Work in progress...Stuff...

Published December 02, 2007
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I've been designing this level/building interior over the last 2 days. It ties into the new gameplay system that I've finally decided on. More info later.

Anyways, everything you see here [ all 20,000 triangles ] were hand placed in Milkshape 3D over the last 2 days, about 20 hours of work. I'm also coding, and managing all other aspects of the project. Lots of work has been going on in terms of the vehicle physics as well.

On to the slide show....all this is WIP...











Here is how the building started out...





Building's exterior created by an art studio I contracted...


I then designed a plan for maximum strategerie...said plan was quickly thrown away when I had more ideas.


Some assets created for the scene.


Un-lit textured view...all this is in Milkshape3D.


My head hurts....


Here are some more older lightmap shots...all WIP stuff...





I designed the entire interior using only a single 2048x2048 texture.


I believe this is the most efficient way of doing things, though others may argue against it. IMO this method provides a trivial way to adjust texture resolution/quality, and minimizes Draw() calls. Though 2k^2 textures are hell when it comes to lower speed/bandwidth cards, a simple D3DTexture9->SetLOD() call, or pre-sizing all textures into separate directories fixes the problem. I'm tired of re-sizing them by hand so I've written a routine to package up to 5 levels of detail for all textures automatically. When loading the textures I just append whatever directory name into the texture's load path.

Lots of work is going on...should have some interesting stuff soon.

- Danny
Previous Entry Some new guns, etc...
Next Entry Update - December 7
0 likes 9 comments

Comments

darkpegasus
I'm constantly amazed at how quickly you get so much work done and how great it always looks. Keep up the good work!
December 02, 2007 11:17 AM
Besome Games
Wow! I love seeing how this is shaping together. All of these new things your adding look really good. I am so eager to play the beta!
December 02, 2007 11:13 PM
dgreen02
Hey guys. Thanks a lot!

We'll see how things look with the lightmaps+color texutres in-game, etc...the HDR lighting and the in-engine effects should be good.

I'm thinking about generating normal maps for the interior and doing the whole per-pixel lighting thing with dynamic shadows...though this lightmap approach is so easy, I'll probably stick with it. I hope it looks good in-game.

Thanks for comments!

- Danny
December 02, 2007 11:59 PM
NegativeGeForce
I really don't think dan is a human, I think hes a really advanced AI system. This is the reason why he does so much work that seems impossible on human timescales.

You have taken this game so dam far, its dwarfing my 3d efforts ATM. :D
December 03, 2007 03:39 AM
Ysaneya
No way to have a pic with lightmaps + textures + all effects at once ?
December 03, 2007 04:19 AM
NegativeGeForce
Quote:Original post by Ysaneya
No way to have a pic with lightmaps + textures + all effects at once ?


he would post it, but that might create a wave of envy across the gamedev community with mass suicides.
December 03, 2007 06:32 AM
dgreen02
Well I have no test program for it, I'm going to write a new shader/effect setup for the bank and for this building, so I was going to wait until then.

I just had an idea how I could do it though...as long as the cameras would be in the same position each time I could do a 2D blend of the 2 images based on editor shots...I'll give it a go. Combined the lightmap mesh and the colormap mesh is too much data for Milkshape3D to handle at once [ + 65k primitives ]...they really need to work on that. Also need to allow multiple bones per vertex...but that would change the whole file format.

I love MS3D because it's format is so easy to read and provides basic animation [ things like doors, far LOD characters, etc. ]. That's why I don't ditch it.

I'll get back to you on the lightmap thing. Should also have some screenshots of the bank I'll post later :-D
December 03, 2007 09:48 AM
NegativeGeForce
You know dan, while we are on this discussion of 20 trillion polygons, how do you manage the polygon filtering using the milkshape model format. I imagine you must at least use a frustum cull, but do you use any kind of partitioning tree? It must be a crazy load when you have many physics objects inside the indoor scene with many player models.
December 03, 2007 10:25 AM
ndatxcod
Amazing, so would you recommend milkshape for modeling static structures to anyone ? One question how are you loading characters and cars ? I assume they are not done in milkshape too ? what format are you using for them ? Last thing I read was that you ditched the x file format.
December 03, 2007 11:46 AM
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