Hi all,
I've made a seperate post for all the screenshots I'm planning , coz
trawling though 4 pages for Dark Res. is a bit too much when adding a new post every time, yes ?
aaaaanyway here goes:
"Underworld"-maps are basically the sections between two "outside" maps.
Here you can see the type of lighting I've used.
Currently experimenting with red and yellow lights and the radius of each light. Blue is used for parts of the map where water is being used. The screenshot above is a great example.
There's one texture at the moment, because changing textures in Maplet is a real pain. Decorator does a much better job.
There are some long corridors. Breaking up the monotony of flat surfaces with some architectural niceties. Columns , Arches , .. the works
Halls with orange(ish) lighting and some great shadows
Some rooms are on top of each other , as well as some corridors.
Corridors that "cross each other's path" are great architectural challenges.
The same hall as in the previous screenshot, except that it is now viewed from a corridor in the top-section of the map.
Early maps are easy to traverse.
Later maps will progessivly get more difficult. Flipping switches, solving puzzles , secret rooms etc etc.
Test with Light-Yellow Lighting ( used for catching the attention of the player) light-radius is upped to 100 instead of the usual 5 or 10. Witness the effects ! Also Lightmap-detail is changed from LOW to HIGH.
Well that's it from me so far. Hope you like the screenies
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Dark Resurrection (Screenshots) updated: april 8th 2008 (Read 121142 times)
August 11, 2005, 01:17:35 pm
#1
Moderator
Shining Something
Posts: 142
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Dark Resurrection (Screenshots) updated: april 8th 2008
Love is Grand , Divorce ..... a hundred Grand
Love is Grand , Divorce ..... a hundred Grand
August 12, 2005, 12:12:35 am
#2
Administrator
Shining Spammer
Posts: 1,129
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Dark Resurrection (Screenshots) updated: september 5th 2006
~Elvenfyre
I think I almost had an orgasm.
AWESOME AWESOME!
Just brilliant showcase of how lighting works by using the single texture, and the architectural stuff you've got as you say to "break up the monotony" looks just right
AWESOME AWESOME!
Just brilliant showcase of how lighting works by using the single texture, and the architectural stuff you've got as you say to "break up the monotony" looks just right
~Elvenfyre
August 12, 2005, 02:32:06 am
#3
Shining Star
Posts: 65
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Dark Resurrection (Screenshots) updated: september 5th 2006
i know you probably dont care about my feedback, but that is EXCELLENT i dont know how in the hell u did all that but keep at it, its Amazing
August 15, 2005, 07:51:27 am
#4
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Shining Something
Posts: 142
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updated 15-aug-05
Love is Grand , Divorce ..... a hundred Grand
Hi Peeps,
Here are a few (well 16 in fact ) screenshots.
These screens show how the lightsources are implemented.
After lightmapping and 'decorating" the level, this is the final product.
-------------------------------------------------------------------------------------
Here you can see a number of trees. At the moment I have 10 different trees.More are on the way.
A waterfall is to be implented in the gap between the two mountain-ranges in the distance.
(my particle system still needs a bit tinkering :/ )
a view on a number of many bridges
a monastery and a few houses on the first map in the game.
The maps look a bit empty for now. Soon they will look like the one you saw earlier
this is a view of the landscape. You can see a long way away. Also a great example of using the skybox and the "mountainbox" as I call it. It is based on the same principle as the skybox,
minus a few differences. The mountainbox is a bit smaller than the skybox.
The skybox rotates very slowly, but the mountainbox doesn't (for very obvious reasons I would say )
Both boxes are re-positioned every loop at the new cameraposition .
Together with the enabled fogmode there is no clipping or pop-up ( W00T )
This is an almost finished product. It's lightmapped and decorated.
The waterplane is in place, and the watertexture is animated.
The only thing left to do is modelling a bridge that looks a bit wonky
-------------------------------------------------------------------------------------
some more screens from a underworld-map I'm working on.
here's how the level looks like in Maplet
and finally a couple of screenies of another finished map:
this one is before decorating.
And this one is after decorating & lightmapping.
I've tried to make these two screenshots as similar as possible, so you can see the difference.
There are 4 different textures now.
All four are lighter than the one I used when I modelled the level.
Some of you may have noticed a number in the top left corner in some of the images.
This is the number of triangles rendered before the scene is flipped into view from the backbuffer to the frontbuffer.
Some maps have around 10000 triangles (or Tris) while other maps have a whopping 17000 tris!
The last one , as you can see, has a "laughable" 4560 tris, even though there is a fair amount of geometry.
BTW thanks for the positive feedback
Here are a few (well 16 in fact ) screenshots.
These screens show how the lightsources are implemented.
After lightmapping and 'decorating" the level, this is the final product.
-------------------------------------------------------------------------------------
Here you can see a number of trees. At the moment I have 10 different trees.More are on the way.
A waterfall is to be implented in the gap between the two mountain-ranges in the distance.
(my particle system still needs a bit tinkering :/ )
a view on a number of many bridges
a monastery and a few houses on the first map in the game.
The maps look a bit empty for now. Soon they will look like the one you saw earlier
this is a view of the landscape. You can see a long way away. Also a great example of using the skybox and the "mountainbox" as I call it. It is based on the same principle as the skybox,
minus a few differences. The mountainbox is a bit smaller than the skybox.
The skybox rotates very slowly, but the mountainbox doesn't (for very obvious reasons I would say )
Both boxes are re-positioned every loop at the new cameraposition .
Together with the enabled fogmode there is no clipping or pop-up ( W00T )
This is an almost finished product. It's lightmapped and decorated.
The waterplane is in place, and the watertexture is animated.
The only thing left to do is modelling a bridge that looks a bit wonky
-------------------------------------------------------------------------------------
some more screens from a underworld-map I'm working on.
here's how the level looks like in Maplet
and finally a couple of screenies of another finished map:
this one is before decorating.
And this one is after decorating & lightmapping.
I've tried to make these two screenshots as similar as possible, so you can see the difference.
There are 4 different textures now.
All four are lighter than the one I used when I modelled the level.
Some of you may have noticed a number in the top left corner in some of the images.
This is the number of triangles rendered before the scene is flipped into view from the backbuffer to the frontbuffer.
Some maps have around 10000 triangles (or Tris) while other maps have a whopping 17000 tris!
The last one , as you can see, has a "laughable" 4560 tris, even though there is a fair amount of geometry.
BTW thanks for the positive feedback
Love is Grand , Divorce ..... a hundred Grand
August 17, 2005, 06:25:14 pm
#5
Shining Dude
Posts: 156
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
nice, but I see some problems with your settings. The first is in the textures. if you put too many textures or have overly detailed textures, they will have a very large space in memory. Also, some textures reveal their repeating nature far too easily, which is a big no-no (and that's a word that I don't use often). The second is in the decorations. in your last picture, the elevated platforms look too seperate from the rest. (your rendering also has some rather regurgitated-looking shades of rainbow). remember to blend everything together as if they're the same thing.
August 19, 2005, 09:07:53 am
#6
Shining Something
Posts: 143
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
hining Odyssey under devlopment: http://mapage.noos.fr/zylokh
Nom d'un chien!
hining Odyssey under devlopment: http://mapage.noos.fr/zylokh
August 21, 2005, 03:30:11 am
#7
Shining Light
Posts: 230
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Dark Resurrection (Screenshots) updated: september 5th 2006
Holy Moses, that's looking advanced, you should be getting paid for that.
August 22, 2005, 12:37:35 pm
#9
Shining Forever
Posts: 273
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Dark Resurrection (Screenshots) updated: september 5th 2006
SC: dead again, dun dun dun.
Thats nice, really nice. You couldnt like, clone yourself and anyone else whos working on those graphics could you ? You'd fetch a high price selling yourself.
SC: dead again, dun dun dun.
August 28, 2005, 02:22:34 pm
#10
Blahian
Posts: 17
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Dark Resurrection (Screenshots) updated: september 5th 2006
Excellent work thus far, I still recall when you first visited SFC and I 'tried' writting a plot for you :lol:
August 28, 2005, 04:06:36 pm
#11
Blahian
Posts: 5
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Dark Resurrection (Screenshots) updated: september 5th 2006
Looks promising. Can't wait for a demo of the game
January 04, 2006, 01:44:34 pm
#12
Moderator
Shining Something
Posts: 142
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Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Ahem....one screenshot ....just one (for now)
It's one of the magic-rings that accompanies a spell.
When it's activated , it starts out very small. Over a small period it is
scaled 15 times its original size.
- The alpha channel of the texture is set at 0.7 , so you can see the floor through it
- it always rotates clockwise
- the large letters flash on and off (that's why they appear "phased out")
- the letters are really letters from the CYRILLIC ALPHABET (check out http://en.wikipedia.org/wiki/Cyrillic_Alphabet )
It's one of the magic-rings that accompanies a spell.
When it's activated , it starts out very small. Over a small period it is
scaled 15 times its original size.
- The alpha channel of the texture is set at 0.7 , so you can see the floor through it
- it always rotates clockwise
- the large letters flash on and off (that's why they appear "phased out")
- the letters are really letters from the CYRILLIC ALPHABET (check out http://en.wikipedia.org/wiki/Cyrillic_Alphabet )
Love is Grand , Divorce ..... a hundred Grand
January 05, 2006, 09:53:17 am
#13
Moderator
Shining Something
Posts: 142
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Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Hi peeps,
Here's another one, in which you can see the letters better.
Also, I've added particles. They move upwards and "phase out" once they go over a certain Y-value
And for those who are interested in the code, here it is:
you probably noticed a lot of "Delete"and "Copyentity" that's because I have dozens of these small programs . Each one focuses on a specific part of the whole program. So there's a bit of "overlap", but these are removed once everything is put together.
umm... more screenies are on the way.. stay tuned
Here's another one, in which you can see the letters better.
Also, I've added particles. They move upwards and "phase out" once they go over a certain Y-value
And for those who are interested in the code, here it is:
Code:
Graphics3D 800,600,32,1
SetBuffer BackBuffer()
Global cube
Type MagicRingBlueParticle
Field Entity
Field IncrY#
Field Prog#
Field Alpha#
End Type
Type MagicRingBlue
Field Main
Field OuterRing
Field OuterRingTex
Field InnerRing
Field InnerRingTex
Field RotateCenter
Field ParticlePivot[3]
Field RingScale#
Field Prog#
Field Alpha#
Field Counter
End Type
CreateMagicRingBlue(0,0.5,0)
cube = LoadSprite("E:\rain.png" , 1 + 4 ) ; COPYENTITY !!!
EntityColor cube , 0 , 128 , 255
HideEntity cube
; DELETE ----------------------------------------
Plane = CreatePlane()
Tex = LoadTexture ( "E:\rock1.jpg" )
ScaleTexture Tex , 10 , 10
EntityTexture Plane , Tex
EntityFX Plane , 1
PositionEntity Plane , 0 , -0.9 , 0
;------------------------------------------------
AmbientLight 0 , 128 , 255 ; DELETE
camera = CreateCamera() ; DELETE
MoveEntity camera ,0,10,-30 ; DELETE
MB.MagicRingBlue = First MagicRingBlue ; DELETE
While Not KeyHit (1)
Cls
UpdateMagicRingBlue()
UpdateMagicRingBlueParticle()
If KeyHit(59) SaveBuffer(FrontBuffer(),"C:\screenshot1.bmp") ; DELETE
UpdateWorld
RenderWorld
Flip
Wend
End
Function CreateMagicRingBlue(x# , y# , z#)
M.MagicRingBlue = New MagicRingBlue
M\Main = CreatePivot()
M\OuterRing = CreateGrid()
M\OuterRingTex = LoadTexture ( "E:\magicring3.bmp" , 1 + 4 ) ; COPYENTITY !!!
EntityParent M\OuterRing , M\Main
EntityTexture M\OuterRing , M\OuterRingTex
EntityFX M\OuterRing , 1
EntityAlpha M\OuterRing , 0.6
M\InnerRing = CreateGrid()
M\InnerRingTex = LoadTexture ( "E:\magicring2.bmp" , 1 + 4 ) ; COPYENTITY !!!
EntityParent M\InnerRing , M\OuterRing
EntityTexture M\InnerRing , M\InnerRingTex
EntityFX M\InnerRing , 1
EntityAlpha M\InnerRing , 0.6
M\RotateCenter = CreatePivot( M\Main )
M\ParticlePivot[0] = CreatePivot( M\RotateCenter )
M\ParticlePivot[1] = CreatePivot( M\RotateCenter )
M\ParticlePivot[2] = CreatePivot( M\RotateCenter )
M\ParticlePivot[3] = CreatePivot( M\RotateCenter )
PositionEntity M\ParticlePivot[0] , -15 , 1.5 , 0
PositionEntity M\ParticlePivot[1] , 15 , 1.5 , 0
PositionEntity M\ParticlePivot[2] , 0 , 1.5 , -15
PositionEntity M\ParticlePivot[3] , 0 , 1.5 , 15
M\RingScale# = 0
M\Prog# = 0.01
M\Alpha# = 0.5
PositionEntity M\Main , X# , Y# , Z#
End Function
Function UpdateMagicRingBlue()
For M.MagicRingBlue = Each MagicRingBlue
If ( M\Alpha# < 0 ) Or ( M\Alpha# > 1 )
M\Prog# = -M\Prog#
EndIf
M\Alpha# = M\Alpha# + M\Prog#
EntityAlpha M\InnerRing , M\Alpha#
TurnEntity M\OuterRing , 0 , 0.5 , 0
TurnEntity M\RotateCenter , 0 , 20 , 0
If M\RingScale# < 15
M\RingScale# = M\RingScale# + 0.75
ScaleEntity M\OuterRing , M\RingScale# , 1 , M\RingScale#
EndIf
;If ( M\Counter < 1 )
; M\Counter = M\Counter + 1
;Else
MP.MagicRingBlueParticle = New MagicRingBlueParticle
MP\Entity = CopyEntity ( Cube )
MP\IncrY# = Rnd( 0.05 , 0.15 )
MP\Prog# = 0.05
MP\Alpha# = 0.7
EntityAlpha MP\Entity , MP\Alpha#
SeedRnd MilliSecs()
Place = Rand(0,3)
PositionEntity MP\Entity , EntityX#( M\ParticlePivot[Place] , 1 ) , EntityY#( M\ParticlePivot[Place] , 1 ) , EntityZ#( M\ParticlePivot[Place] , 1 )
; M\Counter = 0
;EndIf
EntityParent MP\Entity , M\Outerring
Next
End Function
Function UpdateMagicRingBlueParticle()
For MP.MagicRingBlueParticle = Each MagicRingBlueParticle
MoveEntity MP\Entity , 0 , 0.1 + MP\IncrY# , 0
If ( EntityY#( MP\Entity ) > 25)
If ( MP\Alpha# > 0 )
MP\Alpha# = MP\Alpha# - MP\Prog#
EntityAlpha MP\Entity , MP\Alpha#
Else
FreeEntity MP\Entity
Delete MP
EndIf
EndIf
Next
End Function
; DELETE ---------------------------------------
Function CreateGrid()
Mesh = CreateMesh()
Surface = CreateSurface( Mesh )
AddVertex Surface , -1 , -1 , -1 , 1 , 0
AddVertex Surface , +1 , -1 , -1 , 1 , 1
AddVertex Surface , +1 , -1 , +1 , 0 , 1
AddVertex Surface , -1 , -1 , +1 , 0 , 0
AddTriangle Surface , 0 , 1 , 2
AddTriangle Surface , 0 , 2 , 3
FlipMesh Mesh
Return Mesh
End Function
;-----------------------------------------------
you probably noticed a lot of "Delete"and "Copyentity" that's because I have dozens of these small programs . Each one focuses on a specific part of the whole program. So there's a bit of "overlap", but these are removed once everything is put together.
umm... more screenies are on the way.. stay tuned
Love is Grand , Divorce ..... a hundred Grand
January 05, 2006, 10:33:07 am
#14
Administrator
Shining Spammer
Posts: 1,208
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
That's looking very good!
Are you already able to walk around and cast these spells by the way?
Are you already able to walk around and cast these spells by the way?
January 05, 2006, 11:37:47 am
#15
Moderator
Shining Something
Posts: 142
Logged
Dark Resurrection (Screenshots) updated: september 5th 2006
Love is Grand , Divorce ..... a hundred Grand
Yes, I'm able to walk around , but casting spells is reserved for cinematic battles. The current spell is only for HEALING Spells. You should see the spells for lightning , fire and ics when they are finished.
The "Walking around town" part works great. No cameraproblems there.
The camera "hovers" over the map and is pointed towards the player-character.
In SFIII you can do the same, except there's one difference:
Towns are broken up in smaller pieces. In Dark Resurrection however,
the town is one large map, where you can walk in and out of every house.
Continously rotating the camera is enouraged, because a lot of searchable objects
(including TreasureChests) are obscured from view if you don't have the correct camera-angle.
btw, You can rotate the camera and the main character independent of each other .
and Dev, is it possible to send AVI's to your e-mail adress? (and if so, what's the maximum size ? )
The "Walking around town" part works great. No cameraproblems there.
The camera "hovers" over the map and is pointed towards the player-character.
In SFIII you can do the same, except there's one difference:
Towns are broken up in smaller pieces. In Dark Resurrection however,
the town is one large map, where you can walk in and out of every house.
Continously rotating the camera is enouraged, because a lot of searchable objects
(including TreasureChests) are obscured from view if you don't have the correct camera-angle.
btw, You can rotate the camera and the main character independent of each other .
and Dev, is it possible to send AVI's to your e-mail adress? (and if so, what's the maximum size ? )
Love is Grand , Divorce ..... a hundred Grand