Sneak Peek Screen-shots
by Dave Slezak (Ninjadave) · 06/19/2009 (4:37 pm) · 14 comments
Hi,
I'm Dave, and I'm part of the Crimson Crow development team. If you don't know who we are, we're using TGEA to create a Tactical FPS.
Development has hit a slow spot and we haven't been cranking out new models like we once used to.
Which is quite a shame. But, as I've learned, development has ups and downs and learning how to deal with it is all part of the process.
I know it sounds like an excuse for the coming up screen shots, since many models are still missing and a select few are even un-skinned!
On another note of things. The cover system is coming in quite nicely, but we've run into a few snags.
So, sadly, I do not have a video of it up and running yet. All we have in-game is a temp one. I do have plans for patching up the character and nailing those animations. As I said before, this is our slow spot in development.

This screen shot overlooks the parking lot near the old factory district.
(Whoa! Most of the car models aren't complete. But you can see a downed mech machine on the left. :))

This is inside near the center of the map. Sadly, its all dark and gloomy at the minute. I've been wanting to 'toss' an FX light or something in there, but matching it up to make it look 'just' right can be a challenge in itself!

This is the brand new part of the map. Outlying the city is warehouses and more industrial settings.
This was set up with cement rather than grass, but the foliage decided to be a pain
The road extends for about another kilometer and has small houses/fields on the sides.
Its not the most 'interesting' part of the map, but I have some vehicle code in the works and hopefully it'll be more fun to drive about and crash into stuff.
On other news, we wrapped up another playtesting match last week to get a feel for the rough cover system that was implemented (That will soon be replaced by the better one), as well as some vehicles and refined weapons.
In short, I feel we learned a lot of what could be improved as well as what should be added.
Really though, videos should be on their way!
I'm Dave, and I'm part of the Crimson Crow development team. If you don't know who we are, we're using TGEA to create a Tactical FPS.
Development has hit a slow spot and we haven't been cranking out new models like we once used to.
Which is quite a shame. But, as I've learned, development has ups and downs and learning how to deal with it is all part of the process.
I know it sounds like an excuse for the coming up screen shots, since many models are still missing and a select few are even un-skinned!
On another note of things. The cover system is coming in quite nicely, but we've run into a few snags.
So, sadly, I do not have a video of it up and running yet. All we have in-game is a temp one. I do have plans for patching up the character and nailing those animations. As I said before, this is our slow spot in development.

This screen shot overlooks the parking lot near the old factory district.
(Whoa! Most of the car models aren't complete. But you can see a downed mech machine on the left. :))

This is inside near the center of the map. Sadly, its all dark and gloomy at the minute. I've been wanting to 'toss' an FX light or something in there, but matching it up to make it look 'just' right can be a challenge in itself!

This is the brand new part of the map. Outlying the city is warehouses and more industrial settings.
This was set up with cement rather than grass, but the foliage decided to be a pain
The road extends for about another kilometer and has small houses/fields on the sides.
Its not the most 'interesting' part of the map, but I have some vehicle code in the works and hopefully it'll be more fun to drive about and crash into stuff.
On other news, we wrapped up another playtesting match last week to get a feel for the rough cover system that was implemented (That will soon be replaced by the better one), as well as some vehicles and refined weapons.
In short, I feel we learned a lot of what could be improved as well as what should be added.
Really though, videos should be on their way!
About the author
Recent Blogs
• Another article!• A Real Blog!
• Comparison screenshots - Old and new
• Re-works and refinements
• More work done!
#2
Oh wait, did you mean the fog that covers the building or the bloom that surrounds the building?
I think its hard to actually see the bloom, but you might be seeing something that I'm not.
06/19/2009 (10:51 pm)
Thats just the fog, but it does look way overdone, looking at it again.Oh wait, did you mean the fog that covers the building or the bloom that surrounds the building?
I think its hard to actually see the bloom, but you might be seeing something that I'm not.
#3
06/20/2009 (2:53 am)
I like overused bloom, anyway, looking good, I've been following this project in MODDB.
#4
But other than that, it's looking really good. Keep it up.
06/20/2009 (5:14 am)
I think the bloom is way too much.But other than that, it's looking really good. Keep it up.
#5
06/20/2009 (11:13 am)
The first screenshot totally reminds me of Silent Hill 2, in a good way. Nice work man, looking forward to seeing what comes next.
#6
06/20/2009 (3:53 pm)
Looks great... i like the look.
#7
Our Moddb profile needs to be updated more, but I like to try and balance out exclusive content to the Moddb site and in my blogs here.
I'm glad to hear good remarks on the level look so far.
This will motivate me to create a lot more. :)
06/20/2009 (4:06 pm)
I'll mess with the bloom and fog settings then.Our Moddb profile needs to be updated more, but I like to try and balance out exclusive content to the Moddb site and in my blogs here.
I'm glad to hear good remarks on the level look so far.
This will motivate me to create a lot more. :)
#8
the bloom is a bit much. You might want to tone it down a bit. It looks like the entire environment is covered in smoke.
06/21/2009 (11:52 am)
Looks good Dave. Are you using difs or dts for your landscape?the bloom is a bit much. You might want to tone it down a bit. It looks like the entire environment is covered in smoke.
#9
Reminds me of Fallout 3 and the S.T.A.L.K.E.R. series.
Great "look", keep it up!
06/21/2009 (12:43 pm)
Very nice!Reminds me of Fallout 3 and the S.T.A.L.K.E.R. series.
Great "look", keep it up!
#10
If you need more artist check this out
www.garagegames.com/products/digital-shock
06/21/2009 (2:40 pm)
Looks cool!If you need more artist check this out
www.garagegames.com/products/digital-shock
#11
Obviously its a problem though and will be fixed.
I was attempting to create a 'morning fog' look. Maybe the colors are also giving it a 'smoky' look?
Generally speaking, only the buildings and roads are dif. All other shapes are .dts.
We ran into a lot of issues when we only used .dif shapes.
Digital-Shock looks interesting, but we really don't need any help at this time. Thanks for the offer though.
06/21/2009 (6:20 pm)
Its not bloom per se, its the mixture of the bloom and high level of fog.Obviously its a problem though and will be fixed.
I was attempting to create a 'morning fog' look. Maybe the colors are also giving it a 'smoky' look?
Generally speaking, only the buildings and roads are dif. All other shapes are .dts.
We ran into a lot of issues when we only used .dif shapes.
Digital-Shock looks interesting, but we really don't need any help at this time. Thanks for the offer though.
#12
06/21/2009 (7:27 pm)
@NinjaDave Nice work man! have you tried Ubiq Visuals SSAO shader this would make Pic2 off the chain! It may help the bloom because it adds a slight layer of full screen darkness due to processing this is if you are using 1.7 or 1.8. Anyway I can't wait for your video.
#13
I've tampered with the fog and bloom 'quite' a bit and I think I've got it set to a much better setting, but adding a SSAO shader would definitely help these interiors with the flat looking walls.
06/21/2009 (9:12 pm)
@OmegaDog You've read my mind! I've been looking into that for a few weeks now, and I think that comment just convinced me to check it out.I've tampered with the fog and bloom 'quite' a bit and I think I've got it set to a much better setting, but adding a SSAO shader would definitely help these interiors with the flat looking walls.
#14
06/21/2009 (9:32 pm)
Ubiq version rocks it comes with how-to instructions installs in 5 minutes. And if you read the code you will learn how to access the scene data and apply your own post effects with your own shader. I learn alot from installing this when TGEA 1.7 first came out it totally gave me motivation short lived without content which you have so it should rock your world! My first You tube Video of SSAO used the Ubiq shader in my own CG app, it really is good HLSL code. 
Torque Owner Bryce
Tactical AI Kit