New DirectX9 DM clone - entombed
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- linflas
- My other avatar is gay
- Posts: 2445
- Joined: Tue Nov 04, 2003 9:58 pm
- Location: Lille, France
- Contact:
hi !
finished one portrait (my avatar) here -> http://redribbon.planet-d.net/dm/linflas-64x100.gif
there's also a full sized psd version, with no background.
i'm working on other portraits (they are already penciled and scanned) but you will have to be very patient because i'm very very slow in colouring, resizing and pixeling...
finished one portrait (my avatar) here -> http://redribbon.planet-d.net/dm/linflas-64x100.gif
there's also a full sized psd version, with no background.
i'm working on other portraits (they are already penciled and scanned) but you will have to be very patient because i'm very very slow in colouring, resizing and pixeling...
- cowsmanaut
- Moo Master
- Posts: 4378
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
wicked.. if you can keep up that quality perhaps it's best only you do the characters portraits since that would create a more cohesive style. with those. I can provide instead something else. As you said loading screens DSE. If you give some specifications I'll see what can be done. I'm trying to get back to my painting and I've been without any idea of what to do.
As I mentioned I can not find the orriginals to several of the images you mentioned which really bugs me since I swore I backed them up and I always paint larger so most of them were 1240x1024 or 1024x768. (grumble) Lots of work lost.
Anyway, if you can keep the ideas interesting I'll be able to do some painting and you get something out of it at the same time.
As I mentioned I can not find the orriginals to several of the images you mentioned which really bugs me since I swore I backed them up and I always paint larger so most of them were 1240x1024 or 1024x768. (grumble) Lots of work lost.
Anyway, if you can keep the ideas interesting I'll be able to do some painting and you get something out of it at the same time.
loading screens and portraits
linflas - is there any chance we can achieve 2 or 3 portraits for now ?
cowsmanaut - is it ok if I use your paintings faces for portraits as well, I will do my best not to fook them up ?
that should give us a total of about 10 ish .
cowsmanaut -
I could really do with a character sheet designing ! So the usual requirements of a body with boxes coming off for helmet,armour,boots, etc. If you would like to pursue let me know and I will give you more info (basically after something like dungeon siege's).
A painting of a open dungeon entrance (something along the lines of lord of the rings entrance to the mines of moria would be cool ).
Should I just use the images from your site then, or have you found some of your work ? I am easy either way
thanks for your help guys.
cowsmanaut - is it ok if I use your paintings faces for portraits as well, I will do my best not to fook them up ?
that should give us a total of about 10 ish .
cowsmanaut -
I could really do with a character sheet designing ! So the usual requirements of a body with boxes coming off for helmet,armour,boots, etc. If you would like to pursue let me know and I will give you more info (basically after something like dungeon siege's).
A painting of a open dungeon entrance (something along the lines of lord of the rings entrance to the mines of moria would be cool ).
Should I just use the images from your site then, or have you found some of your work ? I am easy either way
thanks for your help guys.
Sorry for the delay
Thanks mate, been working really hard on the real time water. Its a right bugger to get right.
Thanks for the response, keep up the good work !!
Thanks for the response, keep up the good work !!
- cowsmanaut
- Moo Master
- Posts: 4378
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
I imagine with you being fairly new to these boards DSE that you've not seen my ancient crap. However you are welcome to rummage through it and see if there is anything salvagable from it. Many are not completed and the rest are just plain old and from a time when I still couldn't really draw that well.
moo
DM hero Page and fan fiction
http://chaos.zpc.cz/inn.html
moo
DM hero Page and fan fiction
http://chaos.zpc.cz/inn.html
Game back on (maybe) ...
This project has been off for a number of months now . I am interested in continuing the project . Firstly, thanks for all the emails I have received ( I didnt receive them until about 2 weeks ago due to an over active email blocker so I apologise if I havent replied to anyone else - please resend if possible with your ideas and comments).
I really do need help to finish this project on the 3D side. Is there (fingers crossed) any 3D artists who read this site or does anyone know a 3D artist who is willing to aid me ?
I really do need help to finish this project on the 3D side. Is there (fingers crossed) any 3D artists who read this site or does anyone know a 3D artist who is willing to aid me ?
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- Ee Master
- Posts: 688
- Joined: Mon May 07, 2001 7:00 pm
- Location: Indiana, USA
- Contact:
DSE --- looks great. I'd suggest you concentrate on making the water look more realistic so it doesn't blend with the walls. (I'm sure it looks great animated, but those stills are very bland.) Take a look at Far Cry if you need hints. Darkening the water so it looks murky and adding a reflection could really help out.
I recently ran across an article on GameDev that discusses rendering realistic water. You may want to check it out.
http://www.gamedev.net/columns/hardcore/rnerwater1/
Also, if you don't want the walls to look so flat, you should consider using parallax mapping on high-end hardware. The URL below links to an article that prescribes a means of doing this on PS2.0 compliant hardware. I've heard there are ways to do it on PS1.1 hardware (GF3/4), but I don't know how.
http://www.infiscape.com/doc/parallax_mapping.pdf
Keep up the good work!
I recently ran across an article on GameDev that discusses rendering realistic water. You may want to check it out.
http://www.gamedev.net/columns/hardcore/rnerwater1/
Also, if you don't want the walls to look so flat, you should consider using parallax mapping on high-end hardware. The URL below links to an article that prescribes a means of doing this on PS2.0 compliant hardware. I've heard there are ways to do it on PS1.1 hardware (GF3/4), but I don't know how.
http://www.infiscape.com/doc/parallax_mapping.pdf
Keep up the good work!
- kaosthafeared
- Apprentice
- Posts: 35
- Joined: Wed Jun 04, 2003 10:03 pm
- Location: Chicago
- Contact:
Hello all. Well I have been quiet for some time, I have just been through setting up my own business so the game has taken a back seat. Anyway, I am thinking of releasing it in its current form for comments - you are going to need a bit of a beast to run it though. Because it uses Directx9c pixel shaders (per pixel lighting in real time (not precalculated)) and vertex shaders ('almost' hdr lighting), the spec is high. A radeon 9800 pro is a good start. Anyway, if you post your spec (there is no point in making it up because it just wont run) and your email address I will post it to you (please give me about a week because I am very busy at the moment). I cant place it on my website because its free storage and has a file size limit.
I am releasing this just so you can have a look, it has no creatures in it, its just water, walls, 3 levels, doors, pits, levers, etc.
On yeah, you will need the .net framework installed (sp1).
thanks
dave.
I am releasing this just so you can have a look, it has no creatures in it, its just water, walls, 3 levels, doors, pits, levers, etc.
On yeah, you will need the .net framework installed (sp1).
thanks
dave.
Well its been a while ...
Howdy everyone. This project is now back on. Since my last post I have managed to get some creatures and more effects into the game. Please check out the website (www.entombed.co.uk) for some images of a rather nasty looking ettin. Well I hope you like it ... there are more to come.
Is anyone interested in play testing soon ?
cheers,
dave.
Is anyone interested in play testing soon ?
cheers,
dave.
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- Ee Master
- Posts: 688
- Joined: Mon May 07, 2001 7:00 pm
- Location: Indiana, USA
- Contact:
Great !!
Whats your machine spec ? gfx card is the most important, it must be shader model 2.0 or above compliant.
I will hopefully be ready within a month to let people download from the website.
thanks for showing an interest, what do you think of the ettin ?
Also, I am currently looking at using displacement maps in the game to make the brick work look more realistic. You will be able to see this on shader model 3.0 comliant cards, the effect is awesome but expensive to render. I am still unsure if I will include this, but I will keep you posted.
I will hopefully be ready within a month to let people download from the website.
thanks for showing an interest, what do you think of the ettin ?
Also, I am currently looking at using displacement maps in the game to make the brick work look more realistic. You will be able to see this on shader model 3.0 comliant cards, the effect is awesome but expensive to render. I am still unsure if I will include this, but I will keep you posted.
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- Ee Master
- Posts: 688
- Joined: Mon May 07, 2001 7:00 pm
- Location: Indiana, USA
- Contact:
OK great, so I am not going to be lacking in testers !! thanks.
I have recently tested the game on a 9800 pro and it worked great. I think anything that is regarded as slower than that is really going to struggle. Basically its the per-pixel lighting that is going to push your gfx card (and the water effect, which is optional), I dont want to build peoples hopes up and then it runs like a dog on your system, the gfx card will make the difference between 70 fps and it running at 12 fps.
if you guys know can you tell me how many of your cards mentioned above are of equal (or similiar) power to a 9800 pro ?
I am considering writing a shader model 1.1 version, but it just looks poor in comparison to the 2.0.
I have recently incorporated a convex rigid body physics engine into the game for when you throw stuff down corridors. I am still working on perfecting this and its going to take a short while to get it running how I want, but I will keep you posted (shouldnt be too much longer).
thanks again,
Dave.
I have recently tested the game on a 9800 pro and it worked great. I think anything that is regarded as slower than that is really going to struggle. Basically its the per-pixel lighting that is going to push your gfx card (and the water effect, which is optional), I dont want to build peoples hopes up and then it runs like a dog on your system, the gfx card will make the difference between 70 fps and it running at 12 fps.
if you guys know can you tell me how many of your cards mentioned above are of equal (or similiar) power to a 9800 pro ?
I am considering writing a shader model 1.1 version, but it just looks poor in comparison to the 2.0.
I have recently incorporated a convex rigid body physics engine into the game for when you throw stuff down corridors. I am still working on perfecting this and its going to take a short while to get it running how I want, but I will keep you posted (shouldnt be too much longer).
thanks again,
Dave.
Please read in a happy manner, I am not pissed, just explaining why its going to be difficult.
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Yep, half life 2 is awesome and written by probably the second most technically advanced development team on the planet (after ID software), with a fair few quid behind them. I would love to optimise my game engine to work on any platform on any spec machine but I havent the resources, energy, SKILL, to do so.
Just so you know, hl2 doesnt do per pixel lighting, Entombed does and is why the machine specs are relatively high. If I were to use the fixed function pipeline or VS/PS 1.1 it would work great on your machine (probably around 100 fps). BUT it would look worse. I promise you I will do this if the demand is there.
Thanks,
Dave
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Yep, half life 2 is awesome and written by probably the second most technically advanced development team on the planet (after ID software), with a fair few quid behind them. I would love to optimise my game engine to work on any platform on any spec machine but I havent the resources, energy, SKILL, to do so.
Just so you know, hl2 doesnt do per pixel lighting, Entombed does and is why the machine specs are relatively high. If I were to use the fixed function pipeline or VS/PS 1.1 it would work great on your machine (probably around 100 fps). BUT it would look worse. I promise you I will do this if the demand is there.
Thanks,
Dave
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- Ee Master
- Posts: 688
- Joined: Mon May 07, 2001 7:00 pm
- Location: Indiana, USA
- Contact: