Weapon muzzle flashes, early dropship screenshots.

Published February 25, 2010
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Hey guys, I'm about to check out so I'll keep this quick [ been working for many hours ].

I posted a WIP image earlier of the aerial dropship based on the V22 Osprey design ... my artist finished the model. The main LOD0 comes in at 11,500 triangles with 4096^2 maps [ that's 150MB of texture data ]. This model is crazy.

I'm in the process of rewriting/refactoring/optimizing key parts of the game for the final time/iteration *fingers crossed*. The terrain is still in 'temp status' that's why it's totally flat and featureless ;-). Terrain is next up on the chopping block. The biggest change will be separating the map into chunks of flat-hilly areas mostly generated w/perlin noise. The other [ new ] part of the maps will be tessellated much more and will be based off a usual fractal mid-point displacement algorithm to generate some sharper mountains to contrast the smooth hills.

So before I can go on to the terrain I've finished some other systems such as optimizing the building/env object rendering system, the character rendering system …especially when dealing w/150MB texture data per asset and 10,000+ triangles per asset. There are so many LOD systems and considerations. Some of the recent additions I made today include…<br><br>- Muzzle flashes on character model [ adapting the model's 2nd light to match muzzle flash direction and color ]. I also added heat blur and dynamic lighting on the terrain. This is best displayed via video format - but until I get the terrain and the rest of the game back together screenshots will have to do ;-o<br>- Support for interior lighting on character model[ adapting the model's 2nd light to match interior building lighting ]<br>- Optimization of building/env object rendering [ creating lower detail (LOD) pixel shaders ]<br>- Optimization of specular texture size. Why load a 2048x2048 color/normal/specular map set when the specular map plays such a small role in the overall display of the model. Running things w/a 2048^2 color/normal map and a 256^2 specular map looks nearly identical…and gives a very nice speed increase.<br><br>I'm having all these assets created at uber resolution … but my main work/test machine is still a 32-bit XP machine. Luckily I'm forward looking and am including uber-resolution modes where things are unnecessarily high detailed. Usually 4-8x higher resolution than I can really test/show in these screenshots. Hopefully somebody w/ a DX11 1750MB card somewhere can show me how it looks :-p<br><br>Eh…on to "the work in progress" screenshots. I've stripped out nearly every aspect of the game for a final optimization pass … so remember that lol.<br><br>I'm embarrassed of these screenies, due to the lame-flat-terrain in the background. Don't worry - I'm waking up bright and early 2morrow to finalize the terrain/random generation system for good :-o<br><br><i>Note lighting on front of helmet</i> ( bleh just noticed skinning error on the bottom of the torso armor…will try to fix that tomorrow as well )<br><IMG SRC="http://www.radioactive-software.com/warfare/MuzzleFlash3.jpg" border="0"><br><br><b>EDIT-Just got this one fixed … here is the updated version </b><br><IMG SRC="http://www.radioactive-software.com/warfare/Rig_fix1.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/MuzzleFlash_small1.jpg" border="0"><br><b>Now continue on w/screenshots…</b><br><IMG SRC="http://www.radioactive-software.com/warfare/Shading1.jpg" border="0"><br><br><IMG SRC="http://www.radioactive-software.com/warfare/Dropship_exterior.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/Dropship_interior.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/MuzzleFlash4.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/Shading3.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/MuzzleFlash2.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/MuzzleFlash1.jpg" border="0"><br><IMG SRC="http://www.radioactive-software.com/warfare/Shading2.jpg" border="0"><div> </div>
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