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Re: Project Aftershock
Posted: Wed Aug 10, 2011 8:56 am
by nevarim
very good model, compliments
waiting for game news
Nevarim
Re: Project Aftershock
Posted: Thu Aug 11, 2011 2:46 am
by duststorm
This game is really full of eyecandy. Can't wait to see more.
Is there already a light scattering shader in it, or are you planning on doing one?
Re: Project Aftershock
Posted: Thu Aug 11, 2011 2:57 am
by yapdakilla
Thanks duststorm, nevarim,
We do not have a light scattering shader in it yet though. Might plan to include SSDO in the future for testing since we already have SSAO. Also looking into other techniques like cryengine's light propagation volume. But those are on the wish list only for now.
For now we're planning to rework our engine tools as it's getting pretty outdated.
Re: Project Aftershock
Posted: Sun Aug 14, 2011 6:49 pm
by yapdakilla
Re: Project Aftershock
Posted: Sun Aug 14, 2011 7:29 pm
by jacmoe
I've run out of superlatives a long, long time ago!
Re: Project Aftershock
Posted: Fri Aug 19, 2011 11:00 am
by duststorm
Simply wow,
The light from the sky is a bloom effect I presume?
Re: Project Aftershock
Posted: Sat Aug 20, 2011 2:43 pm
by yapdakilla
Hi duststorm,
The light from the sky is from the HDR+Bloom effect from the skybox.
Re: Project Aftershock
Posted: Sun Oct 09, 2011 9:00 am
by yapdakilla
Just created some fictional logos to be placed around the modern day city track theme blocks.
Re: Project Aftershock
Posted: Sun Oct 09, 2011 10:34 pm
by chaosavy
fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too?
Re: Project Aftershock
Posted: Sun Oct 09, 2011 10:50 pm
by spacegaier
chaosavy wrote:fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too?
Like that idea. Is a win-win
: You have more ads and it helps the libraries in terms of spreading the word about them!
Re: Project Aftershock
Posted: Mon Oct 10, 2011 3:46 pm
by Slappy
spacegaier wrote:chaosavy wrote:fixional logos look great, but.. why not throw Ogre (and other 3rd party libraries you might be using) logo in there too?
Like that idea. Is a win-win
: You have more ads and it helps the libraries in terms of spreading the word about them!
This is really cool idea!
Also I would love to have my product's logo [Graphical Installer - see my signature] in your game! I can offer you one license for placing my logo!
Do you accept such commercial ideas?
Re: Project Aftershock
Posted: Tue Oct 11, 2011 3:46 pm
by yapdakilla
@chaosavy: yeah definitely plan to include logos of Ogre and other open source tools that we've used to build this game
@Slappy: thats a cool idea, we're not sure yet to accept commercial ideas yet though. Will let you know if we do. But thanks again for the offer!
Anyways heres another update:
Here's a work in progress for the city themed building blocks so far. Just making sure that the models are properly UV-ed and works in the engine. No shader effects like normal maps, window glass reflections yet as well as texture clamping.
Sample block:
made from these tileable block pieces:
Re: Project Aftershock
Posted: Sun Oct 16, 2011 5:07 pm
by yapdakilla
Started working on these basic road blocks which will be the base template for more advanced road blocks later on like racing under tunnels or bridges.
Re: Project Aftershock
Posted: Sun Oct 16, 2011 5:16 pm
by Mind Calamity
The game looks absolutely stunning on the screenshots, can't wait for a video. This is one of the best OGRE Games ever if not the best, in the graphics field.
Re: Project Aftershock
Posted: Thu Dec 29, 2011 5:41 am
by rsn10100
I've been playing the damn Hi-Octane game in DOSBox for what seems like forever... Just found this thread and now I wish I could play Aftershock instead...
Re: Project Aftershock
Posted: Wed Jan 18, 2012 4:21 am
by yapdakilla
Re: Project Aftershock
Posted: Wed Jan 18, 2012 8:28 am
by rsn10100
You've got some serious skill, but I think those traffic lights have the colors in the wrong places.
Or is that how they are where you're from?
Re: Project Aftershock
Posted: Wed Jan 18, 2012 8:48 am
by yapdakilla
Hey thanks for pointing that out
Fixed!
Re: Project Aftershock
Posted: Sat Jan 28, 2012 4:53 pm
by yapdakilla
Re: Project Aftershock
Posted: Sat Jan 28, 2012 6:15 pm
by madmarx
Seeing the blender ads.. it is plain great. If I were a developer, I would be damn proud to see a commercial like that in a great game like yours.
Re: Project Aftershock
Posted: Sun Jan 29, 2012 12:12 am
by rsn10100
Like the new sky map. Looking awesome as usual.
Re: Project Aftershock
Posted: Sun Jan 29, 2012 12:38 am
by Mind Calamity
I think you guys could add interior mapping to the buildings, it would be a great, optimized way to add that extra touch that every game with buildings needs!
http://www.ogre3d.org/forums/viewtopic.php?p=250311
Re: Project Aftershock
Posted: Sun Jan 29, 2012 3:24 am
by yapdakilla
@Mind Calamity: Hey thats a great idea, thanks for pointing that interior mapping idea out. Would've missed it if you didnt.
Re: Project Aftershock
Posted: Tue Jan 31, 2012 9:10 am
by yapdakilla
Started using the props to assemble a test level. Here's some early screenshots:
Re: Project Aftershock
Posted: Tue Jan 31, 2012 9:32 am
by Mind Calamity
yapdakilla wrote:Started using the props to assemble a test level. Here's some early screenshots:
Very impressive as ususal!
BTW What are you using for baking ambient occlusion and stuff ?