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Re: The Disenfranchised update: Oct 19 2007 [Re: Pappenheimer] #13956
10/20/07 23:48
10/20/07 23:48
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
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Joined: Aug 2000
Posts: 7,490
That's right....shadow problems I've discusssed in technical forums in the recent past are gone (I hope ). I don't know why in the heck I didn't think of this before. I was heavily inspired by A Vampyre Story in regards to this 2.75G thing, but that's a hand-painted title with 3D characters, so I figured I'd just do the same. However, I'm much faster with WED and the lightmapper is getting an overhaul so all is good for me. BTW, here's the teaser trailer for A Vampyre Story...it has a couple instances of the 2.75D technique between the 30 and 40 second mark:

http://www.youtube.com/watch?v=mpMBmp_nAbg


Here's a collection of screenshots for those who have never seen anything from this game or are unfamiliar with the style. It's all WIP and will undergo a major overhaul at some point (more varied textures where appropriate, conversion to the new construction technique showcased above where appropriate, better construction and design given I've grown since most of this was created, more geometry...those building with no detail in some of the city shots aren't supposed to be that minimalist..I simply never completed them given these were meant as shells to build up later, etc):























Here's something you may have never seen...one of the first serious attempts at creating levels complete with standard.wad textures. One of those levels is featured above in the B&W section; albeit with a lot less portals and better constuction and in the proper style. It took me a month to do it given it was my first stab at it, and the remake took 3 days:













My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13957
10/21/07 00:01
10/21/07 00:01
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Uuuh, don't remember those with the template textures! Although their light and shadow compositions look very nice!

Finally, we can expect a fast completion of the levels then!?

Re: The Disenfranchised update: Oct 19 2007 [Re: Pappenheimer] #13958
10/21/07 00:36
10/21/07 00:36
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
I hope so. Given I only have to worry about certain faces, it should be much faster once I come up with a solid design on paper or in my head.

Those standard.wad levels are many years old (although most of the B&W ones are too). There were other levels that came before and they led to these. I might have the really old ones on a back up somewhere, but they aren't worth dragging out. Maybe, for the final release if I have an extras section. They stink (including the versions above) but at the time I thought they were great. Shows what I knew then.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #13959
10/21/07 18:19
10/21/07 18:19
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
hey man, thats amazing work...never thought that standart wad can look so good^^
And how you place thelight is also pretty cool...just wait for the radiosity feature!

The Disenfranchised update: June 23rd, 2008 [Re: Scorpion] #212730
06/23/08 23:06
06/23/08 23:06
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
All right, my next phase is to convert the code to Lite-C. This will take some time and will power given I work on a PC all day and rarely feel like working on one at home, but I hope to start on this soon. If anything it will help me get organized on the code front and hopefully eliminate the "disco lights" texture shifting bug I've mentioned in the beta forum and in my Showcase thread. I still haven't narrowed that down. It has to be code related because it doesn't occur if I throw out my code and use the default position. However, it also has to be a bug newly introduced at some point during the A7 lifecycle because it didn't used to do it, and I made no changes to anything between the time it didn't do it and the time it started.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised update: Oct 19 2007 [Re: Orange Brat] #212732
06/23/08 23:10
06/23/08 23:10
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
eek, looks so much better in b&w, the lack of detail doesnt show when its in black and white since that becomes the style, but it is a good use of the textures, as low quality as the template textures are. great job.

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