Comparison screenshots - Old and new
by Dave Slezak (Ninjadave) · 07/22/2009 (11:12 pm) · 8 comments
First off I'm going to apologize again for a rather embarrassing compiler mix-up. I was completely stumped for 2 weeks thinking Visual 2005 Express was utterly messed up.
During that time we got new character models, more props, and a few other things I'm saving until they are refined.
I 'really' intended to get a video ready for this blog but we ran into a few snags. After we got our composer to record several epic recordings, the mic decided it didn't want to work well anymore and we got a bunch of muffled noises and screeches. Videos are much better with music. :(
Anyways, onto the Gull City map:

"Someone" around the GarageGames community inspired me to add SSAO by Ubiq visuals into the build.
Naturally I jumped on it when I could and managed to get these results.
Its fairly subtle outside, but indoors it really gets the look.

I also ended up changing the lighting and color tones. I'm not entirely sure why, I'm thinking I can't make up my mind on which I like more.
Unfortunately the architecture hasn't changed a whole lot. We're still deciding if this should be made as a spawn point or cut it out completely and open up another section of the map.

This area was re-done. We hollowed out the building, blew part of it up (Obviously), and added some support beam props. (Not to mention rubble.)
After much consideration, we kept the stick figure graffiti.
Instead of posting a million pictures, I added more screen-shots as links:
Tank and building
Tank and building 2
Rubble close-up
Rubble close-up 2
Mech close-up
Mech close-up 2
If you've been following our progress here, your probably thinking why we're only showing one map, and simply fixing it over and over.
Well honestly we have several maps, all of which we do plan on showing off soon enough. (Some need heavy refinement...)
If you've been following us on Moddb, sorry about the lack of updates. We're polishing up something nice for anyone keeping watch of us there.
During that time we got new character models, more props, and a few other things I'm saving until they are refined.
I 'really' intended to get a video ready for this blog but we ran into a few snags. After we got our composer to record several epic recordings, the mic decided it didn't want to work well anymore and we got a bunch of muffled noises and screeches. Videos are much better with music. :(
Anyways, onto the Gull City map:

"Someone" around the GarageGames community inspired me to add SSAO by Ubiq visuals into the build.
Naturally I jumped on it when I could and managed to get these results.
Its fairly subtle outside, but indoors it really gets the look.

I also ended up changing the lighting and color tones. I'm not entirely sure why, I'm thinking I can't make up my mind on which I like more.
Unfortunately the architecture hasn't changed a whole lot. We're still deciding if this should be made as a spawn point or cut it out completely and open up another section of the map.

This area was re-done. We hollowed out the building, blew part of it up (Obviously), and added some support beam props. (Not to mention rubble.)
After much consideration, we kept the stick figure graffiti.
Instead of posting a million pictures, I added more screen-shots as links:
Tank and building
Tank and building 2
Rubble close-up
Rubble close-up 2
Mech close-up
Mech close-up 2
If you've been following our progress here, your probably thinking why we're only showing one map, and simply fixing it over and over.
Well honestly we have several maps, all of which we do plan on showing off soon enough. (Some need heavy refinement...)
If you've been following us on Moddb, sorry about the lack of updates. We're polishing up something nice for anyone keeping watch of us there.
About the author
Recent Blogs
• Another article!• A Real Blog!
• Sneak Peek Screen-shots
• Re-works and refinements
• More work done!
#2
07/23/2009 (7:45 am)
looking good!, where is the download link? :D
#4
As Britt linked, I'll upload the project onto Moddb when it is done.
I'll also be sure to link everyone at GarageGames to it too. I think some constructive criticism from Torque developers would be very helpful for my dev team.
07/23/2009 (8:38 am)
@Javier and Britt: We don't have a release yet, but we are 'very' close to getting the first build out there.As Britt linked, I'll upload the project onto Moddb when it is done.
I'll also be sure to link everyone at GarageGames to it too. I think some constructive criticism from Torque developers would be very helpful for my dev team.
#5
07/23/2009 (8:42 am)
SSAO really works well for that kind of gritty-realism you have going on. Nice work.
#6
07/23/2009 (11:57 am)
This is incredible!
#7
07/23/2009 (3:20 pm)
SSAO made it loot a lot better but I would say needs some tuning. looks like it is a little to dark in some areas.
#8
07/23/2009 (3:21 pm)
Great Job! Looks great, especially just for TGE! 
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