Game Development Community

Showing off cliffs video

by Konrad Kiss · in Game Design and Creative Issues · 11/06/2008 (10:16 am) · 19 replies

Hi all,

I wanted to show off a fresh video of the BG Cliff Construction Kit in action.

This plays on a map called Barrens based on the RRGTS demo map ST_Gilabutte in the Sticks and Twigs pack. The cliffs use 5 shapes, 1 texture, and the replicator creates about 200 shapes overall. The kit is coming out tomorrow. I hope you like the video!



#1
11/06/2008 (10:51 am)
Konrad it looks really good.

It has that Ut map feeling, Im looking forward to the release.
#2
11/06/2008 (11:40 am)
Thanks Christian! The release should be tomorrow, if everything goes as planned. :)
#3
11/06/2008 (11:44 am)
Ya that looks really crazy! Great Work!
#4
11/06/2008 (12:20 pm)
How about some explosions/walking on top of the cliffs? Be neat to see collision.
#5
11/06/2008 (12:54 pm)
Sure, I'll make another video in a few hours. I gotta put the kid to bed. :)
#6
11/06/2008 (2:02 pm)
Looks fantastic, I'll be picking this pack up :)
#7
11/06/2008 (2:26 pm)
Gareth, I meant to send it to you anyway as my thanks for your material swapping resource. But now, I had to tell! :)
#8
11/06/2008 (3:14 pm)
Hey Konrad,

Looks really good. I agree with the UT vibe. If it would be of any help you can go ahead and include the S&T assets from the GilaButte level in a distributed Barren demo level for the Cliff Constructor Kit. I wasn't sure if you were going to have any demo levels but your welcome to it and appreciate the mention!

Alan
#9
11/06/2008 (3:22 pm)
Alan, thank you very much! I love the Sticks and Twigs pack, and the many missions are a great help to start from something nice!

I'll include the level with the few models with your permission then, and will make sure it's reflected in the credits. Do you have a preference about how I should do that?

Thanks for your generous offer once again!
#10
11/06/2008 (3:25 pm)
No preference at all, a little blurb in the readme would be fine. Good Luck with the Pack!
#11
11/06/2008 (5:18 pm)
@Alan: Thank you, will do!

@Dave: Here's the video I promised. Collision works pretty solid with these shapes as far as I could tell. I only wish Kork could grab onto those ledges. :)


#12
11/06/2008 (7:35 pm)
O.K . Collisions work, Projectiles work. Looks superb Konrad!
Video show above what I thought!
Cant stop thinking about all the new tech youve brought to the TGEA community.
Outstanding work!
#13
11/07/2008 (1:46 am)
@Surge: Glad you like it! But I'm no Ben Garney! :) Thes are just simple objects without collision meshes relying only on polysoup. I've heard that some people had problems with collisions - all I know that these cliffs work fine in vanilla 1.7.1.

There are a number of engine mods in the kit. Other than the two new classes - tsBGCliffStatic and fxBGCliffReplicator, changes are made to get at better ambient shadowing on cliffs, and also to be able to swap materials on them on the fly to make editing easier. Subtle changes are made to other replicators to be able to spawn things on cliffs only for example. Also, terrain material property maps are fixed.

All the changes that are in this kit affect cliffs (most of them the replicator) one way or the other. I don't want you to think that this pack is a silver bullet to all your problems. However, it does fix a few things to get better cliffs. But collision is one thing I didn't touch - it works.
#14
11/07/2008 (2:18 am)
Awesome! Just think how this would look with some nice shadows cast from cliffs to one another! :-) Guess we've to wait for DTS lightmapping. Wish I could code. :-(
#15
11/07/2008 (2:21 am)
To tell the truth, I did try... and I'm gonna continue working on a shader based static soft shadow approach, but it was way too big, I wanted this out the door first.
#16
11/07/2008 (6:38 am)
Im most interested in your Material swapping on the M.A.C.K pack and this Cliff Pack as I know you read from my earlier Plastic tweaker request to Anthony. Ive been endlessly working at my house on this giant SCI FI building for a long time.
And it gets really boring fast closing TGEA and rebooting back up everytime. And I would like to learn more about Shader implementations, and Im hoping that ill be able to grasp more details from your packs.
#17
11/07/2008 (7:12 am)
Ding! Ding! Level up Konrad. With collisions working this is a must-have. I know they are only DTS shapes, but they do look purty and performance seems high.
#18
11/07/2008 (11:10 am)
Just writing to let you guys know that the release date of the Kit is changed to Nov 8, Saturday (tomorrow), because I'm still tweaking stuff to be more user friendly + I found a smaller inconvenience to fix. I've also decided to include more information in the docs about the various aspects of the Kit, especially effectively using the cliff replicator. A tutorial-like walk-through is also underway.
#19
11/09/2008 (6:39 am)
Yey! With a little delay, it's finally out. Check out the release blog here.