Novus Terra

@ KeyFinder: You are welcome to join when ever you get things finished :slight_smile: I like your alien head concept and I think I will edit my sculpt further.

@Zaeche: Its my intention to keep those as in game graphics. Using LOD, Dynamic Loading, and Optimizations I hope to keep the frame rate high.

More updates soon!
Ex.

Today I coded some of the gameplay. You now have an inventory, are able to shoot and reload a weapon, animations play when they need to, you can walk, run, and jump. The weapons code is done too. Its easy to add another weapon in the game, just give it a property. Other properties change how the weapons work. Range, damage, melee, etc…

I will try to code in dialog, swimming, ammo, and optimize the code by tonight. Tomorrow should have a playable(ish) game.

We also created a few props, one of which is a water tower.
http://img860.imageshack.us/img860/1070/watertowerh.th.jpg
http://img69.imageshack.us/img69/2488/watertower2.th.jpg

Ex.

Nice rendering there, looks good

Don’t forget to add me :smiley:

Hey, can we see code snippets?

im curious how fast the shaders alone would run on a low spec pc like mine, i know the character models are too high poly, but those shaders look fast

@pes263: I dont seem to understand the question?

@HyperReal: Yeah sure. Right now the code is very messy but I will post it in a few days when its cleaned and optimized.

Update:
A nice one! I coded Terrain LOD. Differently then what you would think, it not only lowers the FPS hit, it also reduces the load time about to about half!

Here is how I did it. (simplified)

I coded a script that gets the landscape’s vertices and writes them to a file. Now I can delete the landscapes (I dont need them anymore).

I also have flat plane that is exactly 10x as small as the landscape. The plane is subdivided for as much detail as I want. Now once I start the game that plane will be copied a few times around the player (so you can see stuff in the distance) but thats not the cool part. It moved the vertices of the flat plane to match the landscape! So using this you not only get a boost from not having all the landscapes in view at once, but the loading times are reduced because it doesn’t have to load all the landscape files. Plus! the planes can have less poly count then the original landscape so I can have LOD, or an option for slower PCs.

I cleaned and optimized it pretty good, but I think I will wait on releasing this until its tested and maxed out on performance.
Ex.

Hey that sounds really cool Ex. Can’t wait to see some code snippets.

Hey Ex,

I’d like to give you a hand with the coding side of things. Do you ever go on irc?

I would love to have your help!

No I haven’t gone on irc, however this seems like a good time to learn.

Ex.

It’s a good way to talk. I’m afraid I won’t be much help to you this week. I am finishing my last two mid year exams but after this week I have several weeks to spare.

While I do my exams I’ll let you figure out irc :wink:

After multiple hours of work I have the majority of a Glock 17 completed; however as I have no knowledge of animation, I am at a loss in relation to how to prepare the model so as that an experienced animator can simulate the firing of ammunition as correctly shown within the following video:

Below is a screenshot of the weapon at its current stage of development:
http://imageshack.us/f/90/glock17screenshot1.png/

Though off topic, what school in Melbourne do you attend “andrew-101”?

I also have flat plane that is exactly 10x as small as the landscape. The plane is subdivided for as much detail as I want. Now once I start the game that plane will be copied a few times around the player (so you can see stuff in the distance) but thats not the cool part. It moved the vertices of the flat plane to match the landscape! So using this you not only get a boost from not having all the landscapes in view at once, but the loading times are reduced because it doesn’t have to load all the landscape files. Plus! the planes can have less poly count then the original landscape so I can have LOD, or an option for slower PCs.

That is interesting!
I’ll have to learn how to do that, otherwise my planet blends will be gigabytes large!
Nice project by the way! I keep my eyes on it (since I also am working on a space/sci-fi project).
Keep it up!

Anyone interested in this SCAR rifle I made yesterday in a little more than 2 hours?


@ Laxwolf: That model looks good! It would fit nicely with our project if you would let us use it.

@ Keyfinder: Just make the slide separate from the rest of the gun. Maybe a clip too.

Update:
Optimized the scripts last night. Instead of 10 scripts there are only 3. Got a 10fps speed improvement too.

Ex.

Excalaberr! You are a fast worker… I am probably the slowest programmer ever, or maybe I just get bored after typing for 2 hours :stuck_out_tongue:

Anyways, everything is looking good, just to know, and maybe this was answered before, but what happened to Existence? I wanted to play that so bad.

The gameplay, to me, kind of feels like mass effect… I don’t know why…

Heres some pics of an old futuristic tank that a dug up from an old blend. with a little work(and texturing) would this be usable somewhere?

PICS:






{EDIT}

Those aren’t horns, thats a cannon type thingy XO

@ Linkxgl: Existence moved to the UDK awhile back. I now managing a team working on Existence and its coming along nicely, with a alpha demo scheduled in a few months.

The gameplay should feel like mass effect + fallout + generic FPS + oblivion… Hopefully :slight_smile:

@ Kendrick: Not really. The art design is closer to modern day + a bit. That looks to futuristic. It should look more like this:
http://img52.imageshack.us/img52/6825/729053338.th.jpg

Update:
I textured a few of the props, worked on the lighting, and took a look at andrew-101’s dialog system.

http://img97.imageshack.us/img97/7223/room3p.th.jpg
http://img703.imageshack.us/img703/3994/room4.th.jpg
http://img684.imageshack.us/img684/8041/room5r.th.jpg

I’ve essentially finished the modeling of the Glock 17, and due to my lack of skills in relation to texturing I have included the file below in the hope that a member of the team will texture the model. In addition, below I have included reference images/blueprints of the weapon.

http://imageshack.us/f/143/glock17screenshot2.png/
http://imageshack.us/photo/my-images/171/img1132crop.jpg/
http://imageshack.us/f/94/glock17d.jpg/

Attachments

Glock17.blend (408 KB)

@Excalaburr - That room’s looking much better than before. I like the lighting - obviously a large portion is baked onto a texture, but is there an actual dynamic light in the scene? I think the walls could tile horizontally, though, just to make it feel more like there’s panels on the wall.