Ye Olde Blah

Project Specific Discussion => Dark Resurrection 3D => Topic started by: Peter van Dalen on August 11, 2005, 01:17:35 pm



Title: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Peter van Dalen on August 11, 2005, 01:17:35 pm
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  :P ?

aaaaanyway here goes:

(http://i8.photobucket.com/albums/a39/firestarter_/underworld01.jpg)

"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.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld02.jpg)

There are some long corridors. Breaking up the monotony of flat surfaces with some architectural niceties. Columns , Arches , .. the works

(http://i8.photobucket.com/albums/a39/firestarter_/underworld03.jpg)

Halls with orange(ish) lighting and some great shadows :D
Some rooms are on top of each other , as well as some corridors.
Corridors that "cross each other's path" are great architectural challenges.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld04.jpg)

The same hall as in the previous screenshot, except that it is now viewed from a corridor in the top-section of the map.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld05.jpg)

Early maps are easy to traverse.
Later maps will progessivly get more difficult. Flipping switches, solving puzzles , secret rooms etc etc.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld06.jpg)

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  :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Elvenfyre on August 12, 2005, 12:12:35 am
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 :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: qprman on August 12, 2005, 02:32:06 am
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 :)


Title: updated 15-aug-05
Post by: Peter van Dalen on August 15, 2005, 07:51:27 am
Hi Peeps,

Here are a few (well 16 in fact ) screenshots.

(http://i8.photobucket.com/albums/a39/firestarter_/churchwork1.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/churchwork2.jpg)

These screens show how the lightsources are implemented.
After lightmapping and 'decorating" the level, this is the final product.

(http://i8.photobucket.com/albums/a39/firestarter_/churchfinal.jpg)

-------------------------------------------------------------------------------------
(http://i8.photobucket.com/albums/a39/firestarter_/map2.jpg)

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 :/ )  

(http://i8.photobucket.com/albums/a39/firestarter_/map3.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/map1bridge.jpg)

a view on a number of many bridges :)

(http://i8.photobucket.com/albums/a39/firestarter_/map1monastry.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/map1village.jpg)

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 :D

(http://i8.photobucket.com/albums/a39/firestarter_/map1.jpg)

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 )      

(http://i8.photobucket.com/albums/a39/firestarter_/sewersfinal.jpg)

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 :)
-------------------------------------------------------------------------------------
(http://i8.photobucket.com/albums/a39/firestarter_/underworld7work1.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/underworld7work2.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/underworld7work3.jpg)

some more screens from a underworld-map I'm working on.

here's how the level looks like in Maplet

(http://i8.photobucket.com/albums/a39/firestarter_/underworld7work4.jpg)

and finally a couple of screenies of another finished map:
this one is before decorating.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld8work.jpg)


And this one is after decorating & lightmapping.

(http://i8.photobucket.com/albums/a39/firestarter_/underworld8final.jpg)

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. :D

BTW thanks for the positive feedback :D


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Akir on August 17, 2005, 06:25:14 pm
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.


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Zylokh on August 19, 2005, 09:07:53 am
Nom d'un chien!


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Job on August 21, 2005, 03:30:11 am
Holy Moses, that's looking advanced, you should be getting paid for that. :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Seanikins on August 21, 2005, 04:20:14 am
That...is some cool stuff :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: acebloke on August 22, 2005, 12:37:35 pm
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.


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Patrel on August 28, 2005, 02:22:34 pm
Excellent work thus far, I still recall when you first visited SFC and I 'tried' writting a plot for you  :lol:


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Loolarge on August 28, 2005, 04:06:36 pm
Looks promising. Can't wait for a demo of the game :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on January 04, 2006, 01:44:34 pm
Ahem....one screenshot ....just one (for now)

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot.jpg)


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  )


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on January 05, 2006, 09:53:17 am
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

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot1.jpg)

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  :)  :D


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Devlyn on January 05, 2006, 10:33:07 am
That's looking very good! :)
Are you already able to walk around and cast these spells by the way? :)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on January 05, 2006, 11:37:47 am
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.  :D

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 ? )


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Devlyn on January 05, 2006, 12:53:29 pm
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?


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on January 09, 2006, 09:49:25 am
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 :D

I have more screenies.

it's a test for 2d images in 3d scenery:

The town is Uranbatol ( in it's infancy :D )
The camera is slowly rotating above the city, all when you're buying items

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot1a.jpg)

The Shopkeeper welcomes you

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot2.jpg)

Well, whatcha gonna do sucka ?

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot3.jpg)

I wanna buy something

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot4.jpg)

"Bro"- selecta ( LOL )

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot5.jpg)

So Sorry, slot is occupied

(http://i8.photobucket.com/albums/a39/firestarter_/screenshot6.jpg)

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 !


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on January 23, 2006, 08:36:31 am
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.

(http://i8.photobucket.com/albums/a39/firestarter_/arch.jpg)


Texturing this behemoth will take some time though  :(


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on September 05, 2006, 08:16:49 am
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 ? ;)  


(http://i8.photobucket.com/albums/a39/firestarter_/stuff9a.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff9.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff8.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff7.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff6.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff5.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff4.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff3.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff2.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stuff1.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stairs2.png)

(http://i8.photobucket.com/albums/a39/firestarter_/stairs1.png)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: numbskull on September 06, 2006, 08:29:38 pm
Very nice work!


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Elvenfyre on October 17, 2006, 11:07:50 am
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.)


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Job on October 17, 2006, 01:18:02 pm
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.


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Newts on October 17, 2006, 01:35:14 pm
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!


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Peter van Dalen on October 23, 2006, 02:36:31 pm
A big Thank you to everyone that responded so far. :D

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 :D )

-#-

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 :D ), 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: )


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Elvenfyre on November 19, 2006, 11:41:14 am
http://dark.bad.net.nz/index.php?p=ss

(alternate link: http://www.jaesign.com/free/dark/index.php?p=ss )


Title: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Ty on November 23, 2006, 04:41:06 pm
I know I'm late :P

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:


Title: Re: Dark Resurrection (Screenshots) updated: february 5th 2007
Post by: Peter van Dalen on February 05, 2007, 01:01:24 pm
Hi,

Just a quickie this time:

(http://i8.photobucket.com/albums/a39/firestarter_/Afbeelding3.jpg) 

(http://i8.photobucket.com/albums/a39/firestarter_/Afbeelding2.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/Afbeelding1.jpg)   

The ship is a little over 3100 tris. The sails move in tandem with the movement of the ship.


Title: Re: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: ViperVanduergan on February 06, 2007, 10:54:03 am
that boat kicks arse XD.  I like your water effect.  wish i could see a video of it. moving =P


Title: Re: Dark Resurrection (Screenshots) updated: september 5th 2006
Post by: Elvenfyre on February 06, 2007, 11:34:02 am
wow.


Title: Re: Dark Resurrection (Screenshots) updated: february 7th 2007
Post by: Peter van Dalen on February 07, 2007, 11:59:14 am
Heyy Elv,

I made a (very small) movie BEFORE I read your e-mail  ;D ;D

(http://i8.photobucket.com/albums/a39/firestarter_/th_Film_0001-1.jpg) (http://s8.photobucket.com/albums/a39/firestarter_/?action=view&current=Film_0001-1.flv)

I noticed that the two sails in front (and the one in the rear ) move a bit funny  :-[
back to the drawing board


Title: Re: Dark Resurrection (Screenshots) updated: february 5th 2007
Post by: Devlyn on February 08, 2007, 08:13:50 am
Holy COW! This stuff rocks big time!! :D

I love the quality, especially of your more recent screenies! Keep up the good job :D


Title: Re: Dark Resurrection (Screenshots) updated: february 5th 2007
Post by: Seanikins on February 13, 2007, 07:44:56 am
really look forward to seeing what you put together :)
this is choice stuff


Title: Re: Dark Resurrection (Screenshots) updated: february 13th 2007
Post by: Peter van Dalen on February 13, 2007, 10:22:06 am
Thanks everyone,

I'll do my best.   ;D

While I'm at it, here's another video. When I started Dark Resurrection (when it was still 2D ) I always wanted to include a battle on the train (just like the one in SFIII. )
One of the problems was how to move the train and keep using the same scenery throughout the battle. I started working on a system where tiles moved from left to right, and when a row of tiles left the right side of the screen, it was put on the left of the screen (naturally outside of the screen). Alas, when I switched from 2D (DIV) to 3D (Blitz)
the problem returned  ::) .

I soon started working on a train in 3D. The train itself has changed quite a bit.  The result  is what you see here.

I also solved the aforementioned problem. Although you see the wheels rotating, the train itself doesn't really move. It's the groundtexture and the tracks that are moving!!! Quite a neat trick, yes ?  ;D

I've already shown the vid to a number of people, and they all thought that the train was moving  :). So, I'd like to think that I've succeeded !!!

(http://i8.photobucket.com/albums/a39/firestarter_/th_loco.jpg) (http://s8.photobucket.com/albums/a39/firestarter_/?action=view&current=loco.flv)


Title: Re: Dark Resurrection (Screenshots) updated: february 13th 2007
Post by: Ty on February 13, 2007, 11:17:46 am
That's really smart!

I love the train battle from SF3, so it's exciting to see that something similar will be featuring in Dark Resurrection.


Title: Re: Dark Resurrection (Screenshots) updated: february 13th 2007
Post by: qprman on February 16, 2007, 02:23:22 am
wow, some very nice work going on here.. the tempo of the project is pretty amazing, i tend to be seeing something new everytime i return to the site, very promising and keep up the good work  ;D


Title: Re: Dark Resurrection (Screenshots) updated: february 19th 2007
Post by: Peter van Dalen on February 19, 2007, 10:49:44 am
Here's a screenie of a scorpion. As you can see, it's made in Gamespace, and it is past it's modelling stage.

The green cylinders represent the bones. The yellow cubes are the joints.
The skin [of the model] is already attached to the bones. Currently busy with adjusting DoF (Degrees of Freedom) of the joints. This is basically the "maneuverability" of the joints.

Things left to do:

1) Tweaking the vertices, so that you have "nice" mesh deformation. This tweaking is done by manipulating the joint , so that you can see which vertices are connected to what bone.

By attaching the skin to the skeleton, Gamespace automatically attaches a vertex to the nearest bone. While this takes a lot of work out of my hands, it is recommended to check everything manually.

2) Setting up the model for animation.

This is the tricky part. I already had a complete low-poly version of the scorpion.
This version was already animated. Now, to make this model work in Blitz3D, first I must load it with LoadAnimMesh. I experimented with this model, such as exporting it as a B3D-file , X-File , 3Ds-File and Md2-file, exporting bones/not exporting bones , exporting animation (naturally :) )

From all these tests , the B3D-extension works the best. There is ( I think ) one limitation. The model must be one single mesh or else it will not work. Also it is possible to add animation sequences to a model (something to do with that most meshes/models have one single animation sequence, or something like that.)

This means that I must create multiple files of the same model, and each file has a different animation sequence. This also means that I need to write down a lot of info ( type of model , how many animation-files the model has, filename in B3D , filename in Gamespace (for backup)

A handy feature of GameSpace is, that it is possible to save each skeleton I create. (including animation !!)

This way I can:
- Create a skeleton
- Tweak the joints
- Copy the skeleton a number of times for different animations
- Tweak each copy for a certain animation.
- Create a model and plunk in a skeleton
- Load model in Blitz3D and add necessary animation-sequences.

I'll post some more info when time permits. ....and don't worry, I'm still working on a test-version. It's just that I like to work on a couple of things at a time.  ... Keeps me sharp :D

That's all for now :)

(http://i8.photobucket.com/albums/a39/firestarter_/IK_Scorpion.png)


Title: Re: Dark Resurrection (Screenshots) updated: october 25th 2007
Post by: Peter van Dalen on October 25, 2007, 07:32:43 am
The top-part of the carriage can be flipped inside-out.
This way, you can see the inside of the carriage without obstructions.

Four of these [carriages] will make a nice "moving" battlefield. :D

(http://i8.photobucket.com/albums/a39/firestarter_/carriage3.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/carriage2.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/carriage1.jpg)

This is one of the "inhabitants".
Warning: completely ignore the head (skull), laugh at it's "naffness". :D
I'm working on a much better skull.


(http://i8.photobucket.com/albums/a39/firestarter_/bloodborn1.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/bloodborn2.jpg)



Title: Re: Dark Resurrection (Screenshots) updated: november 11th 2007
Post by: Peter van Dalen on November 07, 2007, 03:04:22 pm
Here are some more houses. Different models , same supertexture  ;D

(http://i8.photobucket.com/albums/a39/firestarter_/house3.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/house2.jpg)

The skull is nearly complete, hold on to your hats !
Screenies very soon (Film at eleven)

Also: Puzzle-Dungeons are nearly complete. I'll make some screenies of these dungeons this weekend.

See ya in a few days.  ;)

Ta!



Title: Re: Dark Resurrection (Screenshots) updated: october 25th 2007
Post by: ViperVanduergan on December 20, 2007, 05:55:19 am
i just wet my pants =O


Title: Re: Dark Resurrection (Screenshots) updated: january 4th 2008
Post by: Peter van Dalen on January 04, 2008, 09:06:44 am
Happy New Year everyone, :D

Here are some screenies:

(http://i8.photobucket.com/albums/a39/firestarter_/Afbeelding2-1.png)

(http://i8.photobucket.com/albums/a39/firestarter_/Afbeelding1-1.png)


It's a work in progress at the moment.

I'm busy with placing (and positioning) the houses .The streetlanterns are up next. (There are already a few on this map, just to see if these fit with the rest of the scene.)

To do: bushes, trees, crates, benches,fences. My goal is to create a datafile for each collection of objects (one file for the houses, one for trees, etc)

I've written a function that takes care of reading these files.
The idea is to give each map a unique name.

Like this:

Function Create_Town ( MapName$ ) 

create_house ( MapName$ )
create_lantern ( MapName$ )
etc
etc

End Function 

The "Mapname$" parameter is where the unique name is entered.  It's transferred through all the other function-calls. This way it's easy for me to load the data for all these different objects.

All files are read until the pointer reaches the end of the file.

So, it's possible  to have a very large file with data for positioning trees, or a very short one with data for crates.

Also , not all maps need houses, and not all maps need trees ( dungeon maps for example :D )
I've taken care of this problem. 
There's a check to see if a file exists for a certain object.
If there IS a file then the contents are read.
If it isn't there, then it simply skips the reading part.
This way I can avoid reading-errors.

After all , you can't read what isn't there, yes ?

That's all folks. ;)

See you soon


Title: Re: Dark Resurrection (Screenshots) updated: january 4th 2008
Post by: Elvenfyre on January 19, 2008, 02:43:20 am
villages!  awesome!!!
loving the smoke puffs :)


Title: Re: Dark Resurrection (Screenshots) updated: january 21th 2008
Post by: Peter van Dalen on January 21, 2008, 12:54:47 pm
Thanks Elv,

Here's another one.

It's a building designed especially for the Item Shop, Weapon Shop & Depot

If I want an Item-shop then I'll disable the sign for Weapon-Shop and vice-versa.
And if I need a Depot then I'll just disable both of them

This time I've made the windows a bit bigger. They're shop-windows after all :D
A second texture will be added to the class-part of all the windows. It's a pre-computed cube-map. So, when you rotate the camera, you will notice the shininess of the windows

(http://i8.photobucket.com/albums/a39/firestarter_/DepotShop.jpg)

As for the town,

I've added a fountain , complete with sections of "falling water".

The church is added too, complete with moving church-bel. :)

The camerasystem is complete too. You can walk in one direction, and rotate the camera 360 deg. simultaneously . :D 

More houses are added. I've programmed it in such a way that not all chimneys will smoke and if you leave and re-enter the map, then it will be different from the last time.

I also made a few more textures for these houses, there are now different colors for the roof and walls. In short....  9 different textures for 1 house-model,  now.. if that's not efficient, I don't know what is. :D

More maps (almost complete):

The Harbour-map
This will map will feature a "slopey" terrain. It contains the Lighthouse , a dock , 2 or 3 ships , along with numerous crates and a number of Lanterns.
(I'll make a screenie of this one soon)

-#-

The Airfield-map (screenies coming soon)
This map will feature a landing-site for the air-ships. Ships will take off and land

I've modeled a new Battlecruiser (work in progress) . This will fit right in. (screenie!)

-#-

I've decided to make a seperate map for the graveyard.
It was scheduled to positioned in one of the sections of the main town, but it just felt
out of place. The graveyard is now located in a forest-area (wow , even more screenies to make :D )

-#-

I've also modeled a small part for a market (screenie..(this is getting boooriiiing )     
It's a market-stand complete with roof , and four crates with vegetables.
So, a few of these, a couple of carts , seperate cart-wheels ,  a lot of crates, and you have a nice market.

Phew , I'll rename this week the "make a few screenies week"

See Ya :D
   


Title: Re: Dark Resurrection (Screenshots) updated: january 21th 2008
Post by: Sol on March 14, 2008, 03:56:37 pm
This is simply AMAZING!
I'm loving the videos and graphics :)
I'm a total n00b at Blitz3D >_>...
Any chance of some advice? :D
Also, I take it that you are dutch too? :)

Good luck on this and any other project! :D

Cye,
Sol.


Title: Re: Dark Resurrection (Screenshots) updated: january 21th 2008
Post by: Peter van Dalen on March 26, 2008, 11:06:48 am
Thanks  ;D

Of course I would like to help. :)
Just tell me what type of advice you need...( AI , programming in general , camera-code , etc)

Quote
Also, I take it that you are dutch too?

Yup, 100% Cheesehead :D

If you need tips in Dutch ,  then that's okay too (mail me at: sodalee AT dso DOT denhaag DOT .nl )
 



   


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Peter van Dalen on April 09, 2008, 10:28:05 am
Hi all,

Last time I promised a bucketload of screenies....well... here are at least two (it's a small bucket :D j/k )

Anyway,

(http://i8.photobucket.com/albums/a39/firestarter_/final11.png)

Here is an update on how the town 'gets more busy'.
In the distance you see the church and there's also a fountain. The town is surrounded by mountains.
I've moved the mountains a bit further away [not pictured here], so it feels less 'cramped'.

The skybox is now in place. A skybox is just a cube, flipped inside out.
It's drawn first , so it's behind everything else.
It's also parented to the camera. So, when the character moves , the camera moves.
Ergo, it's impossible to walk towards the edges of a skybox.         
I have a couple of texture-sets that fit perfectly on a skybox.

There are also textures that look better when placed on a sphere. 
These textures take a fair time to load (they're quite large), and texturing the sphere with them
also takes its toll on performance. Luckily, that last part is becoming a non-issue.

The idea is to load these images as a brush instead of a texture.
Working with brushes [by painting entities]is much faster than texturing entities.
Next, load one skyBOX and one skySPHERE. Flip the meshes , and set their entityorder.

Now , when entering a map, a copy is being made from the original skyBOX or skySPHERE.
The appropriate brush is now applied to this copy. Very simple ..and very fast too :D

So far, everything you see in this picture , is loaded in less than 2 seconds.
The same is true when moving from one map to another.

ahem... the next picture(s)

(http://i8.photobucket.com/albums/a39/firestarter_/church01.jpg)

(http://i8.photobucket.com/albums/a39/firestarter_/church02.jpg)

This is the final model for the inside of the church.
It is the same model but I've applied a different lightingstructure to it.

The top picture has the lightsources placed between the walls and each column in high resolution.
The bottom picture has the lightsources placed on the OTHER side of the columns in medium resolution.

I hope you can spot the difference :D ;)

So.,... the model is finished, but I have something else in mind. You see, in SFIII there isn't much lighting.
Well, there are a few shadows here and there, but that's about it. And I really want a bit of lighting for every
indoor scene.

The problem is: every [indoor] map has its own lightmap. This lightmap is just a bitmap with light/dark patches
for every surface in the model. 50 maps .... 50 lightmaps, etc etc.
All these extra bitmaps make the entire game quite big.

There are models, textures, sprites , images , sounds , music, heightmaps, datafiles and other assorted fluff.

As luck would have it , someone made a "portable lightmapper" in Blitz.
Now, if I can get this code to work for Dark Resurrection then I would be a very happy person indeed. :)
A lightmap could then be made "on the fly" with no extra media.

More coding news in my other thread.

See Ya :)


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Elvenfyre on April 14, 2008, 02:10:25 am
Looking awesome Peter.  That town is really coming together :)
Can't wait to walk around it :D


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Ty on April 14, 2008, 07:16:16 pm
Looking really good Peter. The church textures in particular remind me a lot of Shining Force 3. I'm looking forward to seeing how it all comes together, especially once a few characters start walking around :)


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Peter van Dalen on April 15, 2008, 11:18:21 am
Thanks Elvenfyre & Ty :D

It may seem that development is a bit slow, but I can
assure you that everything is going well.
All code is written with the long term in mind.

The town is "populated" with a large number of different models.
Each of these models has a separate LOAD-&-SAVE file. That means
that everything is also coded separately. Ok, it's a lot of
work short-term, but it's getting easier on the long-term. :)

-#-

More news on the development front:

I got the Portable-LightMapper (= PLM) working. 8)
It's great for small indoor-scenes.
Especially for the interior of a house. On the other hand, the prison I'm working
on, is enormous. In fact, it is so big , that I had to split it up into three separate levels.
Even if I use the PLM for each of these levels then it will take too long to make a lightmap.

These are results of the latest tests:
--------------------------------------
Time passed during test with loading B3D-file
of Prison level 1 with pre-generated lightmap: 2.556 seconds

Time passed during test with loading B3D-file
of Prison level 1 with "on-the-fly" generated lightmap: 13.491 seconds

... I rest my case... :)

Therefore, I've decided to use the PLM for small levels and pre-generated lightmaps
for large levels. There's also one thing I forgot to take into account:   :/ 

When you put all the media into one ZIP-file, the overall filesize is going down.

A note on lightmaps: In CarthographyShop & Maplet it is possible to choose the size of the lightmap. 

Below are some testresults on mapsize with high mapdetail and 16x oversampling:

- 256 x 256 px   : 192 Kb unzipped /  32 Kb zipped
- 512 x 512 px   : 769 Kb unzipped / 113 Kb zipped 
- 1024 x 1024 px :   3 MB unzipped / 133 Kb zipped 

Phew, that's enough ranting from me :)

See ya soon


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Elvenfyre on April 18, 2008, 11:40:44 am
can you tweak the on-the-fly lightmap code to output a pregenerated lightmap file you can use?
this way you could personally go into every indoor area and wait the 20 seconds, and then go import the auto-generated file into your code for that indoor area to be used as a pre-generated file from then on?



Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Peter van Dalen on April 21, 2008, 12:33:23 pm
Yes,

That's possible. :D
 
I can transfer the texture from the texturebuffer to the imagebuffer.
(I can't save textures, but I can save images.)

From there I can save the contents of the imagebuffer in
the form of a normal bitmap to the hard drive.

(Is your idea perhaps to generate lightmaps for all indoor-scenes
at the start of a NEW game (for one time only) ? )
   


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Elvenfyre on April 23, 2008, 04:18:17 am
Hmm, perhaps I misread your problem.

However, as you say - they could be generated on installation of the game by the installer or otherwise.  Perhaps the auto-generator was taking so long because the computer was busy doing a whole lot of other things as well...


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: qprman on May 19, 2008, 10:49:50 pm
haven't posted around here for ages (so much so that i forgot my username) as everything started to seem dead, no updates were happening on any game and everything looked a little... well, over.

But Peter some of these screens kick ass, i can only imagine how much time you have invested to this great project, this site sort of got me into programming and i'm well on my way to making my first shining style game thanks to the people here, so it's nice to see someone really doing great things, just hope you keep on going Peter, too much good work to waste by stopping (not saying you will but so many projects do.) brilliant stuff, keep up the good work  ;D


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Seanikins on August 27, 2008, 08:21:17 am
Holy Wow

Great looking stuff mate :)

I had a random idea of inquiring as to the chance of riding the skeletons and fighting the carriages but..

that'd be crazy.. :D


Title: Re: Dark Resurrection (Screenshots) updated: april 8th 2008
Post by: Elvenfyre on August 28, 2008, 10:36:08 am
Developers here should pay you to come up with jokes for the force members sean :D