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DayOfWar Dropships
DayOfWar Dropships
| Name: | Bill Vee | |
|---|---|---|
| Date Posted: | Dec 31, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Bill Vee |
Blog post
Dropships
I purchased a lot of new game models from 3DRT.COM and am in the process of converting them for use in TGEA.
I decided to go this route because as it stands right now I am a 1 man production team and I want to concentrate on producing solid gameplay.
My original concept was Homeworld meets Quake and I am about 70% of the way there.
The spherical terrain is coming along nicely , there still are a couple of issues still to be fixed.
Mainly the seam issues , this is a core TGEA issue not related to my spherical terrain code.
Some minor paging hiccups when you cross certain seams in the terrain.
Lightmaps are an issue as well , in the video the light map used was 1024 X 1024 , I have used some as high as 16384 X 16384 that look amazing but cut the FPS in half. Still trying to figure that one out. Think its a tree depth issue.
This one is with a lightmap of 16384.

And this one is with a lightmap of 1024.

The difference is ... well night and day.
I will be going on a trip and will use this time to get my models , 30+,up to date and in the game.
Kind of a pain , my laptop doesn't support shaders so I have to use TGE to visualize them while I am gone then tweak them when I get back home.
I purchased a lot of new game models from 3DRT.COM and am in the process of converting them for use in TGEA.
I decided to go this route because as it stands right now I am a 1 man production team and I want to concentrate on producing solid gameplay.
My original concept was Homeworld meets Quake and I am about 70% of the way there.
The spherical terrain is coming along nicely , there still are a couple of issues still to be fixed.
Mainly the seam issues , this is a core TGEA issue not related to my spherical terrain code.
Some minor paging hiccups when you cross certain seams in the terrain.
Lightmaps are an issue as well , in the video the light map used was 1024 X 1024 , I have used some as high as 16384 X 16384 that look amazing but cut the FPS in half. Still trying to figure that one out. Think its a tree depth issue.
This one is with a lightmap of 16384.

And this one is with a lightmap of 1024.

The difference is ... well night and day.
I will be going on a trip and will use this time to get my models , 30+,up to date and in the game.
Kind of a pain , my laptop doesn't support shaders so I have to use TGE to visualize them while I am gone then tweak them when I get back home.
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Submit your own resources!| Wade Lawrence (Dec 31, 2007 at 21:52 GMT) |
| H.W. Kim (Jan 01, 2008 at 10:48 GMT) |
Cheers~
| Deozaan (Jan 01, 2008 at 11:34 GMT) |
| Bill Vee (Jan 01, 2008 at 14:29 GMT) |
It is hard to tell from the pics but the lower one has the same long shadow stretching from the cliff but is so much lighter that from this distance is washes out and you can't see it.
| Johnny Hill (Jan 01, 2008 at 14:33 GMT) |
| Deozaan (Jan 01, 2008 at 19:52 GMT) |
| Chris (C2) Byars (Jan 01, 2008 at 22:34 GMT) |
Edit: Just went by the screenshots above, checked out the videos, looking nice.
Edited on Jan 01, 2008 22:35 GMT
| Wade Lawrence (Jan 03, 2008 at 15:09 GMT) |
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