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Gnostaria WIP2
Gnostaria WIP2
| Name: | ando | ![]() |
|---|---|---|
| Date Posted: | Oct 06, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for ando |
Blog post
Dunno if you got my last blog, I showed a few pics from Gnostaria (work in progress) if you compare the shots from that blog to this you will see the difference, still work in progress but a big jump.

I wanted to push the visuals more especially the trees as some wooded areas are featured and it is no doubt the most common and in your face art asset in the game. Having sorted the tree it was onto the caves, pain in the ass this was. Making blocky DIF look natural ain't fun but toss in some models and it improves.

I use 3DWS for my DIF builds but it seems the newer MAP2DIF stuff seems to not like 3DWS (pink and green crap appearing on edges and in water reflections) What I done was load the 3DWS made .map into constructor and compile out of it, problem solved but a little goofy.

I am learning Constructor slowly but I can make 3DWS stuff far faster and more efficient at this moment. The next milestone in this contract is a small town dock, church, inns, etc... that will be fun, hopefully I keep you posted on that.

Check it out... www.gnostaria.com/

I wanted to push the visuals more especially the trees as some wooded areas are featured and it is no doubt the most common and in your face art asset in the game. Having sorted the tree it was onto the caves, pain in the ass this was. Making blocky DIF look natural ain't fun but toss in some models and it improves.

I use 3DWS for my DIF builds but it seems the newer MAP2DIF stuff seems to not like 3DWS (pink and green crap appearing on edges and in water reflections) What I done was load the 3DWS made .map into constructor and compile out of it, problem solved but a little goofy.

I am learning Constructor slowly but I can make 3DWS stuff far faster and more efficient at this moment. The next milestone in this contract is a small town dock, church, inns, etc... that will be fun, hopefully I keep you posted on that.

Check it out... www.gnostaria.com/
Recent Blog Posts
| List: | 08/15/08 - Anybody want to make a game :) 05/14/08 - 1.7 Good Stuffage 02/04/08 - Stuffage 12/15/07 - Gnostaria WIP4 10/12/07 - Gnostaria WIP3 10/06/07 - Gnostaria WIP2 09/19/07 - Gnostaria - Work in progress 06/11/07 - TGEA bling |
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Submit your own resources!| Wade Lawrence (Oct 06, 2007 at 18:37 GMT) |
| ando (Oct 06, 2007 at 18:49 GMT) |
Edited on Oct 06, 2007 18:50 GMT
| Stephan (viKKing) Bondier (Oct 06, 2007 at 18:54 GMT) |
| Florian (Oct 06, 2007 at 19:07 GMT) |
your trees looks way better know, they really blend in, also, the leaves look better know, way better :)
caves in DIF are a pain in the ass, damn convex brushes -.-
anyway, the only thing you might wanna do is add some stalactites or stalagmites or something
| Nikhil Sharma (Oct 06, 2007 at 19:08 GMT) |
| Matt Kronyak (Oct 06, 2007 at 20:23 GMT) |
We have been cleaning up the character model a lot but have been holding off taking any new screenshots until its ready (should be about another week or so).
The characters are customizeable and do have hair (note these are fairly old screenshots):


Perhaps I will post a blog here on GG in another month or so after we open up our closed test server to more officially announce and explain Gnostaria ;).
@Florian: I knew I forgot something. I remember emailing ando about stalagmites last week but was so impressed with the level (it really kicks ass "in game") that I forgot about it.
@ando: as always, great work! Looking forward to seeing your progress on Milestone 3. (btw, stalagmites...)
Edited on Oct 06, 2007 20:23 GMT
| Julian R (Oct 07, 2007 at 01:26 GMT) |
Edited on Oct 07, 2007 01:35 GMT
| Stephan (viKKing) Bondier (Oct 07, 2007 at 08:55 GMT) |
Quote:
Shadows look.. odd (out of place, unrealistic, too soft.. etc., basically not good compared to models). Everything else looks great though.
I have to disagree here, I really enjoy the softness of the whole scene. This is something Ando is very good with. :)
| Tim Heldna (Oct 07, 2007 at 12:17 GMT) |
Quote:
Shadows look.. odd (out of place, unrealistic, too soft.. etc., basically not good compared to models).
I tend to agree. Soft shadows are great and certainly have their place however I do not adopt to the notion of thinking soft shadows "are more realistic and therefore no other shadow algorithm is required."
Sure, soft shadows exist in a real life scene but so do hard shadows. A strategic combination of both is often required, this is an option that is currently missing in Torque (both TGE & TGEA).
Another thing that is missing is a depth light to cast shadows from the foliage of the trees. Check out the SpeedTree Unreal Engine demo to see how necessary and effective proper shadows from trees and foliage (and in general) are.
| Andy Hawkins (Oct 08, 2007 at 00:59 GMT) |
| Tim Heldna (Oct 08, 2007 at 02:37 GMT) |
256 x 256 is a little small for todays standards.
Edited on Oct 08, 2007 02:55 GMT
| Andy Hawkins (Oct 08, 2007 at 03:56 GMT) |
| Tim Heldna (Oct 08, 2007 at 03:58 GMT) |
Tip: The detail texture can contain color ;)
| Tim Heldna (Oct 08, 2007 at 03:59 GMT) |
| Kyle James (Oct 08, 2007 at 05:05 GMT) |
Looks awesome btw ando.
| Andy Hawkins (Oct 08, 2007 at 05:26 GMT) |
| Tim Heldna (Oct 08, 2007 at 08:08 GMT) |
| DJ-Ready (Oct 15, 2007 at 05:29 GMT) |
You should try to use triangles instead of squares to build caves and the likes with as DIF objects.
And once you're into it its actually quite easy to create stuff that way
something like this
http://esf-world.gamers-desire.de/ready/screens/hl_ingame%20(10).jpg
Not TGE but it the same principle (Half-Life 1)
| JoZ (Oct 24, 2007 at 23:18 GMT) |
JoZ.
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