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Steve YorkshireRifles Acaster's Blogs

Lights, Lightmaps, Levels, Lorries, Lying Down Animations

Grasping at straws for another "L" word in the title. Licensed Fraps could have been it. Level geometry complete-ish, lit, lightmapped, populated with stuff. Also a Legionesque death-march as punishment for feeling unfit and to collect some reference pics.

Author Steve YorkshireRifles Acaster Date 10/25/2009 (6:02 am) Comment 10 comments

No Deer for a Month

No blog for a month, but I've not been slacking honest. Okay ... a bit slacky ... but still got plenty done. Also pureLight.

Author Steve YorkshireRifles Acaster Date 09/16/2009 (1:32 am) Comment 12 comments

Compensating

I've been working on a "corridor crawler" style level, lots of ... well, corridors. But a bit of variation in room size helps to spice things up with multiple routes through, crossover paths and a general sense of scale. It's got nothing to do with me not owning a lovely Jag.

Author Steve YorkshireRifles Acaster Date 07/27/2009 (7:24 pm) Comment 31 comments

Fluffy Bunny Slippers of Doom

Things are afoot, and it's not just novelty slippers either. We've had a bit of a reorganize. Also started thinky arty. Or at least artier, with lighting.

Author Steve YorkshireRifles Acaster Date 06/15/2009 (2:52 am) Comment 14 comments

Thmexthy Lewt

Thmexthy Lewt - as a girl once described the spoils of a WoW raid to me. T3D Beta1 certainly does show good promise. I has shiny things, and now it has my AI shooting the pants off one another. As porting goes it was a fairly painless test.

Author Steve YorkshireRifles Acaster Date 05/06/2009 (3:34 am) Comment 12 comments

Tris Versus Textures

Further comparison test between polysouped DTS tris count and texture sizes. Facades are dropped in favour of a fully exploreable urban environment. Tris count is multiplied by 5. Performance goes up! Also, Badgers.

Author Steve YorkshireRifles Acaster Date 04/15/2009 (6:25 pm) Comment 30 comments

It's Teh Economy Stoopid

Actually, it's the lightmaps. Map crashes on export? Bets are it's the lightmaps. Funny dark cuts along the edges of the brushes visible from certain angles and certain distances? Not brush borders, but lightmap borders.

Author Steve YorkshireRifles Acaster Date 04/06/2009 (10:15 pm) Comment 31 comments

Textured Chaps

Been hard at it with sorting my human player, AI and weapon models out. No longer are they mere blobs of coloured mesh.

Author Steve YorkshireRifles Acaster Date 03/02/2009 (10:54 pm) Comment 8 comments

Environment Completed ... sort of

After 11 months of trial and error, I've created a working methodology for building large scale and fairly detailed urban and rural environments consisting of 1600m/1 mile of explorable DIF, 500+ models, long visibility, and good performance.

Author Steve YorkshireRifles Acaster Date 01/23/2009 (3:14 am) Comment 10 comments

Dark Night Soul Hammy Melodrama

The ever decreasing list of things to do is .... ever decreasing. In fact we (that's the royal we or the Gollum we, whichever we prefer) are not only down to a single yello...

Author Steve YorkshireRifles Acaster Date 01/08/2009 (10:13 pm) Comment 6 comments

Sweeney Todd

Go on, run 'em over!" "I can't just do that..." "Why not, you're a Policeman, aren't you?" Environment coming along nicely, and fairly satisfied with the trade off of clutter-versus-space....

Author Steve YorkshireRifles Acaster Date 12/09/2008 (2:06 am) Comment 2 comments

We Built This City on Rock and Roll

My new hard drive appears to be working fine, no problems since reinstalling my entire life..... [i]Okay it's a town...

Author Steve YorkshireRifles Acaster Date 11/19/2008 (11:56 pm) Comment 6 comments

Nigou Backup!

Apologies for the truly awful Japlish - at least that's what it sounded like phonetically if not literally .... And how come the japanese don't have their own word for Backup? By d...

Author Steve YorkshireRifles Acaster Date 11/04/2008 (11:10 pm) Comment 4 comments

Bored with Far Cry 2

After four days, I've come to the conclusion that like many big budget releases, it wasn't quite what it was billed as ..... Nice game world, very pretty graphics, plenty of space to explore. And i...

Author Steve YorkshireRifles Acaster Date 10/30/2008 (12:22 pm) Comment 10 comments

More Constuction with Constructor

Up to my eyeballs in antibiotics and codine for the last two weeks courtesy of the sinus infection from beyond Hell, I've actually made a fair decent bit of progress. Texturing, using the facades, ...

Author Steve YorkshireRifles Acaster Date 10/24/2008 (4:31 pm) Comment 7 comments

If it's not one thing ...

... then it's err ... more than one thing. So exporting a road system or town enmass (or either in fairly large sections) came to a juddering halt, or more, the model being DTS was the judde...

Author Steve YorkshireRifles Acaster Date 10/13/2008 (8:59 pm) Comment 12 comments

Pink Eye!

There's a Cartman quote somewhere in that title... I figured that the whites of my eyes turned bloodshot like a Christopher Lee movie from the swinging sixties was a clear hint I was spendin...

Author Steve YorkshireRifles Acaster Date 09/24/2008 (11:22 pm) Comment 3 comments

Content, Stuff and Bouncing Bombs

Still hammering away at good old (and free) Blender creating urban content with an eye for making objects which you'd expect to see but that block raycasts and projectiles - otherwise they'd just be a...

Author Steve YorkshireRifles Acaster Date 08/24/2008 (4:18 pm) Comment 5 comments

Walk and Chew Gum Conundrum

Actually run an aim-down-sight animation so that when the player looks up and down it aligns correctly with the eye node. It ain't as straight forward as it sounds... This counts as multi-ta...

Author Steve YorkshireRifles Acaster Date 08/06/2008 (4:44 pm) Comment 9 comments

8 Million Shades of Brown

My first developed game was a text adventure on the Spectrum 48k, way back in the early-to-mid-1980s (history's greatest decade!). The humble Specky, brainchild of boffin Sir Clive Sinclair (when inve...

Author Steve YorkshireRifles Acaster Date 07/12/2008 (11:30 pm) Comment 2 comments

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