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Re: Project Aftershock

Posted: Tue Jan 31, 2012 2:44 pm
by Nodrev
As allways, your screenshots deserves the awesome quality of your project!
That's a very good job!

Re: Project Aftershock

Posted: Tue Jan 31, 2012 2:50 pm
by yapdakilla
@MindCalamity: Currently there are no baked ambient occlusion or lightmaps, the soft shadows are just screen space ambient occlusion as the city is built out of many smaller pieces and the end goal is to make every effect such as lighting real time.

Re: Project Aftershock

Posted: Thu Feb 02, 2012 7:51 am
by yapdakilla
Update on the city theme car model. Have yet to import it into the engine.

Image

Re: Project Aftershock

Posted: Thu Feb 02, 2012 9:21 am
by rsn10100
Looks nice.

You should put some celebrity (like Justin Bieber) getting out of that thing and running across the track so that each lap we get a chance to run him over. :lol:

Re: Project Aftershock

Posted: Mon Feb 06, 2012 3:57 am
by yapdakilla
Hi guys,

Heres an update of the demo track done using the city themed blocks:

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage

Re: Project Aftershock

Posted: Mon Feb 06, 2012 11:39 am
by Mind Calamity
:shock: :shock: :shock: :shock: :shock: :shock:

Enough of a compliment ? :D

Great job putting that environment together, it looks very slick!

BTW - How did you put it together ? Is it modeled as a whole scene in a modeler and then loaded in your game, or do you have a custom editor to connect the roads from the pieces of road you posted in a previous image ?

Re: Project Aftershock

Posted: Mon Feb 06, 2012 2:35 pm
by yapdakilla
@Mind Calamity: The models are built as reusable pieces in Blender3d then imported into the engine which includes both buildings and road pieces as seen in this post: http://www.ogre3d.org/forums/viewtopic. ... 25#p441849. After that its all about mixing n matching the pieces together :)

Re: Project Aftershock

Posted: Mon Feb 06, 2012 6:10 pm
by duststorm
Does placing road pieces build a track for the AI automatically, or do you need to add that manually in the editor, eg. by placing splines. I can imagine that you 'd have to place additional game logic markers like checkpoints, finish, and track borders.

Re: Project Aftershock

Posted: Tue Feb 07, 2012 9:47 am
by yapdakilla
@duststorm: currently placing road pieces does not build the track for the AI and the editor has a bezier curve editor to draw and define the track path.

Re: Project Aftershock

Posted: Thu Feb 09, 2012 2:49 am
by yapdakilla
Created a quick test run of the city themed track level. Have yet to integrate the real life car model though as that'll take time customizing the car physics.

[youtube]PUSYb2PcaPA[/youtube]

Re: Project Aftershock

Posted: Thu Feb 09, 2012 4:20 am
by rsn10100
Seems kind of naked without sound.

You should add some sort of booster and grapple in some places around the map. That would be cool. :D

Re: Project Aftershock

Posted: Thu Feb 09, 2012 4:50 am
by yapdakilla
We have not worked on the player mechanics such as boosters yet but will get there! :D As for grapple this was the machine that we're planning to implement in the future

[youtube]zGQbNq4p_zE[/youtube]

Re: Project Aftershock

Posted: Thu Feb 09, 2012 5:59 am
by rsn10100
Now that looks awesome. I think it could use some random external plasma beams though. Some small external ones that just burst out every now and then would look cool. :wink: Something that says, "You can not contain me. RAWR!" :x :lol:

Re: Project Aftershock

Posted: Thu Feb 09, 2012 7:21 am
by Mind Calamity
rsn10100 wrote:Now that looks awesome. I think it could use some random external plasma beams though. Some small external ones that just burst out every now and then would look cool. :wink: Something that says, "You can not contain me. RAWR!" :x :lol:
Agreed.

BTW - Somehow your game's graphics really remind me of Unreal Engine's. Very impressive.

But what's more awesome are the vehicle physics. What library are you using for the physics ?

Re: Project Aftershock

Posted: Fri Feb 10, 2012 12:10 am
by yapdakilla
@Mind Calamity: Thanks :D Although the engine features we have is still a long way off from Unreal Engine's. We're using Bullet physics.

Newer test track done using updated post apocalyptic themed track blocks.
[youtube]vJswM-nHbrU[/youtube]

Re: Project Aftershock

Posted: Fri Feb 10, 2012 7:32 am
by Mind Calamity
Amazing thing you've got going, keep it up!

Also, can you maybe give me some tips/hints on how to create a vehicle like yours with Bullet, or maybe even a code snippet ?

Re: Project Aftershock

Posted: Fri Feb 10, 2012 3:12 pm
by chaosavy
awesome!


now make a post apocalyptic shooter :)

Re: Project Aftershock

Posted: Fri Feb 10, 2012 11:41 pm
by rsn10100
It looks awesome! ;)

Just some thoughts here...
One thing that worries me though is how all the narrow roadways will affect game play when more vehicles are added. It's not that there shouldn't be any narrow roads or tracks, but that once other vehicles get added in it might be too difficult to get a good race going. I do think it would be a cool feature of more difficult tracks and maybe if there were smaller "Jet Moto" type vehicles they could have the advantage on those tracks.

Re: Project Aftershock

Posted: Sat Feb 11, 2012 3:40 pm
by yapdakilla
Hi rsn10100, the videos of the levels are showcase levels. Players and track designers are free to build wider or narrow tracks from the set of track blocks available to them with new track piece updates from time to time :)

Re: Project Aftershock

Posted: Sat Feb 11, 2012 7:06 pm
by rsn10100
That's awesomeness! Well, if awesomeness wasn't a word then it is now. :lol:

Re: TRACKVERSE (formerly known as Project Aftershock)

Posted: Fri Feb 17, 2012 8:00 pm
by Mind Calamity
Impressive as always (you never fail at that).

Yapdakilla, if you could help me with this - http://www.ogre3d.org/forums/viewtopic. ... 6&p=451029 I would greatly appreciate it, I need help getting vehicle dynamics like yours in the videos to work.

Keep up the good work! :)

Re: TRACKVERSE (formerly known as Project Aftershock)

Posted: Thu Feb 23, 2012 7:03 am
by yapdakilla
You could ask "lf3thn4d" as he's the programmer for TRACKVERSE :D

Re: TRACKVERSE (formerly known as Project Aftershock)

Posted: Thu Feb 23, 2012 2:58 pm
by yapdakilla
Here's a city theme and post apocalyptic theme track mashup ! :D

[youtube]1yXMoJSu_l8[/youtube]

Re: TRACKVERSE (formerly known as Project Aftershock)

Posted: Sun Feb 26, 2012 5:17 pm
by yapdakilla
Here's an update on the cartoon themed building blocks :D

ImageImageImageImage

Re: TRACKVERSE (formerly known as Project Aftershock)

Posted: Sun Mar 04, 2012 2:45 pm
by yapdakilla
Updates on the toon track work in progress:

ImageImageImageImage