TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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yapdakilla
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

Hi guys just created a flickr account for easier screenshot viewing. Link here:

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
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alienskull
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Re: Project Aftershock (Level 1 video update page 7)

Post by alienskull »

semaphore wrote:well i will say it looks amazing, thou one thing that sticks out to me is she ship looks to cut out from the scene. It doesn't have enough fluidity to it(if that makes sense). Like someone mentioned, i think if it had hover effects and sunk more into the ground when taking sharp corners, that would bring a lot more realism to it. Otherwise its brilliant and i would definitely be more than willing to test:)
I completely agree.. what I think this needs is a particle system for things like sparks from scraping on turns and bottoming-out, and for things like flames from the boosters/levitation systems.

The modeling is superb for both the world/track and the vehicle. It looks amazing. :mrgreen:
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buonnguqua
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Re: Project Aftershock (Level 1 video update page 7)

Post by buonnguqua »

@yapdakilla : How did you "when vehicle go to shadows lightmap it not affect by main light" ?
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yapdakilla
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

buonnguqua wrote:@yapdakilla : How did you "when vehicle go to shadows lightmap it not affect by main light" ?
Well there are no lightmaps used for the level. Its all dynamic lighting which makes it much easier for us to modify lighting on the fly. Currently in our level editor theres only 1 lightsource(sunlight). Will be adding more lights when required. The only lightmap we have so far are ambient occlusion maps. Thats it. Shadow is lispsm+pssm which works really well outdoors.
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Re: Project Aftershock (Level 1 video update page 7)

Post by Ruud v A »

Ah, Flickr is much better than stupid and slow Imageshack.

Just an idea: woudn't it be great to have a kind of heat distortion behind the engines?
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yapdakilla
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

Ruud v A wrote:Ah, Flickr is much better than stupid and slow Imageshack.

Just an idea: woudn't it be great to have a kind of heat distortion behind the engines?
Yeah definitely. Managing all those links in imageshack is becoming quite troublesome too.

I promise you there will be heat distortions and something coming coming out of the craft's arse. haha. Right after we integrate paging geometry into our level editor to support portals and finalize the level details.

p/s: if the youtube vid takes too long to load, theres a downloadable version here at:

http://www.mediafire.com/?yut4mdnamwt
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Liquid Rock Games Sdn. Bhd.
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

Hi guys,

Started working on the craft weaponry while waiting for paging geometry to be integrated into our level editor. First one is the swarm missile launcher, capable of launching multiple missiles at one or several targets at once. Muahaha >:)

Also we've started on our own blog. Will try to document our progress and problems the best we can. http://liquidrockgames.blogspot.com/
So drop by and dont be shy to crit and comment :)

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Last edited by yapdakilla on Wed Feb 25, 2009 2:02 am, edited 1 time in total.
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http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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yapdakilla
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

Here's how the low poly swarm missile launcher would look like at the moment. Until I can come up with more ideas on how to texture it. The weapon is to be mounted on top of the player craft. These old but functional weapons were once used by the military and adapted for this race.

Image

Image

Image

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Halifax
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Re: Project Aftershock (Level 1 video update page 7)

Post by Halifax »

That's looking good, once again! I can't wait to see it mounted on top of the craft. By the way, are there spec maps on those launchers?
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Re: Project Aftershock (Level 1 video update page 7)

Post by yapdakilla »

Hey thanks Halifax. there are spec maps but this is just a render in blender. have yet to test the materials in game.

Also we've just created our own forums. Please drop by and leave a post guys ! :D

http://liquidrockgames.xullum.net/forums/
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
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Re: Project Aftershock (new forums created :) link at page 8)

Post by yapdakilla »

New weapon update, just completed modelling the high poly version for this gun.

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and L3ft_Hand just added basic paging geometry functionality to work with portals in our level editor :D

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Update on the low poly Gatling Gun model with textures.

Image

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Re: Project Aftershock

Post by Lizard »

I'm always totally blown away by the quality of your models, fantastic work keep it up.


I love the visual style you've used aswell.




.... it always makes me feel kind of inadequate when I see work of this calibre though . :lol:
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Re: Project Aftershock

Post by mickeyren »

Hi

I'm curious how you load your levels? I was reading your blog specifically the "The very first track designs..".

Once you guys are done creating the level in blender/custom level editor, do you guys just load the entire level and let OGRE handle everything?

Or do you guys chop it up into sections and load each section individually ?
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Re: Project Aftershock

Post by lf3thn4d »

Hi mickeyren,
We do not have a way to stream/page level data from harddisk at the moment. So we actually load them all up at one go. Besides, a racing title requires that the level is smooth through the whole game. This limitation means that we have to make sure there's no harddisk stalling while the game is in progress.

However as things goes on, we did realized that it is impossible to cope with so much individual detailed objects in the scene. Hence we came up with a custom batch geometry system simmilar to what ogre's StaticGeometry does. Except that our's doesn't split them up with grids and have the capability to save the cache as a mesh files. This greatly improved our batching problem but introduced yet another problem altogether. We found that we ran out of GPU ram really fast due to every single static object end up being unique. To solve this issue, we came up with a way to manually unload batches that is not visible for a certain period of time. However, we do not actually unload like how most streaming paging system does it. We only remove it from video ram into system ram. When it's time to render again, we move it back. It's kind of like what DX is doing when you ask for a managed buffer. Only that we're doing it on a higher level. This produced a little jerk through the scene though. We're leaving it as acceptable at the moment. I might get back into that later when it is really a problem.

Hope this help. :)
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Re: Project Aftershock

Post by Halifax »

lf3thn4d wrote:Hi mickeyren,
We do not have a way to stream/page level data from harddisk at the moment. So we actually load them all up at one go. Besides, a racing title requires that the level is smooth through the whole game. This limitation means that we have to make sure there's no harddisk stalling while the game is in progress.

However as things goes on, we did realized that it is impossible to cope with so much individual detailed objects in the scene. Hence we came up with a custom batch geometry system simmilar to what ogre's StaticGeometry does. Except that our's doesn't split them up with grids and have the capability to save the cache as a mesh files. This greatly improved our batching problem but introduced yet another problem altogether. We found that we ran out of GPU ram really fast due to every single static object end up being unique. To solve this issue, we came up with a way to manually unload batches that is not visible for a certain period of time. However, we do not actually unload like how most streaming paging system does it. We only remove it from video ram into system ram. When it's time to render again, we move it back. It's kind of like what DX is doing when you ask for a managed buffer. Only that we're doing it on a higher level. This produced a little jerk through the scene though. We're leaving it as acceptable at the moment. I might get back into that later when it is really a problem.

Hope this help. :)
These levels are going to be static, correct?

Your best bet might be using a grid-based PVS set like Insomniac used in Rachet and Clank: Future Tools of Destruction: http://insomniacgames.com/tech/articles ... lusion.pdf
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Re: Project Aftershock

Post by lf3thn4d »

Yes they're all static. :)

We've considered PVS before. However that strategy requires a lot of preprocessing and may not batch up optimally enough. Adding on to that it's limited to environments that works in a grid like fashion. This means level design iteration is slower and may not produce the optimal result that is required.

So instead of this, we're using the PCZSM for a more manual approach. It's working pretty well at the moment. There's still some quirks with the shadowing but I'll be tackling that soon. But overall, I believe this is a much more better solution for us even in the future when we need to mix indoor and outdoor environments. ;)

I believe the art of optimizing is still better done by the artist/level designer, as they have a better general knowledge of how the level looks like and what they want players to see at a particular location. PVS is a pretty old technique that has proven to take way too much time and too much disk space. Not a very good solution for an ever changing level design where we want to make it as fast as possible.

Thanks for the link. It's a valuable add-on to my journals and articles collection. :)
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Re: Project Aftershock

Post by yapdakilla »

Hi guys, heres how the level looks like now with paging geometry integrated into our level editor as a mesh painting tool. Added wild grass, pebbles, debris and fallen leaves. No water effects though Left_hand is still working on it.
Last edited by yapdakilla on Wed Apr 08, 2009 4:32 am, edited 1 time in total.
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Re: Project Aftershock

Post by Xavyiy »

Awesomeee!!!
But.. we want a video :)!
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Re: Project Aftershock (updated shots btm page 8-lotsa pics)

Post by yapdakilla »

Haha Xavyiy I think we will release the video once the whole level is completed with some gameplay elements.Not sure if I can survive another 1 GB vid upload to youtube :shock: . But anyways I've updated the Flickr album. New shots are titled with PagingGeoShots.

Image
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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Re: Project Aftershock (updated shots btm page 8-lotsa pics)

Post by scratchyrice »

Not sure if I can survive another 1 GB vid upload to youtube
Lol yeah, Tell me about it.
This is awesome tho, Keep up the good work!

Cheers

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Re: Project Aftershock (updated shots btm page 8-lotsa pics)

Post by bharling »

10 / 10 - faultless!

Your integration of PagedGeometry looks really good. Cant wait to play this :)
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Re: Project Aftershock (updated shots btm page 8-lotsa pics)

Post by MCin22 »

It's looks like a very good and very cool game :D . Graphics with PG look even more amazing :D .
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Re: Project Aftershock (updated shots btm page 8-lotsa pics)

Post by yapdakilla »

Ok heres the video which has paging geometry in it.Craft speed has been increased 50% . File size is about 130mb .

A little explanation on the craft speed in game. The crafts in Aftershock generally do not have boosters but the way the craft speed can be increased is by controlling power distribution between the engine output and shield output.

If the player increases his craft shield output capacity (for example key "Q") energy is diverted from the craft engines and thus his craft's shields is strengthened and regenerates faster but at the cost of maximum speed. For example shield output increases 300% max but crafts max speed reduced by 50%

Similarly if the player increases his craft engine output capacity (for example key "E") energy is diverted from the shields to engines and thus his craft's maximum speed is increased but at the cost of lower shields. For example engine output increases max speed by 300% shield output reduced by 50%

Think of this of this energy distribution similar to manual control.

The video download is available at:

click on pic to download from FileFactory
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Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
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Re: Project Aftershock (video with paging geo DL btm page 8)

Post by yapdakilla »

Hi guys just to let you know we've just created our own youtube channel at

http://www.youtube.com/user/LiquidRockGames

also a small vid post update with the craft engine flames

http://www.youtube.com/watch?v=HtX0YKuf ... age&fmt=22
Image
http://TrackVerse.net

Nakama Studios Sdn. Bhd.
http://nakama-studios.com

Liquid Rock Games Sdn. Bhd.
http://www.liquidrockgames.com
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