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Illumina New Camo Screens and More
Illumina New Camo Screens and More
| Name: | Ian Roach | |
|---|---|---|
| Date Posted: | Aug 08, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Ian Roach |
Blog post
Hey guys, following on from my last plan i just had to showoff some of our new camo skins for Illumina. Now we have desert , snow and jungle camos for each map type. as well as the normal skins for more urban maps.
All thats remaining is to skin the heads and backpacks (seperate models). The skins are ready but we need to reexport the models to fixup some naming conventions.
Desert


Snow


Jungle



Mapping and Modellers
We are still on the lookout for experienced torque mappers, recently i ported over timothy astes enviropack effects which we had ingame for awhile but never used. These will be the basis for our new map templates. We are especially looking to create more desert and snow environments to go with our current urban and jungle themes.
Also looking for modellers familiar with 3dsmax and exporting to torque. We want to modify some of our existing models to fix a few bugs and polish up some areas.
IGC
This is an IGC shoutout. Becuase i cant make the trip and i want to showoff illumina at IGC, im looking for people who are going and can spare the time to PIMP illumina. We are constantly working on our next demo build which will be shown at IGC. The only remaining features left is ai bot support and some minor bug fixing
DEMOS / MIRRORS / SERVERS
Another shoutout, with our impending demo within the next few weeks im looking for people who can help mirror the game. It will be approximately 120-140 meg filesize at this stage . I will be hosting the demos on our ftp as well as via torrents, however im sure my limits will be hit pretty quickly.
Likewise we are looking for people who can host servers, since illumina is a multiplayer game the need for permanent servers is vital to get people playing the demo.
If you can assist with any of the above please email me on iroach@westnet.com.au or reply here :)
All thats remaining is to skin the heads and backpacks (seperate models). The skins are ready but we need to reexport the models to fixup some naming conventions.
Desert


Snow


Jungle



Mapping and Modellers
We are still on the lookout for experienced torque mappers, recently i ported over timothy astes enviropack effects which we had ingame for awhile but never used. These will be the basis for our new map templates. We are especially looking to create more desert and snow environments to go with our current urban and jungle themes.
Also looking for modellers familiar with 3dsmax and exporting to torque. We want to modify some of our existing models to fix a few bugs and polish up some areas.
IGC
This is an IGC shoutout. Becuase i cant make the trip and i want to showoff illumina at IGC, im looking for people who are going and can spare the time to PIMP illumina. We are constantly working on our next demo build which will be shown at IGC. The only remaining features left is ai bot support and some minor bug fixing
DEMOS / MIRRORS / SERVERS
Another shoutout, with our impending demo within the next few weeks im looking for people who can help mirror the game. It will be approximately 120-140 meg filesize at this stage . I will be hosting the demos on our ftp as well as via torrents, however im sure my limits will be hit pretty quickly.
Likewise we are looking for people who can host servers, since illumina is a multiplayer game the need for permanent servers is vital to get people playing the demo.
If you can assist with any of the above please email me on iroach@westnet.com.au or reply here :)
Recent Blog Posts
| List: | 09/20/08 - Its a good time to be a tgea owner 06/13/08 - 2008 and Prototypes WITH PICS 01/09/08 - Homeworld in torque 12/30/07 - Illumina in 2008 07/29/07 - Illumina TGEA progress and screens 04/23/07 - What a Year its been 12/24/06 - Illumina Demo Just in time for Christmas. 12/18/06 - New Game Ideas |
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Submit your own resources!| Alan McCosh (Aug 08, 2006 at 15:11 GMT) |
| Chris \"C2\" Byars (Aug 08, 2006 at 15:30 GMT) |
What you guys need:
-Antialiasing
-Higher polygon models
-Higher resolution textures and less stretching
-MAJOR HUD/GUI revision
Not being mean, I'm simply being observant; so no flame wars. :)
| Tim Heldna (Aug 08, 2006 at 15:45 GMT) |
-Antialiasing
-Higher polygon models
-Higher resolution textures and less stretching
I agree but all those things kill framerate in TGE. More importantly they impede network performance. Plus, if Illumina is going to be using DRL, shadered water etc they're already forcing potential customers to have a moderately high end system to run the game efficiently. This really can't be justified given the overall rendering / performance quality of TGE.
I think for what they're using the Illumina team have done the best they possibly could. I haven't come across another fps game being made with TGE that compares to the overall quality and game play of Illumina.
Edited on Aug 08, 2006 15:52 GMT
| Sean H. (Aug 08, 2006 at 16:19 GMT) |
| Hans Cremers (Aug 08, 2006 at 16:41 GMT) |
| Phil Carlisle (Aug 08, 2006 at 17:41 GMT) |
| Matt Vitelli (Aug 08, 2006 at 17:44 GMT) |
Not entirely true..GLSL can adjust to low system requirements quite well.
@Ian I think AA might be a little too much but seriously, try adding in some more detail textures on the terrain. Also, do you have any screenshots of interiors? I'd love to see how the parallax shader looks.
| Michael Cozzolino (Aug 08, 2006 at 18:12 GMT) |
| Blake Lowry (Aug 08, 2006 at 18:45 GMT) |
"Not being mean, I'm simply being observant; so no flame wars. :)"
...Ya just like in Ian's last .plan you edited your post to not start a flame war. :) Your harsh comments are pretty funny given that a while back your Project Shadow game sure did.... ah nvm, I won't go there. You seem to rip on Illumina every chance you get for whatever reason.
@Ian: I think the camo skins look ok, definitely need those helmets in camo :P... when I update my build, maybe I can take some more shots of the characters a little less close up to show the camo working in the enviroment more, and post'em here.
@Matt: Here are some screens from Ians last post that depict the look of the game a little better. www.garagegames.com/blogs/5588/11009
Edit: Put the wrong name for Matt :P
Edited on Aug 08, 2006 18:46 GMT
| Chris \"C2\" Byars (Aug 08, 2006 at 19:52 GMT) |
Quote:
a while back your Project Shadow game sure did....
..look like Illumina, in either concept or graphic quality? Yeah, when we were only a month or two in development. Why don't you take a look at what it is now, even without antialiasing, lighting, or a focus on art development. I've done in 7 months alone what you guys took nearly 4 years to do, and Illumina still looks the same. Since you guys started. Sure you added a little more functionality in there, but you took out so much, and lowered your standards on quality, I don't know where you guys are going. There's so much potential, but none of that seems to be turning kinetic. I used to have respect for you guys, when you used to take things seriously and thought deeply into what needed to be done. But now, taking any bit of criticism and turning it into a personal attack, rather than taking a step back and looking into what makes your game strong... I shake my head at you and your ethic.
Edited on Aug 08, 2006 20:39 GMT
| Blake Lowry (Aug 08, 2006 at 21:05 GMT) |
Yes Illumina has been a long time in the making and you may have not known, but much of Illumina was redone and ported to 1.4 for stability and performance gains. Most of the game was redone from the ground up a few months ago to a game that is much more stable.
There were features taken out due to the fact that they didnt work right and were either buggy or seriously unbalanced. We wanted to streamline the game. A lot of the things you mentioned to enhance the game are things that TGE doesnt even support, so they sound sorta nit picky really. The texture resolutions are actually from high res sources but reduced to not bog down TGE, which doesnt handle extremely large textures well. Although I do agree higher res textures look better and we may put them in anyways. :) Current player models are at around 3500, in the mid to high range for TGE.
That said, Illumina is sorta changing again... Its a project that is always changing and really the game has totally changed from when if first started. Now, there has been the new grfx enhancements with all the lighting and all those effects. I just think that its cool that Ian has kept this project going on for so long and that it has gone through so many changes :) Who knows what the future of Illumina holds :P
BTW, your comment about not taking criticism is bogus, we even had a period for beta testing JUST for feedback. And you can't tell me your comment doesnt sound harsh...
"To "polish up some areas"? You mean all of it? To be honest, Illumina still looks as if you guys just started the project a month ago... GUI, World, Model, Texture editing all needs a heck of a revision."
@Ian: Sorry we had to throw your .plan off in a different direction.
| Chris \"C2\" Byars (Aug 08, 2006 at 21:21 GMT) |
| Sean H. (Aug 08, 2006 at 21:32 GMT) |
| Charles Andrew (Aug 08, 2006 at 21:34 GMT) |
| Ian Roach (Aug 09, 2006 at 00:21 GMT) |
Alan - at this stage windows only. Would love to do a mac or linux build but would need some volunteers to help build it.
Phil - Thanks for that. Will definetely try them out.
Chris - Wow Very Harsh. I dont see anything constructive with any of your suggestions. Considering youve had access to our beta and yet i havnt seen a single suggestion or criticism from you on our forums, why are you stating it here ? Heck why did you even apply for the beta ? Show me a torque game with AntiAliasing/Highres textures/highres models and runs at a good framerate. I would love to know there secret to success. Does TGE even support AA ?
Tim - Thanks for the support. Performance is exactly the reason why you dont see highres textures/models. Right now we are a team of 2, so were focusing on gameplay instead of graphics.
Matt/Sean H - There is definetely some bad terrain texturing. DRL tends to wash out terrain if not used properly, these are just test maps at this point so not concerned. All of the maps in the demo will have better terrain/detail textures.
Sean H - There was some talk about wanting to merge the 2 games but were already so close to release and i see no benefit in porting it all to TSE at the final hurdle.
Regardless of the criticisms a demo will be coming, ive never mentioned the idea of going commercial with illumina so dont expect much more enhancements on the graphics front in the way of model upgrades. For a team of 2 we are entirely focussed on getting the gameplay and bugs ironed out. If theres a chance for illumina to go commercial i would definetely take it , but lets just see how the demo goes before getting too far ahead of ourselves.
I think illumina stacks up well against any TGE game on the gfx front so i think we are in good shape.
Edited on Aug 09, 2006 00:25 GMT
| Matt Vitelli (Aug 09, 2006 at 00:26 GMT) |
| Chris \"C2\" Byars (Aug 09, 2006 at 00:40 GMT) |
Quote:
Roach:
I dont see anything constructive with any of your suggestions.
Quote:
Byars:
What you guys need:
-Antialiasing
-Higher polygon models
-Higher resolution textures and less stretching
-MAJOR HUD/GUI revision
And how is that not constructive, I ask?
Quote:
Roach:
Considering youve had access to our beta and yet i havnt seen a single suggestion or criticism from you on our forums, why are you stating it here ?
I specifically made suggestions on your forums, but it appears you didn't acknowledge them, nor quite a few of your testers or their advice, as many of their threads go unnoticed/unreplied.
Quote:
Roach:
Heck why did you even apply for the beta ?
Maybe I wanted to help you guys with a view outside of your own team, one that doesn't believe Illumina is the end all best FPS ever from Torque, yet?
Quote:
Roach: Show me a torque game with AntiAliasing/Highres textures/highres models and runs at a good framerate.
Our Roo Racers uses 1024x1024 textures all around, 6x Temporal FSAA, 16x AF, and maximum quality mipmaps, including DRL and CG water at 200+ FPS consistently. (Sure our screenshots seem devoid of player models, as you may notice, due to the fact I like showing the pretty scenery that is capable, however I have stress tested this)
Quote:
Does TGE even support AA ?
If you turn it on, it does.
| Blake Lowry (Aug 09, 2006 at 02:36 GMT) |
| Ian Roach (Aug 09, 2006 at 02:45 GMT) |
C2 - Im not trying to get into flamewars, but i did want to defend Illumina (as any developer would). Sure we dont have high res textures and models, but only becuase we dont have the team todo it, if i had the money and manpower of course i would , but you have to deal with what you have on hand :). Having said that i still think we stack up very well to every other tge game out there . Thinktanks/Minions/Ventura Africa/Monster Island e.t.c
I have seen the suggestions coming from the beta. We are addressing the ones we can, just becuase i dont acknowledge every suggestion doesnt mean we are looking into it, but like i said i doubt we could possibly get to them all.
Ill look into activating AA, from a search on these forums ive yet to see any code e.t.c that does it, but if torque supports it then we will make it an option. If you have the code to get AA on TGE please post as a resource, im sure alot of people would like to use it.
Roo Racers might support all that , but wait till you drop in particles/players/vehicles/animations e.t.c. Plus Roo racers is primarily terrain, not huge interiors. You will definetely see a drop in fps once you add all that in. Plus we are aiming for lower spec machines so everyone can play. I preferred more people playing with crappier gfx then not many ppl playing with great gfx.
If you can add all that into you game, be my guest and i will be the first to congradulate you, if i had the manpower i would do the same but in the meantime we will have todo with what we have.
Edited on Aug 09, 2006 03:03 GMT
| Mark Berry (Aug 09, 2006 at 09:57 GMT) |
Looks good.
Cheers, Mark.
| Chris \"C2\" Byars (Aug 09, 2006 at 13:49 GMT) |
| Ian Roach (Aug 09, 2006 at 14:39 GMT) |
C2-Oh i see, i thought you meant AA withing TGE, in future screens ill try turning on AA.
Edited on Aug 09, 2006 14:40 GMT
| Stefan Lundmark (Aug 09, 2006 at 15:16 GMT) |
| Ian Roach (Aug 10, 2006 at 00:01 GMT) |
| Blake Lowry (Aug 10, 2006 at 03:07 GMT) |
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