are made of custom content, the estate itself is a combination of stock art assets and my own BSP and effects.

    # The level is not entirely finished yet, but I've decided to release as is as I experienced too many problems with the game throughout development. VERY frequent crashes (even baking lighting in a simple 1 cube level crashes the editor half the time, opening any package or any level has a 30 percent chance of crashing attached to it). Having to spend 30 minutes trying to get Live working just to play my own damn level. The game streaming in no textures of custom levels at all unless you really enforce it through the properties (bug..). Having to resort to taking screenshots in the editor viewport because I cant find any useful console commands ingame apart from "exit" (no dev mode available - not even in the special PIE editor play window). The menu being just barely able to support any third party content Etc.

    #4-5 days of work...

    Download:

    http://download.beyondunreal.com/filewo ... _spire.zip

    Thanks to Beyondunreal.com for the mirror.

    Making-of Picture gallery with a couple of comments:

    http://www.hourences.com/book/tutorialsspire.htm

    _______________________________________________________

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/work/gowspire1.jpg]

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/work/gowspire10.jpg]

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/work/gowspire12.jpg]

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/hourences/work/gowspire8.jpg]

    http://phalanx.planetunreal.gamespy.com ... spire1.jpg

    http://phalanx.planetunreal.gamespy.com ... spire2.jpg

    http://phalanx.planetunreal.gamespy.com ... spire3.jpg

    http://phalanx.planetunreal.gamespy.com ... spire4.jpg

    http://phalanx.planetunreal.gamespy.com ... spire5.jpg

    http://phalanx.planetunreal.gamespy.com ... spire6.jpg

    http://phalanx.planetunreal.gamespy.com ... spire7.jpg

    http://phalanx.planetunreal.gamespy.com ... spire8.jpg

    http://phalanx.planetunreal.gamespy.com ... spire9.jpg

    http://phalanx.planetunreal.gamespy.com ... pire10.jpg

    http://phalanx.planetunreal.gamespy.com ... pire11.jpg

    http://phalanx.planetunreal.gamespy.com ... pire12.jpg

    http://phalanx.planetunreal.gamespy.com ... pire13.jpg

  • Psyshokiller
    • December 5, 2007 at 2:20 PM
    • #2

    Good job!

    That little making of was an intresting insight.

  • Zeta
    • December 5, 2007 at 3:22 PM
    • #3

    shot two is stunning, definatly got to pick up this editor.

  • Hourences
    • December 5, 2007 at 3:26 PM
    • #4

    Theres barely any bloom at all in the inside and you really need high contrast for a game and a theme like this.

  • Thrik
    • December 5, 2007 at 3:35 PM
    • #5

    The lighting in that first shot looks infinitely better than the older versions.

  • JamesL
    • December 5, 2007 at 4:45 PM
    • #6

    Rockin. Love the style and setting

  • Sa74n
    • December 5, 2007 at 6:43 PM
    • #7

    i cant check out the map cuz my laptop wont run anything newer then source engine but judging from the shots it looks decent. i am just surprised how soon the gears of war style and look started to look out of date though. i guess the biggest problem is that there isnt enough visual connection to real life like everyday products. its something bioshock did a lot better with loads of models of stuff just laying around, cigarettes, booze, tools, magazines and stuff.

    ah well thats not your fault though. that was more of a rant about GoW in general. the map looks nicely crafted

  • -HP-
    • December 5, 2007 at 8:52 PM
    • #8

    Lovely, congrats on another nice and good looking map!

  • Warby
    • December 5, 2007 at 10:17 PM
    • #9

    i don't have gears on pc just on 360 otherwise id love to play it

    @74 i know what you mean however i thought gears of war kinda looked OUTDATED the day it came out that is largely due to this bullshot:

    [Blocked Image: http://www.unrealtechnology.com/screens/p_embry1.jpg]

    ... OUTDATED by its own standards

    nothing in the game had shaders this good or texture resolution this high !

  • Buddy
    • December 5, 2007 at 11:07 PM
    • #10

    TRUE!

    [Blocked Image: http://www.unrealtechnology.com/screens/p_embry2.jpg]

    Quote

    We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.

    Yeah! Right there, up in my ass.

    I think they expected 2006-7 pcs to be far better than they actually are.

  • Algor
    • December 6, 2007 at 12:14 AM
    • #11
    Quote from buddy the designer

    TRUE!

    Yeah! Right there, up in my ass.

    I think they expected 2006-7 pcs to be far better than they actually are.

    So when I looked in the editor for UT3 the other day and saw all those textures and skins that were 2048x2048, I was just hallucinating?

  • Buddy
    • December 6, 2007 at 1:02 AM
    • #12

    I haven't looked actually since i don't own any of those but on screenshots i've seen it all looks dang blurry and if it's really 2048x2 then somethings wrong.

  • Minos
    • December 6, 2007 at 1:14 AM
    • #13

    Final version looks pretty cool but I somehow miss the old warmer lighting. But you can't please everyone

  • TomWithTheWeather
    • December 6, 2007 at 3:26 AM
    • #14

    No, it looked outdated because they had to make the damn thing fit on an Xbox360.

    Also, the reason those demo screenshots look much better than the final game is that they didn't overlay all the muddy DOF blur, overly-bloomed and desaturated post-processing effects.

    Also, the vast majority of the textures you see in the Xbox version of GoW, are set to be no higher-res than 1024. The engine.ini locks them down so the game will fit in memory.

  • Section_Ei8ht
    • December 6, 2007 at 4:38 AM
    • #15

    those shots also have anti-aliasing, which apparently only DirectX 10 can do now :roll:

  • Hourences
    • December 6, 2007 at 10:56 AM
    • #16

    I like the look of the game as it is more than of those old screens

    Although a little more color at times wouldnt have hurt.

    The anti ali prolly comes from them simply taking the screenshot at a huge resolution and then downscaling.

    I just now noticed that there are benches in front of the stairs in their pic, makes the scale of either the benches or the building veel very awkward

    And to come back at the Bioshock comparison, I cant say that I find the Bioshock style to be perfect either. It may have more of these small details that help you place the world in ours, but I found their art style to bore quickly. It all looks really good, but the whole game kind of looks 100 percent identical. Its always dark, using almost always the same colors. Bioshock gave me the Doom 3 effect. It scares you the first 10 minutes, after that youre so used to the atmosphere already that you just walk through the most scary events.

    GOW did better in that field, as it often switches from darker scarrier areas to lighter action ones.

  • Sa74n
    • December 6, 2007 at 4:21 PM
    • #17

    when i said out of date i didnt refer to the resolution of textures, polygon counts or lighting quality but the visual style, their architecture, the ornaments and everything else that defines the look of their fictional world. its quality work and very unique. i love the effort they put into creating a unique world and experience. a lot of games these days just do some fantasy look that has been done before or do real world stuff. what i really mean though is that the whole look of GoW starts to look a bit "old fashioned" after just a few months after release. maybe they went to far and most of their assets are just too similar in their visual appearance so that the look starts to feel worn out too quickly. not sure since i didnt finish the game.

    its just my personal opinion anyway. its just that whenever i look at an area ingame i feel like i have seen it before in some similar place.

    i agree with bioshock not being perfect in that regard either but it just feels more authentic to me

  • Psyshokiller
    • December 6, 2007 at 10:10 PM
    • #18

    I had the same feeling while playing gow, the whole world seemed to be made of stone and metal. There aren't too many things that indicate that people have been living there, prop wise.

    Hourences:

    I've been reading your making of krodan article and came across this text passage:

    Quote

    The rocks were unwrapped in such way that most of their UV seams are in the vertex painted areas. A planar UV map on Z was then added using UV channel 2 to cover up the seams. The idea was to use channel 1 for the rock texture, and channel 2 for the sand texture. Because the sand texture is on top of the rock texture, and because it uses a different UV lay out, it would be hiding the seams of channel 1 below.

    I don't quite get this, are the seams to be placed in the same position you would have to, when blending 3 textures by mat id's? It would be nice if you could post a picture, explaining the situation.

  • Hourences
    • December 6, 2007 at 11:14 PM
    • #19

    Ok, the sand uses a different uvw lay out, a planar map, so all seams of the rocks end in an area that will later be overpainted by sand, and because the sand uses another lay out, no one is ever going to notice that the rock uvs are a complete mess down there.

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