Dungeon Maker - ALPHA1 RELEASE
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Dungeon Maker - ALPHA1 RELEASE
Dungeon Maker has an alpha release out now ready for playing, bear in mind this is an alpha release tho . Please give feedback on the dungeon maker forums and post your FPS when playing this will help us optimize the game and flatten any nasty bugs with it
http://www.dungeon-maker.com
http://www.dungeon-maker.com
Ok see how most people here are all Dungeon Master Fans I've decided to try and remake some more of Dungeon Master in Dungeon Maker.
1. I've fixed the heights of all the Wall Deco's
2. Im adding some of the orignal Dungeon Master Monsters (Screenshot1 , Screenshot2)
3. Im going to try and fully remake 2 levels, including all items/wall decos.
I'll keep you updated as always
P.S. Please remember that I am remake a 2D game in a 3D Engine so its not going to be perfect.
1. I've fixed the heights of all the Wall Deco's
2. Im adding some of the orignal Dungeon Master Monsters (Screenshot1 , Screenshot2)
3. Im going to try and fully remake 2 levels, including all items/wall decos.
I'll keep you updated as always
P.S. Please remember that I am remake a 2D game in a 3D Engine so its not going to be perfect.
Dungeon Maker Alpha 2
Because its getting towards summer not much work is being done on Dungeon Maker at the moment apart from the odd bug fix but one new feature which is working is Dot3 support the same tech which is used in Doom 3 to make the gfx look so nice
http://www.dungeon-maker.com/forums/vie ... ?p=293#293
We are still in early testing but it looks like it should work fine.
http://www.dungeon-maker.com/screenshot ... hot132.jpg
http://www.dungeon-maker.com/screenshot ... hot133.jpg
http://www.dungeon-maker.com/screenshot ... hot134.jpg
http://www.dungeon-maker.com/screenshot ... hot135.jpg
http://www.dungeon-maker.com/forums/vie ... ?p=293#293
We are still in early testing but it looks like it should work fine.
http://www.dungeon-maker.com/screenshot ... hot132.jpg
http://www.dungeon-maker.com/screenshot ... hot133.jpg
http://www.dungeon-maker.com/screenshot ... hot134.jpg
http://www.dungeon-maker.com/screenshot ... hot135.jpg
- cowsmanaut
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- cowsmanaut
- Moo Master
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well in a search nearly everything that said dot3 also called it bumpmapping. Which is what we call it in the industry.
the process of the statue if it's the direct X example you sent a while back that is called Normal Mapping.. which is what was used in Doom3
Dot3 is just the "tool" used to do the Bumpmapping or the normal mapping. It uses pixel shader tech to do it with..
moo
the process of the statue if it's the direct X example you sent a while back that is called Normal Mapping.. which is what was used in Doom3
Dot3 is just the "tool" used to do the Bumpmapping or the normal mapping. It uses pixel shader tech to do it with..
moo
- cowsmanaut
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the only real problem here is that your use of normal mapping is inaccurate. For example the image 134 shows the light source for the bump as being from above yet the light source providing actual light to the surface is below as you see it get's darker as it goes up the wall.
in addition to this all of your examples see plastic looking. The specular is too high on them. there is no dynamic light either so it's more effective in seperating things like walls and floors from eachother rather than making them look more real or adding ambiance.
Lastly, to use normal mapping on walls of this basic nature is overkill. Bumpmapping is fine and would suffice. Bump mapping provides a black and white hight map. Where as normal maps provide XYZ information. the reason for using XYZ info is to get more intricate detail from a surface with regards to it's over all shape. More accurate curves and such. Detail like folds in cloth and such.
Don't get me wrong.. it's cool this support has been added to the engine. Just that there are a few things you guys should consider with the use of it. As well as what else needs to be added to make the whole thing more accurate.
just some food for thought.
moo
in addition to this all of your examples see plastic looking. The specular is too high on them. there is no dynamic light either so it's more effective in seperating things like walls and floors from eachother rather than making them look more real or adding ambiance.
Lastly, to use normal mapping on walls of this basic nature is overkill. Bumpmapping is fine and would suffice. Bump mapping provides a black and white hight map. Where as normal maps provide XYZ information. the reason for using XYZ info is to get more intricate detail from a surface with regards to it's over all shape. More accurate curves and such. Detail like folds in cloth and such.
Don't get me wrong.. it's cool this support has been added to the engine. Just that there are a few things you guys should consider with the use of it. As well as what else needs to be added to make the whole thing more accurate.
just some food for thought.
moo
Yeah the light has now been fixed these where early screenshots the reason we did normal rather than bump is because of stuff like the statue we wanted people to be able to use the effect on monsters or hi res wall deco.
The lighting ingame needs work and we would really like to get somethink like blade of darkness has which i think would look grate just need to know about speed and how much it will slow the game down.
Anyways thanks for the comments it all helps to know what people think good or bad.
Ill try do some more screenshots soon. (Dont suppose anyone know any places to get and more normal mapped objects like that statue so we can test them ingame)
The lighting ingame needs work and we would really like to get somethink like blade of darkness has which i think would look grate just need to know about speed and how much it will slow the game down.
Anyways thanks for the comments it all helps to know what people think good or bad.
Ill try do some more screenshots soon. (Dont suppose anyone know any places to get and more normal mapped objects like that statue so we can test them ingame)
- linflas
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ahhhhh blade of darkness ! this is probably the best game i ever played in my 30 years life ! and i'm still playing at it at the moment (gore just rules )MadMunky wrote:The lighting ingame needs work and we would really like to get somethink like blade of darkness has which i think would look grate just need to know about speed and how much it will slow the game down.
i've never seen that kind of lighting ambiance anywhere else : very realistic, it flickers (synchronously ?) with the particles used in the fire-torch effect ! same thing with some specials objects like the magic red gem stick in the temple of al farum, or the blade of ianna itself, with its white blueish aura !
could do that with the firestaff ?
- FallenSeraphin
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- Ee Master
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If you're using the DOT3 operation, then you're using bump maps. Normal maps are reserved for fragment shaders. (Doom 3 makes heavy use of fragment shaders. It also makes use of three textures per surface: diffuse, bump, and specular.)
DOT3 bump-mapping is actually very generic and does not use the same technology as fragment shaders. (Sorry, cows.) It was enabled on TNT2 cards back when the Detonator 2's were released, long before ps1.0 even existed. I remember Fargate was one of the first games to make use of this.
Your shots look okay --- better than DM --- but if you really want to take advantage of high-end hardware, you need to make use of fragment shaders and dynamic lighting. As for stencil shadows (like BoD and Doom 3), the performance hit is directly related to how many light sources you have casting shadows. With one light source, you can do it in one render pass. For each additional light source, that's an extra render pass. You could really choke someone's system if you're not careful.
I'm guessing you've got a lot to learn about hardware and programming before you implement fragment shaders and stencil shadows. I implore you to keep it up. Your project looks very promising.
DOT3 bump-mapping is actually very generic and does not use the same technology as fragment shaders. (Sorry, cows.) It was enabled on TNT2 cards back when the Detonator 2's were released, long before ps1.0 even existed. I remember Fargate was one of the first games to make use of this.
Your shots look okay --- better than DM --- but if you really want to take advantage of high-end hardware, you need to make use of fragment shaders and dynamic lighting. As for stencil shadows (like BoD and Doom 3), the performance hit is directly related to how many light sources you have casting shadows. With one light source, you can do it in one render pass. For each additional light source, that's an extra render pass. You could really choke someone's system if you're not careful.
I'm guessing you've got a lot to learn about hardware and programming before you implement fragment shaders and stencil shadows. I implore you to keep it up. Your project looks very promising.