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Gaz

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Everything posted by Gaz

  1. Its the game engine we use at Uni. It is built on the Blitz3D engine, basically animations, etc are defined in the game.txt Its a good little engine to use, but not for proper games, as it has (at current) a very basic trigger system, "if your in range do this anim", you can't have complex trigger systems unless you devise a killer animation system, and theres only basic "wonder about" AI. Its nice for art demos though
  2. Cheers Sensee I've worked on it a bit more, though I'm going to leave it at this stage, unless I get some crit that really needs to be worked with Really Really appreciate the crits Peri I changed the rocks somewhat, its less noisey but still the style I wanted, I also did the lightmap as suggested, and with the spare space added more detail to the sand. I then made the oyster look better, and more sea worthy Anyway, heres the new build and texture sheet: Download here
  3. It was a challenge set on my Uni forums Regarding the lightmap, I felt it looked 10x better than vertex lit. And as for the textures I agree, although I used the small overlays for variation in shading, I'll look into improving the textures (mainly the cliffs) later
  4. I recently took part in a challenge to create a 1000 poly model with a 512x512 texture space, with alphas (opacity) allowed. The theme was an underwater FPS. I chose to make a level, as I thought it would the most challenging thing to do Anyway, I though I'd post what I made for you guys to play. Click to Download Its about 2.3Mbs To run just double click the cauldron.exe Its set to run at 1280x1024, if you need a smaller res, please edit the start.txt as necessary The entirety of the level makes exactly 1000 polys, with all the textures together totallying 512x512. And heres my texture sheet:
  5. I love the railway part, especally the shot of the tunnels. Only thing that I don't like is the water fog colour, its too blue and doesn't fit the rest of the level for me. Perhaps a more browny colour would suit better? Good job though
  6. Gaz

    FPS/RTS

    Imitation is the sincerest form of flattery If its good, people will copy/modify
  7. ...Hessi you git, thats what I was saying Just in a more complicated harder to understand way...
  8. Ok, resave your source texture (one you use in max/maya) as avon_scaffolding_mino_alphaparts, bring it into max/maya whatever, place it over the areas you want translucent. Leaving the original texture in parts you don't want translucent. Re-export your smd, and duplicate your vmt. Rename the vmt to: avon_scaffolding_mino_alphaparts and save. Open the avon_scaffolding_mino vmt, and take out $translucent and $alpha and save. That should now fix the alpha sorting (the problems your getting). Note: you don't need to compile the avon_scaffolding_mino_alphaparts texture in max/maya to a vtf, as it will pick up the vmt we duplicated and renamed. Hope that all makes sense *Edit: If the floor uses a mask (on or off alpha) repeat the above process, but in the new vmt, replace $translucent and $alpha for $alphatest" 1.
  9. That is truely sick. I knew Essex was bad, but thats awful
  10. That happens on a friends card, they have an ATI, I have nVidia and no problems
  11. Thanks guys, Really appreciate the feedback. Regarding the level design, yeah I agree its pretty simple and open. The levels from the first part of a "full game" and is mean't to be like the hub level that the players come back to to restock, and talk to new rescued towns people etc The narrative that the level has, meant that it needed to be rather simple, so that a 5 year old can navigate it and know where they need to go etc The idea on the giant tree was that it was once where the "holy chub" lived, but it fell down in old age, so the villagers built a tower out of stone, and used the remains of the tree as houses. Thanks for the tip insta, I'll take a look into that, at the moment though the levels pretty much in a done state, whilst I finish up all the documentation that my degree requires. Afterwards though, once the documents are done, gameplay will be finalised and I may release my level as sort of "demo" of the game I couldn't reply with smilies for some reason *unhappy face*
  12. My lecturer told me that they will do this, especally to programmers, as they have the ability to completly screw up a project. So thats the only way they can fire them, purely on a "saftey of the project" reason.
  13. Gaz

    Studio 1

    This is looking really nice ferret I like the hotel area the most How much stuff like detail props does BF allow you to add? more stuff like thr crashed chopper would add even more
  14. Hey all Please download a flyby of my video, it has sound but is rather quiet so you may need to turn it up a bit. Enjoy Download Here Note: This videos in DivX format
  15. Yeah Hessi, thats how I made the large waterfall blend into my river on my final project
  16. Cool, it looks like a bumper car/dodgem crossed with an old truck, like its from a racing game or something
  17. Gaz

    Heavy Rain E3 demo

    Visually its damn nice. Though it does appear that the sounds off, which is probably why it looks odd, she looked too far ahead of the actual speach. Very cool though, made me tense, I thought something was going to jump out or something.
  18. Eurovisions never about the music, only which smaller countries like each other compared to the others. They all group together, regardless of the music.
  19. Thats pretty sweet If the section on the left is the underside, you could have gotten away with halfing it/mirroring, or just making it smaller, as its not really going to be seen much (take a hell of an explosion to send it upside down) and its very plain compared to the rest. Perhaps the same could go for the underside of the main turret too. The rest is really well packed from what I can see though. Really good job
  20. Ditto, thats not fair There wasn't even any warning that it was ending anytime soon either So much for my entry *Sulks*
  21. A world war like WW2 would set the earth straight again, people would have to work together, and respect what you have. You don't need much to be happy, people are too material and think only of themselves. WW2 saw people working together, getting on together and doing so with very little. The only problem is that nowadays, World war would mean nukes and the destruction of the planet. Which would put a stop to it all. But its a shame as well, as humans have so much potential, but are stuck by "society" and "conformatisum"
  22. Thanks guys I'll be making some videos tonight too, these will show things in motion which looks a lot better Especally the waterfall, The biggest waterfall has particles for spray underneith it, but they are hard to see in the screens
  23. Gaz

    WIP cowboy

    Much better Looking forward to seeing him textured
  24. Some "final" Level shots, theres only some minor additions to go in, a wheelbarrow in the vegatable patch, and some ash under the cauldron. However I've left those parts out the screens until they're added All links open a 1280x1024 version, so allow for them to load I hope you like them, its been a grewling 5 months for me, with any luck I can get a decent mark and....if I'm really lucky a job If theres anything that I've noobishly missed please let me know!
  25. Omg, Partners in time was soooo boring, I played it (not for more than 30 mins) and 90% of it was reading what characters said, in cutscenes I couldn't escape, incredably frustrating. I traded it in for Mario Kart
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