Sure! Just zip it up beforehand and send it to my science.uva.nl address. The maximum file size is just over 30 Megabytes .
Also, perhaps it's a decent idea to make a news post about all this progress? Do you still have access to an account and all?
« previous next » |
Dark Resurrection (Screenshots) updated: april 8th 2008 (Read 123332 times)
January 05, 2006, 12:53:29 pm
#16
Administrator
Shining Spammer
Posts: 1,208
Logged
January 09, 2006, 09:49:25 am
#17
Moderator
Shining Something
Posts: 142
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Hmmm, do I still have an account ......erm.... oh wait, :shock: I have LOL LOL
I'll make a post then, on the frontpage. Cheers
I have more screenies.
it's a test for 2d images in 3d scenery:
The town is Uranbatol ( in it's infancy )
The camera is slowly rotating above the city, all when you're buying items
The Shopkeeper welcomes you
Well, whatcha gonna do sucka ?
I wanna buy something
"Bro"- selecta ( LOL )
So Sorry, slot is occupied
item is placed in the appropriate slot
----------------------------------------------------------------------------------
little tidbits:
----------------------------------------------------------------------------------
- It also checks if you have enough gold
- when you've bought an item ,you're transported back to the front of the process
- Also need the appropriate item-pictures (pending)
- Framerate is constant throughout the whole process ( W00T )
- text in the lower part of the screen is typed letter by letter ( W00T W00T )
- characternames are just for testing !
I'll make a post then, on the frontpage. Cheers
I have more screenies.
it's a test for 2d images in 3d scenery:
The town is Uranbatol ( in it's infancy )
The camera is slowly rotating above the city, all when you're buying items
The Shopkeeper welcomes you
Well, whatcha gonna do sucka ?
I wanna buy something
"Bro"- selecta ( LOL )
So Sorry, slot is occupied
item is placed in the appropriate slot
----------------------------------------------------------------------------------
little tidbits:
----------------------------------------------------------------------------------
- It also checks if you have enough gold
- when you've bought an item ,you're transported back to the front of the process
- Also need the appropriate item-pictures (pending)
- Framerate is constant throughout the whole process ( W00T )
- text in the lower part of the screen is typed letter by letter ( W00T W00T )
- characternames are just for testing !
Love is Grand , Divorce ..... a hundred Grand
January 23, 2006, 08:36:31 am
#18
Moderator
Shining Something
Posts: 142
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Now here's a quickie,
It's the airship from one of the Shining Games.
I still need to do the props on the side of the airship, and the rudder-thingies at the bottom. The picture in the background is the reference.
Texturing this behemoth will take some time though
It's the airship from one of the Shining Games.
I still need to do the props on the side of the airship, and the rudder-thingies at the bottom. The picture in the background is the reference.
Texturing this behemoth will take some time though
Love is Grand , Divorce ..... a hundred Grand
September 05, 2006, 08:16:49 am
#19
Moderator
Shining Something
Posts: 142
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Hi peeps,
Finally, here are some more screenies.
I've been busy making furniture and other things.
All items you see here, are scaled to proportion.
(meaning everything fits together )
The house you see , was done in 6 hours.
The lighthouse was done in 5.
The house is setup in such a way , that I can have up to 50 (fifty) different configurations,
because the corbels, blinds, barrels are all separate entities, and if you
couple this with different textures, then the possibilities are endless ( 50 in this case)
I applied the same rule to all the furniture.
A file contains code for one table, four chairs , a tablecloth , a candlestick and four plates.
So I can choose to "conjure up" a table for up to 4 persons.
And if you apply different textures for the table , chairs and tablecloth, then
you can have unlimited variations.
The revolving stairs was done in 8 hours (including texturing).
After a couple of misfires, I finally had the perfect cylinder.
The cylinder was divided into 16 parts.
For each step I extruded geometry for the "total number of steps from the previous extrusion minus 1"
Then I removed every surface BELOW the surface of every step.
The handrail was made with just one cube, copied and modified 16 times.
Most of the time was taken up texturing the whole thing , because I had to modify all 4 sides of each step, one at a time.
Very labourous, but I think it turned out nice
Like the other stuff I mentioned earlier, the stairs are actually made up from 3 entities
1) the handrail
2) actual stairs
3) middle cylinder
So, I can have up to three different textures for one revolving stairs.
I've also learned how to strip the filename from a model within Blitz
So, if I need a copy of the revolving stairs , I check its current texture, and if it's not the one I want
for the current scene , I simply paint the new texture onto the copy of the model. easy huh?
A little note about the graveyard:
The white parts between each post is used for a texture with its alpha- channel activated within Blitz3d (the texture itself is a part of a fence, and you can see through the bars.)
Other things I made , but forgot to take a picture of it O_0 )
1) broom
2) bed
3) Treasurechest
4) book ( + configurable stack of books )
5) crate ( + configurable stack of crates )
I'll make these asap, in the meantime have fun y'hear ?
Finally, here are some more screenies.
I've been busy making furniture and other things.
All items you see here, are scaled to proportion.
(meaning everything fits together )
The house you see , was done in 6 hours.
The lighthouse was done in 5.
The house is setup in such a way , that I can have up to 50 (fifty) different configurations,
because the corbels, blinds, barrels are all separate entities, and if you
couple this with different textures, then the possibilities are endless ( 50 in this case)
I applied the same rule to all the furniture.
A file contains code for one table, four chairs , a tablecloth , a candlestick and four plates.
So I can choose to "conjure up" a table for up to 4 persons.
And if you apply different textures for the table , chairs and tablecloth, then
you can have unlimited variations.
The revolving stairs was done in 8 hours (including texturing).
After a couple of misfires, I finally had the perfect cylinder.
The cylinder was divided into 16 parts.
For each step I extruded geometry for the "total number of steps from the previous extrusion minus 1"
Then I removed every surface BELOW the surface of every step.
The handrail was made with just one cube, copied and modified 16 times.
Most of the time was taken up texturing the whole thing , because I had to modify all 4 sides of each step, one at a time.
Very labourous, but I think it turned out nice
Like the other stuff I mentioned earlier, the stairs are actually made up from 3 entities
1) the handrail
2) actual stairs
3) middle cylinder
So, I can have up to three different textures for one revolving stairs.
I've also learned how to strip the filename from a model within Blitz
So, if I need a copy of the revolving stairs , I check its current texture, and if it's not the one I want
for the current scene , I simply paint the new texture onto the copy of the model. easy huh?
A little note about the graveyard:
The white parts between each post is used for a texture with its alpha- channel activated within Blitz3d (the texture itself is a part of a fence, and you can see through the bars.)
Other things I made , but forgot to take a picture of it O_0 )
1) broom
2) bed
3) Treasurechest
4) book ( + configurable stack of books )
5) crate ( + configurable stack of crates )
I'll make these asap, in the meantime have fun y'hear ?
Love is Grand , Divorce ..... a hundred Grand
October 17, 2006, 11:07:50 am
#21
Administrator
Shining Spammer
Posts: 1,129
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
~Elvenfyre
What can I say Peter?
Sorry I didn't get a chance to congratulate you earlier, but this stuff is stunning! Absolutely blows me away how you are managing to accomplish this all by yourself.
Encore! encore!
(seriously, if you stop developing this now, i will hunt you down.)
Sorry I didn't get a chance to congratulate you earlier, but this stuff is stunning! Absolutely blows me away how you are managing to accomplish this all by yourself.
Encore! encore!
(seriously, if you stop developing this now, i will hunt you down.)
~Elvenfyre
October 17, 2006, 01:18:02 pm
#22
Shining Light
Posts: 230
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Amazing stuff, really top notch. The furniture and the houses have a really great feel to it.
It would be nice to have a page up with all of these screenshots.
It would be nice to have a page up with all of these screenshots.
October 17, 2006, 01:35:14 pm
#23
Global Moderator
Shining Spammer
Posts: 1,096
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
The houses are particularly good quality, I imagine they're what SFIII houses would have looked like if the game had come out on the Dreamcast!
Excellent work Peter - you are my hero!
Excellent work Peter - you are my hero!
October 23, 2006, 02:36:31 pm
#24
Moderator
Shining Something
Posts: 142
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
A big Thank you to everyone that responded so far.
Currently I?m busy with completing the shopcode , the item-shop and weapon-shop now share the same code.
This saves me some 1000 lines of code. Talk about improvement ?. Heheheheh.
-#-
I programmed some fail-safes:
You can?t sell an equipped weapon ( You have to un-equip it first )
You can?t sell mission-critical items.
YES/NO function activation before you sell something.
Gold-Check function ( for checking if you have enough gold to buy something.. (very obvious))
Repair-Check function ( don?t try to repair a weapon that?s NOT made of mithril , The game won?t let you )
-#-
I also programmed a number of functions that need to be called a number of times.
Instead of typing everything out, I just make a function-call ? et voila ? : )
-#-
A handy-dandy function is that of the ? mithril weapon check ? :
It checks if a weapon is made of mithril ( DUH ), and if it is then it return a 1 else it returns a 0 (zero).
Very convenient during a battle , because every time a mithril-weapon is used, the mithril-counter goes up a notch.
-#-
Some other news,?..
(hopefully) in a few weeks, I?ll know everything that is to know about character-animation.
Hope to show you some results.
(hmm I really should have posted this in my other thread... sorry :lol: )
Currently I?m busy with completing the shopcode , the item-shop and weapon-shop now share the same code.
This saves me some 1000 lines of code. Talk about improvement ?. Heheheheh.
-#-
I programmed some fail-safes:
You can?t sell an equipped weapon ( You have to un-equip it first )
You can?t sell mission-critical items.
YES/NO function activation before you sell something.
Gold-Check function ( for checking if you have enough gold to buy something.. (very obvious))
Repair-Check function ( don?t try to repair a weapon that?s NOT made of mithril , The game won?t let you )
-#-
I also programmed a number of functions that need to be called a number of times.
Instead of typing everything out, I just make a function-call ? et voila ? : )
-#-
A handy-dandy function is that of the ? mithril weapon check ? :
It checks if a weapon is made of mithril ( DUH ), and if it is then it return a 1 else it returns a 0 (zero).
Very convenient during a battle , because every time a mithril-weapon is used, the mithril-counter goes up a notch.
-#-
Some other news,?..
(hopefully) in a few weeks, I?ll know everything that is to know about character-animation.
Hope to show you some results.
(hmm I really should have posted this in my other thread... sorry :lol: )
Love is Grand , Divorce ..... a hundred Grand
November 19, 2006, 11:41:14 am
#25
Administrator
Shining Spammer
Posts: 1,129
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
~Elvenfyre
http://dark.bad.net.nz/index.php?p=ss
(alternate link: http://www.jaesign.com/free/dark/index.php?p=ss )
(alternate link: http://www.jaesign.com/free/dark/index.php?p=ss )
~Elvenfyre
November 23, 2006, 04:41:06 pm
#26
Administrator
Shining Sideburns
Posts: 837
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
I know I'm late
I loooove the graphics so far - they really capture the "shining" feel. I particularly like the internal shots of furniture.
I'm insanely jealous :cry:
I loooove the graphics so far - they really capture the "shining" feel. I particularly like the internal shots of furniture.
I'm insanely jealous :cry:
February 05, 2007, 01:01:24 pm
#27
Moderator
Shining Something
Posts: 142
Logged
Re: Dark Resurrection (Screenshots) updated: february 5th 2007
Love is Grand , Divorce ..... a hundred Grand
Hi,
Just a quickie this time:
The ship is a little over 3100 tris. The sails move in tandem with the movement of the ship.
Just a quickie this time:
The ship is a little over 3100 tris. The sails move in tandem with the movement of the ship.
Love is Grand , Divorce ..... a hundred Grand
February 06, 2007, 10:54:03 am
#28
Blahian
Posts: 10
Logged
Re: Dark Resurrection (Screenshots) updated: september 5th 2006
that boat kicks arse XD. I like your water effect. wish i could see a video of it. moving =P
February 07, 2007, 11:59:14 am
#30
Moderator
Shining Something
Posts: 142
Logged
Re: Dark Resurrection (Screenshots) updated: february 7th 2007
Love is Grand , Divorce ..... a hundred Grand
Heyy Elv,
I made a (very small) movie BEFORE I read your e-mail
I noticed that the two sails in front (and the one in the rear ) move a bit funny
back to the drawing board
I made a (very small) movie BEFORE I read your e-mail
I noticed that the two sails in front (and the one in the rear ) move a bit funny
back to the drawing board
Love is Grand , Divorce ..... a hundred Grand