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grsaaynoel's Avatar
grsaaynoel grsaaynoel is offline
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Hi all.
I have been picking DukDuk apart and rebuilding it for the new Apricot improved BGE. I have pretty much gone back to the drawing board, re-modelling and texturing every bit. I have also started the logic from scratch too, using servo motion and states et al, and much, much better animation

HERE is the most recent WIP. I will update it as I go along.
http://www.glennmelenhorst.com/misc/...rsion2_WIP.rar

VIMEO...
http://www.vimeo.com/2304408

I hope to enter it in the upcoming BGE competition.







It now has no pre-rendered lighting and I have re-worked all the textures to include Spec and Normal maps.

Here's the old DukDuk on Youtube.. http://au.youtube.com/watch?v=HXT2q2EY94I

Cheers,
Glenn
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Last edited by grsaaynoel; 14-Dec-08 at 21:02.
#1   Old 15-Nov-08, 12:26   
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fobsta fobsta is offline
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Glad to see to this resurrected and it's looking as fantastic as ever.

Hope you find the energy to 'finish' it.
#2   Old 15-Nov-08, 12:33   
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This game definitely the probable winner ! I will voting for this
#3   Old 15-Nov-08, 12:42   
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JESUSFRK14 JESUSFRK14 is offline
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It looks awesome with the GLSL!!!
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#4   Old 15-Nov-08, 12:42   
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Man, this is good to hear!

How are you finding it performance wise? With all this new GLSL stuff and bug fixes I'm interested to know how it compares to the older engine.

I bet that by the time march comes along you could easily have a game of commercial quality and length. Are you also thinking of adding more levels?
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#5   Old 15-Nov-08, 12:44   
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HyperReal HyperReal is offline
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Excellent work thus far. Do I have to buy the Apricot DVD to get the Apricot Blender Build?

Last edited by HyperReal; 15-Nov-08 at 14:09.
#6   Old 15-Nov-08, 14:07   
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fobsta fobsta is offline
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Excellent work thus far. Do I have to buy the Apricot DVD to get the Apricot Blender Build?
I think the official Blender 2.48a is the final Apricot Blender version.
#7   Old 15-Nov-08, 16:56   
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Deloince JP Deloince JP is offline
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Hi Glenn, Grsaaynoel,
Very good news for all these changes! I feel that the use of the tool smooth tends to soften
the ground level, I prefer the former was more dynamic in form. With this number of face you
might be modeling some details in the rock rather than make a smooth overall.

Continue unabated, do not stop your project, I encourage you!
Jean-Pierre deloince
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#8   Old 15-Nov-08, 19:35   
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And I thought the first one was awesome..
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#9   Old 15-Nov-08, 19:42   
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I knew this was coming...! Great work Glen, as always. One question, are all the shadows in the scene realtime? If they are, it may be better to bake them onto the textures and use the light layers option to gain a bit more performance. Other than that, great work! Now the contest is gonna be a lot harder...
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#10   Old 15-Nov-08, 19:53   
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nirmaldavid nirmaldavid is offline
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Love the style Glenn....
awesome stuff...
The only thing that caught my eye is the fact that the character doesn't have ground shadows...
but everything is top class...
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#11   Old 15-Nov-08, 20:57   
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kay_Eva kay_Eva is offline
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Lovin' it lovin' it =)
#12   Old 15-Nov-08, 22:31   
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grsaaynoel grsaaynoel is offline
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Thanks everyone,

AD-Edge,
So far the performance has been pretty good. I have added more verts to the level, DukDuk himself and to a few other characters. It has been much more simple to set up the AI on the yellow dots than before now that ray and radar seem to work reliably, and the characters are more robust, not pining off into the air or popping through walls. Nice all round. I don't know how many more levels I'll do, that's a time consideration as I'm also busy with work and family.

Jean-Pierre,
I agree that the landscape needs more care. I was adding resolution to see how the updated BGE performs. I will definitely add, remove geometry where it's needed.

tb1 alexc,
The lights are real-time at present. What is the light layers option? I did a search but didn't find much.

Nirmaldavid,
I have used shadow casting lights sparingly on this level. He does have them but only when he walks through a spot. I noticed in Yo-Frankie they have a spot casting shadow only that is linked to him but I don't know how they occluded the light from trees etc as he passes under them. I guess you could turn shadow casting off for the props but I'd like them to cast under the "Stage lighting" light sources but not the "character's spot" and I'm not sure the BGE can do this.


Now, back to that tangle of logic. Man I wish the BGE used nodes.

Glenn
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#13   Old 15-Nov-08, 23:13   
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tb1alexc tb1alexc is offline
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Here you go...

Basically what it does, is sets the light to only cast shadows from / onto objects on its own layer, which is really helpful when you just want to have a dynamic shadow on the character, and renderbake everything else to save processing power

Any chance of a closer look at the new and improved DukDuk character? I'm curious to see what he looks like...
Attached Images
File Type: png Light_Layer.png (51.6 KB, 890 views)
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Latest project: Phantom - Blender F1 2009 Entry

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#14   Old 15-Nov-08, 23:48   
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grsaaynoel grsaaynoel is offline
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Hey! That works fantastically. Thanks very much for that.

Glenn
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Last edited by grsaaynoel; 16-Nov-08 at 00:42.
#15   Old 16-Nov-08, 00:35   
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Great looking game. I really have no critiques. I would say that you should set up a version of the levels with baked lights so those with ATI cards will still be able to see some shadows. I can't make you do more work than you already are doing. Keep up the work.

peace,
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#16   Old 16-Nov-08, 02:16   
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Is there any chance we could get a .blend to pick apart?
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#17   Old 16-Nov-08, 03:09   
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Orinoco Orinoco is offline
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And I thought the first one was awesome..
Yeah. Same here. Already a winner.
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#18   Old 16-Nov-08, 03:16   
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kay_Eva kay_Eva is offline
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Quote:
Originally Posted by grsaaynoel View Post



Now, back to that tangle of logic. Man I wish the BGE used nodes.

Glenn
DUDE I've been saying that for MONTHS!! But noone believes me when I say nodes is better than logic bricks. They just don't beleive me *cries hysterically*
#19   Old 16-Nov-08, 04:05   
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grsaaynoel grsaaynoel is offline
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Quote:
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Is there any chance we could get a .blend to pick apart?
I'll post one soon. I just need to get the nuts and bolts together, then optimize some textures.

Glenn
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#20   Old 16-Nov-08, 08:09   
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