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by Ron Kapaun · 06/16/2013 (8:46 pm) · 31 comments
THIS BLOG IS REMOVED BY THE AUTHOR. THANK YOU FOR VIEWING, SHARING AND DEBATING GAMES AND GAME DEVELOPMENT FOR NEARLY A DECADE. THANK YOU FOR YOUR TIME AND EFFORT OVER THE YEARS. I SEND YOU ALL A MESSAGE OF HOPE THAT EVERYTHING YOU WISH TO ACCOMPLISH WILL COME TO PASS. I TRULY DO. GOOD LUCK, GOD SPEED AND MAY THE BUGS BE EASY TO HUNT, TRACK AND ELIMINATE. I WISH YOU ALL THE BEST OF LUCK. MAY ALL OF YOU ENJOY SUCCESS AND TRULY ENJOY GAME DEVELOPMENT FOR AS LONG AND AS FAR AS YOUR DREAMS, HOPES AND SKILLS CAN CARRY YOU.
RON
RON
About the author
Guy that has been with Torque Game Engines since... well, since here was a Torque Game Engine. (V12 and beyond).
#2
And your military hallways look very much like XIII now.
Glad you don't like COD/MW :-P.
06/16/2013 (10:00 pm)
My favorite game to have this art style is XIII. I loved the cut in comic strips made from what you saw eg. close ups of a falling guy and the "TAP TAP TAP" of foot steps and "TA TA TA TA" of machineguns etc.And your military hallways look very much like XIII now.
Glad you don't like COD/MW :-P.
#3
EDIT: And don't nobody forget Jet Set Radio and sequel!
06/17/2013 (4:41 am)
Wow, I didn't realise that I actually really want this :P. That corridor looks beautiful with the edge rendering! You've managed to capture the Borderlands look really well.EDIT: And don't nobody forget Jet Set Radio and sequel!
#4
it is kinda weird isn it
since you got your freedom back
you seem to make huge steps
anyways, lookin forward to whats next
06/17/2013 (5:21 am)
Lookin great Ronit is kinda weird isn it
since you got your freedom back
you seem to make huge steps
anyways, lookin forward to whats next
#5
06/17/2013 (5:41 am)
NICE! Love that rendering. Great work and video!
#6
06/17/2013 (6:28 am)
Your ruins reminded me of a quest in Oblivion where you went into a painting - for some reason, forests and such using those rendering techniques always seem so strange to me.
#7

Amusingly I keep porting over the OutlineFx resource each time I upgrade my game to a newer version of the engine --- even though I decided not to use it.
It's a bit busy as stock - outlining every blade of grass and whatnot. I believe Konrad Kiss made an object outline resource somewhere in the resources section that is specifically for hightlighting a selected object.
06/17/2013 (7:09 am)

Amusingly I keep porting over the OutlineFx resource each time I upgrade my game to a newer version of the engine --- even though I decided not to use it.
It's a bit busy as stock - outlining every blade of grass and whatnot. I believe Konrad Kiss made an object outline resource somewhere in the resources section that is specifically for hightlighting a selected object.
#8
whats the fps impact with the OutlineFx enabled
if it`s not crippling your game you might wanna consider using it for your game
well it`s your choice
looks pretty :)
06/17/2013 (7:58 am)
@Steve Acasterwhats the fps impact with the OutlineFx enabled
if it`s not crippling your game you might wanna consider using it for your game
well it`s your choice
looks pretty :)
#9
Nice work.....
06/17/2013 (9:19 am)
Please Ron, stop posting these wonderful things, cause I want to add it to my own game....and then it will never be finished.Nice work.....
#10
06/17/2013 (10:14 am)
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#11
Whilst I like it up close it makes everything much darker at distance so objects can become a black silhouette - which is why I decided not to use it for my current project.
Properly transparent materials don't show the outline if I remember correctly, alpha ref materials do.
@ Ron, I think that you can set max size for an objects shadow - at least for players and other dynamic objects. A low size would give a blockier shadow. I think the stock setting is 256.
06/17/2013 (11:14 am)
@ J0linar Performance hit on my system (which is a little below Steam average hardware poll) is 10 fps, so 75 down from 85 in Advanced Lighting with shadows, and high mesh setting.Whilst I like it up close it makes everything much darker at distance so objects can become a black silhouette - which is why I decided not to use it for my current project.
Properly transparent materials don't show the outline if I remember correctly, alpha ref materials do.
@ Ron, I think that you can set max size for an objects shadow - at least for players and other dynamic objects. A low size would give a blockier shadow. I think the stock setting is 256.
#12
06/17/2013 (11:53 am)
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#13
06/17/2013 (12:52 pm)
Hi Ron@ To me -- your corridor and other examples look more and more like TellTale's Walking Dead game style of Art :D ... funny how less realism, can actually increase immersion.
#14
Not that I'm saying it won't suite your game Ron, your vid does look great. I just don't plan on a cartoony game just yet (Not till I can use T3D for an iPhone game that is)
I can see spiderman or some other super Heroes bounding over that city 8-D
Hmm so we could use a code change so we can use standard HLSL? that could be a worthy community project.
06/17/2013 (3:09 pm)
I personally prefer more realism, although the effect suites super hero games and other cartoon type games very well.Not that I'm saying it won't suite your game Ron, your vid does look great. I just don't plan on a cartoony game just yet (Not till I can use T3D for an iPhone game that is)
I can see spiderman or some other super Heroes bounding over that city 8-D
Hmm so we could use a code change so we can use standard HLSL? that could be a worthy community project.
#15
06/17/2013 (8:22 pm)
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#16
So I would not call the default game graphics realistic, realism is much more grey and boring at most times.
06/18/2013 (2:07 am)
I think realism is one of the hardest things to do, that's why most games do not achieve this and also there seems to be not much demand for realism, because hollywood like improved realism seems to sell better.So I would not call the default game graphics realistic, realism is much more grey and boring at most times.
#17
I'm seriously considering revising one of my concepts to a more Borderlandsy art style as well - simply because it appears to give a better reward per effort expended.
06/18/2013 (3:01 am)
IMO graphics that shoot for realism age very quickly. Cartoon-styled games like JSRF still look great today because they look how they're supposed to look.I'm seriously considering revising one of my concepts to a more Borderlandsy art style as well - simply because it appears to give a better reward per effort expended.
#18
06/18/2013 (4:04 am)
@Daniel, I think thats why the recent Call of Juarez: Gunslinger is using this technique, though I would say it doesn't suit it very well, it doesn't look like it was really made for it.
#19
06/18/2013 (9:52 am)
Great job (again) Ron!
#20
06/19/2013 (10:01 am)
Looks really great. I also feel this is easier on my aging eyes (I get the spins from a lot of 3d). I look forward to following your progress on this and look forward to your notes!. 
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