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Welcome to my project Radiance. Im trying to make this game the most impressive, detailed FPS created in blender. I want it to be ranked up in commerical status. Im putting alot of time and effort to make this game the fullest I can. Heres a few screen shots from it so far...





Heres one of my characters, obviously halo inspired sparton. All modeled from scratch. I also created all of his textures from scratch. Its most likely I wont use him because he has so many dam polys. 7750 alone and 8495 with the gun. This most likely wont run fast with him, enemies, weapons, and a level. Who knows...



More halo inspired models. I dont think these guys are gonna make the cut for the game either. 2664 polys alone.



Here is a screen shot from one of my first levels, in game of course. I wanted a dirty, dark, gloomy feel with this scene. I still yet have to texture some moon rock and more of the base. What you're looking at is a underground base port hidden deep in a moon's canyon. I also added a light flicker which created a real neat effect. This level runs really smooth. Only 48 polys.



Here we have a real working GUI made with no python. For those who dont know what this is, it is a Graphic User Interface. You can open and read files. See a history of other people who scanned into this base port. I also created a cursor to appear only when you're in distance of this screen. And when you walk away, it disappears. This GUI was VERY anoying to make but yet very simple.



Here's an off duty marine. I still have to texture more of his face and pants. I love how his face is very realistic. Im working on a way to move this lips when he talks. Fully armatured. No photo editing was done to the pictures, these are all in game images. Amazingly only 1900 polys for this guy.

I still have tons of obstacles to over come. This game will probably be done 2007. Im going to try lots of different features like bump mapping, fake real time shadows and a bunch of stuff never seen before in a blender game.
#1   Old 23-Feb-06, 06:51   


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The guy at the start is very haloesque
#2   Old 23-Feb-06, 08:01   
laurens laurens is offline
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Looks very nice!
Could you give a hint on how you made the gui without python?
#3   Old 23-Feb-06, 08:14   
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wait wait, that level from your screenshot was made using blender?! what?! either your pulling the wool over our eyes or that is some of the best graphics i've ever seen made with blender.

how did you make the textures for the level? is that all photoshop-made or are some of your textures pre-rendered?

but yea, the level looks great so far, but I think the characters could use some work...the halo ones atleast. The textures on them could be more detailed...and maybe a bit less plastic looking. Also, the soldiers look WAY too much like halo characters...I mean, you can draw some inspiration from halo but you should still keep your game unique. The more unique the better.
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#4   Old 23-Feb-06, 11:01   
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Yeah those level screens look pretty nice and the gui is pretty interesting. Would be nice to know how it was made. (btw I like the lamps there... nice and glowing...)

Quote:
Originally Posted by TomorrowMan
wait wait, that level from your screenshot was made using blender?! what?! either your pulling the wool over our eyes or that is some of the best graphics i've ever seen made with blender.
In is the best work so far that I have seen on these forums. But if you are a good artist/coder you can create as impressive graphics as HL2/Halo 2 and all of the other eye-candy games have... ( but the performance is another thing then... )
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#5   Old 23-Feb-06, 11:47   
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Quote:
Originally Posted by TomorrowMan
wait wait, that level from your screenshot was made using blender?! what?! either your pulling the wool over our eyes or that is some of the best graphics i've ever seen made with blender.
It's all in the textures.

How fast is your game running? If this is your first game, I hate to break it to you but the blender engine eats up resources fast. As soon as your game world gets to be fairly large, your game will start to become very slow.
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#6   Old 23-Feb-06, 12:24   
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cool :Z , if you want a level maker then maybe i will help you

i'm a good level designer , and i have a +70,000 textures all can be used in games
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#7   Old 23-Feb-06, 13:32   
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wow, ive been waiting for a loong time for more updates about this, darkslayer. Will there ever be a demo released?
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#8   Old 23-Feb-06, 15:13   
Eduard Eduard is offline
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Wow !Nice graffics.The only problem is the game will be unplayable even on high-ends.My computer will probably blow up .Blender cant handle so many polys and so high resolution textures.But the models look great.We could learn some things from you.
#9   Old 23-Feb-06, 15:59   
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Looks alot like Doom 3...

If you make it so that everything that you can't see is hidden, then your game will run much faster.
#10   Old 23-Feb-06, 17:52   
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impressive
(but... FPS are so... common... That's just my opinion, so as to make a fuss, hehe... I'll create the why-people-want-to-make-FPS-wonderers' community)
#11   Old 23-Feb-06, 19:57   
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Hey Congratulations! Very impressive first post.

I think u should ask Tomorrow Man to join his crew. They are making a very cool game called "Transcendent". It doesn't look like yours but somehow it is the same style... :-| I guess you are going to like it

Keep blending!
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#12   Old 23-Feb-06, 21:20   
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Quote:
Originally Posted by TomK_999
impressive
(but... FPS are so... common... That's just my opinion, so as to make a fuss, hehe... I'll create the why-people-want-to-make-FPS-wonderers' community)
I whole heartedly agree, and wish to join your community.

I like the graphics and it looks like you are off to a good start. Is that GUI panel dynamic so you can put all kinds of data on it? Could you copy it to another section of the level and have 2 panels loading different data? If so your logic brick programming is very good. Probably a headache to look at, but good.

I am getting tired of hearing people say "Wow! I never knew blender could do that!" When in reality its not Blender that cant do it. Its the people. People are too quick to judge a stone wall just because the texture is 100x100. But as soon as the texture is 800x600 (ouch ) people are like "Wow! Blender is the best game engine ever!"

Ranting....stop.....sorry. %|
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#13   Old 23-Feb-06, 22:36   
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that's looking great so far
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#14   Old 24-Feb-06, 18:09   
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Quote:
Originally Posted by pryjon
I am getting tired of hearing people say "Wow! I never knew blender could do that!" When in reality its not Blender that cant do it. Its the people. People are too quick to judge a stone wall just because the texture is 100x100. But as soon as the texture is 800x600 (ouch ) people are like "Wow! Blender is the best game engine ever!"

Ranting....stop.....sorry. %|
Lol, I agree with that 100%.

Quote:
fake real time shadows
That's going to be a pain, if it's not just the average oval shadow.

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#15   Old 24-Feb-06, 19:55   
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Nice graphics. I'm gonna get flamed for this, but they could be better. I really like how you did it, but it looks flat. It's probably for the sake of fps, but the level model could be FAR more detailed. All I can say is, this game will be great with 2.42 when you can do normal mapping for detail.
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#16   Old 25-Feb-06, 03:13   
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It says bumpmapping demo when I saw it in the 2.42 preview but it could be normal map.

About the real time shadow, why not try and poke Snailrose with the idea
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#17   Old 25-Feb-06, 03:18   
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Wow.

Thats great! I hope you finish it, cause I would buy/play this, if only because its blender and looks this good when finished.
#18   Old 25-Feb-06, 15:50   
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Quote:
Originally Posted by goldentaiji
That's going to be a pain, if it's not just the average oval shadow.
Actually its not as hard as you might think. I made the shadows for the entire level which is in the Transcendent christmas demo within a few hours...wasnt a big deal or anything.

shadows for moving or dynamic objects is another issue entirely though...almost impossible to "fake" moving shadows realistically.

I use a technique somewhat similar to the one described in this tutorial: http://www.blending-online.co.uk/8501/50779.html
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#19   Old 25-Feb-06, 15:59   
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Quote:
Originally Posted by TomorrowMan
Quote:
Originally Posted by goldentaiji
That's going to be a pain, if it's not just the average oval shadow.
Actually its not as hard as you might think. I made the shadows for the entire level which is in the Transcendent christmas demo within a few hours...wasnt a big deal or anything.

shadows for moving or dynamic objects is another issue entirely though...almost impossible to "fake" moving shadows realistically.

I use a technique somewhat similar to the one described in this tutorial: http://www.blending-online.co.uk/8501/50779.html
Heh I know static ones aren't too bad to do, just takes up some time to setup. Hehe, I was quoting faked dynamic shadows, which would be nuts to do. Lol, only way I can think of right now (with decent performance) would be many shadow textures at different angles, then use math to scale appropriately.

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#20   Old 26-Feb-06, 03:12   
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