TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
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- Kobold
- Posts: 31
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Re: Project Aftershock
You are a rocker really !
Homebrew party is the next power in the gaming scene !
nice visual work !
Homebrew party is the next power in the gaming scene !
nice visual work !
- chaosavy
- Silver Sponsor
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Re: Project Aftershock
Looks awesome! And it is a great motivator for me to keep on struggling with my own project.
thanks!
thanks!
Visit http://www.VoidDestroyer.com to check out my space sim project - Void Destroyer
- yapdakilla
- Goblin
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Re: Project Aftershock
Thanks chaosavy and xsx,
Your encouragement is great motivation to keep us working on our own project even though we're still struggling to get it out
Your encouragement is great motivation to keep us working on our own project even though we're still struggling to get it out
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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- Gnoblar
- Posts: 5
- Joined: Thu Jul 30, 2009 7:34 am
Re: Project Aftershock
This project looks amazing.
Could you give us novice shader programmers some ideas as to how you created your main shader for the models. I am really interested in your approach to handle normal and parallax mapping and how you manage 3 light sources.
Could you give us novice shader programmers some ideas as to how you created your main shader for the models. I am really interested in your approach to handle normal and parallax mapping and how you manage 3 light sources.
- xadhoom
- Minaton
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- Gnoblar
- Posts: 5
- Joined: Thu Jul 30, 2009 7:34 am
Re: Project Aftershock
thanks for the link. its an interesting read.
but still no information as to the implementation of their shader.
but still no information as to the implementation of their shader.
- xadhoom
- Minaton
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- x 1
Re: Project Aftershock
Ok, only a superficial discussion about their multi material shader.
Do you want shader code?
What especially are you looking for? There is e.g. a neat shader phong/normal/AO map shader in the wiki by nullsquared:
http://www.ogre3d.org/wiki/index.php/No ... ing_Shader
xad
Do you want shader code?
What especially are you looking for? There is e.g. a neat shader phong/normal/AO map shader in the wiki by nullsquared:
http://www.ogre3d.org/wiki/index.php/No ... ing_Shader
xad
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
- x 12
Re: Project Aftershock
Hi Naxel,
Thanks for liking our project. Unfortunately we can't provide the method on how we did our shaders. It's very specific to our engine and uses many custom properties and special material generation.
However, the techniques are pretty straight forward stuffs. As long as you understand how shader and lighting works, it's just a matter of mix and match of shaders. The parallax technique we used is the cheapest technique described in this(http://www.cs.ualberta.ca/~keith/610/pa ... apping.pdf) paper.
For light source, I previously wrote a shader that handles 3 lights at once. However, I've soon dropped it due to lack of registers for other more important stuffs like shadow and environment maps. So now for each light, I use a new pass to additively lit them. The only special case is the directional light where I combine it with the base ambient pass for optimization. This obviously comes at the cost of not being very optimal when we don't need it. However, one can always write another special case shader for objects you know will never see sun light.
Thanks for liking our project. Unfortunately we can't provide the method on how we did our shaders. It's very specific to our engine and uses many custom properties and special material generation.
However, the techniques are pretty straight forward stuffs. As long as you understand how shader and lighting works, it's just a matter of mix and match of shaders. The parallax technique we used is the cheapest technique described in this(http://www.cs.ualberta.ca/~keith/610/pa ... apping.pdf) paper.
For light source, I previously wrote a shader that handles 3 lights at once. However, I've soon dropped it due to lack of registers for other more important stuffs like shadow and environment maps. So now for each light, I use a new pass to additively lit them. The only special case is the directional light where I combine it with the base ambient pass for optimization. This obviously comes at the cost of not being very optimal when we don't need it. However, one can always write another special case shader for objects you know will never see sun light.
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
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Re: Project Aftershock
Update on the props for the 2nd level, this time some sunken ships:
Currently working on a track racing through a derelict ship engine.
Currently working on a track racing through a derelict ship engine.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
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Re: Project Aftershock
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xadhoom
- Minaton
- Posts: 973
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- x 1
Re: Project Aftershock
With the nice AO maps these shots look really good I also like this post-modern style!
Are this engines are going to be activated during the race?
xad
Are this engines are going to be activated during the race?
xad
- lf3thn4d
- Orc
- Posts: 478
- Joined: Mon Apr 10, 2006 9:12 pm
- x 12
Re: Project Aftershock
It's supposed to be a broken sunken ship. So the engines won't be activated. However, there will be sparks flying around.
- Kyle_Katarn
- Halfling
- Posts: 92
- Joined: Tue Jul 21, 2009 7:51 am
- Location: Australia
Re: Project Aftershock
Oh good god, this is absolutely stunning! Please keep us up to date on this! As a matter of interest, what physics engine are you using?
- lf3thn4d
- Orc
- Posts: 478
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Re: Project Aftershock
Thanks. We're using bullet physics.
- yapdakilla
- Goblin
- Posts: 207
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Re: Project Aftershock
Ship interior update 2:
Here's a Blender3D render on a partially textured ship interior. Will be adding additional detail using detail maps once in game to enhance the details.
Here's a Blender3D render on a partially textured ship interior. Will be adding additional detail using detail maps once in game to enhance the details.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- Kyle_Katarn
- Halfling
- Posts: 92
- Joined: Tue Jul 21, 2009 7:51 am
- Location: Australia
Re: Project Aftershock
Wow, its looking great so far. Keep it up
- yapdakilla
- Goblin
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Re: Project Aftershock
Thanks Kyle_Katarn
Ship Interior update 3: Lighting tests
Here's a rough lighting idea for this part of the track to convey the feeling of a dark and dank environment. Image rendered in Blender3D. Will be destroying parts of the interior later on and adding the race track in.
Ship Interior update 3: Lighting tests
Here's a rough lighting idea for this part of the track to convey the feeling of a dark and dank environment. Image rendered in Blender3D. Will be destroying parts of the interior later on and adding the race track in.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xadhoom
- Minaton
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Re: Project Aftershock
I think the lighting in this scene could be improved with some long streaking shadows and dark areas to let it look more "unstable".
xad
xad
- yapdakilla
- Goblin
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Re: Project Aftershock
xadhoom: Will look into selecting certain lights for shadow to give some depth to the scene. At this point of time our spot and omni lights have no shadow. Only sun light. Will definitely look into that matter.
Anyways here's an update on how the ship interior looks like within the level editor plus detail maps with some test lights. no ambient occlusion map yet though as the model is not fully completed yet. Lighting will be further tweaked when the entire track is set up and finalized.
Anyways here's an update on how the ship interior looks like within the level editor plus detail maps with some test lights. no ambient occlusion map yet though as the model is not fully completed yet. Lighting will be further tweaked when the entire track is set up and finalized.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
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Re: Project Aftershock
Tweaked the omni and ambient lights for more contrast in the scene for player to focus their view towards the center+colored specular maps.
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
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Re: Project Aftershock
Hi guys, we've just launched our own twitter site at http://twitter.com/LiquidRockGames where we'll be posting our dev updates live!
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
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Re: Project Aftershock
Lf3T-Hn4D just posted an update on his awesome Track Node Editor on our blog.
http://liquidrockgames.blogspot.com/200 ... ditor.html
Excerpt:
"Over the week I've been working on a very important feature; Track system. The need for this system was due to requirements of a racing game. In a racing title, we need to know if our player craft is inside or outside of the track. We also need to know how to respawn back into the track. Last but not least, we need to have a way to know if a player has finished a lap..........."
http://liquidrockgames.blogspot.com/200 ... ditor.html
Excerpt:
"Over the week I've been working on a very important feature; Track system. The need for this system was due to requirements of a racing game. In a racing title, we need to know if our player craft is inside or outside of the track. We also need to know how to respawn back into the track. Last but not least, we need to have a way to know if a player has finished a lap..........."
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
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- Location: Malaysia
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Re: Project Aftershock
Lf3T-Hn4D just posted an update the craft teleport fx on the dev blog:
http://liquidrockgames.blogspot.com/200 ... ffect.html
Excerpt:
"While waiting for my code to compile, I started thinking how we want to do re-spawn effect. Blinking the player craft directly into the track is downright ugly. Hence, I though having some teleporting effect would be cool....."
http://liquidrockgames.blogspot.com/200 ... ffect.html
Excerpt:
"While waiting for my code to compile, I started thinking how we want to do re-spawn effect. Blinking the player craft directly into the track is downright ugly. Hence, I though having some teleporting effect would be cool....."
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
- Contact:
Re: Project Aftershock
http://TrackVerse.net
Nakama Studios Sdn. Bhd.
http://nakama-studios.com
Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
- xavier
- OGRE Retired Moderator
- Posts: 9481
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- x 22
Re: Project Aftershock
(In case anyone is wondering, this "Xavier" person posting comments in those entries is not me -- for example, I don't have a clue what "Wipeout HD" is...)
That aside, it's mightily impressive what you two are pulling off here.
That aside, it's mightily impressive what you two are pulling off here.