MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: Silent Prisoner *Dead*
PostPosted: Sun Dec 23, 2012 12:22 am 
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This is going to be a fan game, with what i hope to achieve (shaded level textures).
It's going to take quite some time to achieve this effect for everything, so don't expect a demo or finished game anytime soon.

I will do my best ofcourse :wink: but to keep you updated here's some screenshots of my progress...
* i don't use baked textures... i draw them all seperatly, giving me more freedom and quick changes...

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so yeh... stay tuned ^^
Also i'm going to remake several models, since the height and width of this new program is different.
And i don't like to scale my models, so a total remake is what i'm going to do.

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Last edited by mechanoid on Sat Oct 05, 2013 2:28 pm, edited 1 time in total.

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 23, 2012 2:54 am 
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Hi. This sounds great. The screen shots are not there and when I click on them I get a 404 error.

Marv

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 23, 2012 6:57 am 
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Dude, I had just looked at the screens, and for a while there you had me thinking, "What the?! Is that light really casting those shadows?! :shock: Awesome!!! :D ".
But then i read the description....and all the magic was gone :(

Nice job though man 8)
It would be much easier if the game engine actually did cast shadows like that tho (a bit sharper) :idea:

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 23, 2012 11:37 am 
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nivram wrote:
Hi. This sounds great. The screen shots are not there and when I click on them I get a 404 error.

Marv


That is strange, other people don't seem to have this problem :?
Can you try it again?


Cyberon20 wrote:
Dude, I had just looked at the screens, and for a while there you had me thinking, "What the?! Is that light really casting those shadows?! :shock: Awesome!!! :D ".
But then i read the description....and all the magic was gone :(

Nice job though man 8)
It would be much easier if the game engine actually did cast shadows like that tho (a bit sharper) :idea:


:) well then my effort is realy paying off if you thought it realy casted shadows, yeh it would be easier if the engine could handle all that.
But yeh, since it dosn't i'll have to simulate it. (takes so much time :( ).
Perhaps in a distant future this or another engine would be able to do it.

Untill then, well we just have to create it ourselfs.

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 23, 2012 1:31 pm 
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Screenies are ok.

Thanks,

Marv

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 Post subject: Re: Silent Prisoner
PostPosted: Mon Dec 24, 2012 12:06 am 
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This looks great. Hard work doing the shadows like that, but the end result is impressive.


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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 30, 2012 7:48 pm 
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Ok i got some new development screenies here:

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Progress is a bit slow, but the results are good :P

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Dec 30, 2012 10:00 pm 
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nice, the texture colors feel a little too saturated though imo

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 Post subject: Re: Silent Prisoner
PostPosted: Mon Dec 31, 2012 12:38 am 
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Good work, I say. I agree about the saturation.
This is going to be epic I bet.

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 Post subject: Re: Silent Prisoner
PostPosted: Mon Dec 31, 2012 4:58 pm 
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i agree, the grass needs a little work.
as for the skybox, its just for testing purposes only :wink:

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 Post subject: Re: Silent Prisoner
PostPosted: Mon Dec 31, 2012 6:53 pm 
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Ah. I mumbled in disgrace too soon. Good luck on this project.

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 Post subject: Re: Silent Prisoner
PostPosted: Mon Dec 31, 2012 8:35 pm 
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don't worry about it, haha :)
feedback is always a good thing, it helps you to improve :wink:

so what do you guys think about this tree?
roughly 9000 tris...(not a model to overuse).

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 01, 2013 6:25 am 
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I would recommend using a leaf squares for leaves instead and giving them transparent leave textures instead to bring it down, 9000 polys alone is a lot for one model

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 01, 2013 6:21 pm 
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hmm yes, i thought of this concept aswell...
I suppose it would be way less tris indeed...

Ok i'll start making a (low) poly tree, i hope i can achieve it, i'm not that great to work with planes and let texture handle the rest :?
I'll let you guys know if it works :P

i still have to desaturate the grass but all in all, the game is coming along fine :D

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 Post subject: Re: Silent Prisoner
PostPosted: Sat Jan 05, 2013 10:52 pm 
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sigh guys,
what you think of a small demo?
showing the current progress....

There are still several things that need adjustments and what not...
But atleast you can check out some stuff...

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 Post subject: Re: Silent Prisoner
PostPosted: Sat Jan 05, 2013 11:01 pm 
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Very cool! :)

The second building is still WIP, right?
I want to go inside! :D


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 Post subject: Re: Silent Prisoner
PostPosted: Sat Jan 05, 2013 11:05 pm 
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Thank you :mrgreen:

Yes the second building is still a WIP.

When the first level buildings are complete, i'll start adding way more content...
Like crates/ barrels/ and all kinds of stuff to make it look more realistic :)

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Jan 06, 2013 7:23 am 
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Looking good mate! I just felt that the player moved a little too slow. Oh and for the objects in the distance, try using billboards/planes with images on them rather than using actual high poly models. It'll let you use the polies on more detail within the actual level! :D

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 08, 2013 12:09 am 
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its great so far!! :D
im definitely going to follow this project .

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 08, 2013 12:16 am 
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good to see you're still here :wink:
Well keep following, because a major update isn't far away anymore... :mrgreen:

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 08, 2013 12:18 am 
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yobsnorb wrote:
good to see you're still here :wink:
Well keep following, because a major update isn't far away anymore... :mrgreen:

i will :D

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 Post subject: Re: Silent Prisoner
PostPosted: Tue Jan 08, 2013 7:44 pm 
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Last edited by Tombsville on Thu May 02, 2013 8:33 pm, edited 1 time in total.

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 Post subject: Re: Silent Prisoner
PostPosted: Thu Jan 10, 2013 8:23 pm 
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Listen up guys,
currently the engine that megakerma uses can't handle everything i've build. :(
It shows serious lagg issues, and this cannot be solved.

This has forced me to use (if it works properly) to start over and use a alternative modeling style.
(which i'm not custom to yet.) :|

However this new modeling style will result in a smoother gameplay and way better shadow effects. :)
i've already attempted a try, and it works great :D , so i hope that it continues to do that. (fingers crossed). :roll:

I will post a new demo when the first level is completed... untill then you guys have to do with screenshots... (sorry)


Here's something to keep you all in the meantime happy.

My first attempt at the new modeling style, 1 texture to test everything...
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My work in progress with more textures and light effects, i hope this also works in MK (like the screenshot above)
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 Post subject: Re: Silent Prisoner
PostPosted: Thu Jan 10, 2013 11:34 pm 
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Looks good man, what was the problem of your previous modeling style?

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 Post subject: Re: Silent Prisoner
PostPosted: Fri Jan 11, 2013 3:04 am 
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I get an oops from google on those screenshots.

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 Post subject: Re: Silent Prisoner
PostPosted: Fri Jan 11, 2013 1:11 pm 
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The problem is this:

When modelling the standard way, megakerma can't handle all of the models.
I had around 58k tris... while it's supposed to handle alot more then that.
Also i had about 2300 objects in 1 scene.. it should handle it.

But 2300 objects times 512x512 textures...
That's apparently a different story...
So the game started to lagg terribly...

It seems you can have a small amount objects and textures for the game to run smooth.

With this new style i'll be able to model entire buildinhs wirh effects as just 1 object with 1 texture...
So basicly i'm now able to make larger games with better graphics and the game would run smoother aswell.



@MARV
That is very strange...
Screenshots should work...
And i don't use google for them, i upload directly to my own ftp.

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 Post subject: Re: Silent Prisoner
PostPosted: Fri Jan 11, 2013 8:56 pm 
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Oh! No wonder, your models were made up of 2300 components with multiple textures?! That's crazy man. It will run much nicer with uvmapped models with minimal components, looking good though man!

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 Post subject: Re: Silent Prisoner
PostPosted: Fri Jan 11, 2013 9:23 pm 
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No not at all...
Most of my model where made up with just 4 components.
And 1 texture.
Also i re-triangulate / optimize and unite all my models, to reduce tris and poly count.
Also i always uvmap my models... i don't just apply a random texture..

But the floors and walls etc...
They count all as a object with seperate texture...
And that seems to be to much.

So it's no my fault that the game runs slow...
The engine just can't handle all the floors and walls + my models.

And thanks, by modelling this way the engine can actualy handle it...
Because it's 1 model with 1 texture.

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 Post subject: Re: Silent Prisoner
PostPosted: Sat Jan 12, 2013 5:12 pm 
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new screeny from the main entrance. (work in progress)
(compound 1)
Screenshot is take within 3ds max, but light render will simulate the same effects in megakerma..

Image

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 Post subject: Re: Silent Prisoner
PostPosted: Sun Jan 13, 2013 3:20 am 
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New update:

Changed/added textures
Added more objects
Added more light effects

Image

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