P.U.R.E. 0.55 - Page 18

P.U.R.E. 0.55

WolfeGames and projects headed by Argh.

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Argh
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Re: P.U.R.E. 0.55

Post by Argh » 19 Jan 2008, 18:11

I do think the gray is a bit too dark though
NP, I'll adjust it up a bit, make it a bit less close to black. Easy enough to do.
it was quite natural for me, who is accustomed to playing endless hours of CA and BA. The only gripes I had were with the sound effects, which seemed underwhelming given the exceptional quality of the rest of the mod, and the camera shake Lua widget, which made the game unplayable until I disabled it.
The gameplay of Overmind is very intentionally modeled off of traditional OTA gameplay, with only minor variations. Overmind plays very rush-heavy ATM, but that's always subject to change as balance emerges.

The sound is not yet done, in any definitive sense. I don't have proper responses from Overmind, there are various sub-fx things that I want and don't have time to do yet, and I don't have anything for Resistance yet at all.

As for the camera-shake... I'm probably going to code a replacement, but the main problem I saw with it is that it doesn't handle lasers correctly, and applies the full damage amount every frame, instead of applying the damage-per-frame. This should be reasonably easy to get under control.
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Keithus
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Re: P.U.R.E. 0.55

Post by Keithus » 20 Jan 2008, 07:53

Outa interest, you ever thought about running an occlusion render pass on your models and overlaying them on your textures? Would make things look a hell of a lot nicer and save you a lot of effort.

Not to say things ain't looking great, but it would give more definition to the shape of things and just generally look like they are being lighted more realistically.
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Speedy
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Joined: 01 May 2006, 13:28

Helping hand

Post by Speedy » 20 Jan 2008, 15:59

If you would like a modeler to help out with this, I'm all game!

And a little something to convince you. :)
Image
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname » 20 Jan 2008, 19:32

*me likes*
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Das Bruce
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Re: P.U.R.E. 0.55

Post by Das Bruce » 21 Jan 2008, 01:18

I like how you did the base.
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clericvash
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Re: Helping hand

Post by clericvash » 21 Jan 2008, 01:23

Speedy wrote:If you would like a modeler to help out with this, I'm all game!

And a little something to convince you. :)
Image
Very nice work, put him to work argh ;)
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Re: P.U.R.E. 0.55

Post by SpikedHelmet » 21 Jan 2008, 04:10

That looks like it'd make an awesome high-caliber anti-aircraft gun a la the 88mm, except futuristic...
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[XIII]Roxas
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Re: P.U.R.E. 0.55

Post by [XIII]Roxas » 21 Jan 2008, 04:39

Yeah. That is truly a work of art.
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clumsy_culhane
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Re: P.U.R.E. 0.55

Post by clumsy_culhane » 21 Jan 2008, 05:21

wow. Thats really good, is that your first model? if not, can we see other stuff you have done ?

also, CA might be interested in you :P
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chillaaa
Posts: 234
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Re: P.U.R.E. 0.55

Post by chillaaa » 22 Jan 2008, 03:53

Hey Argh,

I downloaded and had a quick squiz at PURE last night. May i add my congratulations on a cool looking project.

Whats your timeline so far for Resistance units etc?

[EDIT] One thing i noticed was some COB error's when trying to use the Transport. Let me know if you want me to paste them in here or in a PM to you.
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Saktoth
Zero-K Developer
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Re: P.U.R.E. 0.55

Post by Saktoth » 22 Jan 2008, 14:03

clumsy_culhane wrote:wow. Thats really good, is that your first model? if not, can we see other stuff you have done ?

also, CA might be interested in you :P
Seconded, you have a good sense of design which is probably the hardest thing to find in a modeller (After being able to texture...)

But we cant go poaching Arghs talent can we. :P We dont even have the concept art finished yet though, so it will be a bit before we are actively recruiting.
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Argh
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Re: P.U.R.E. 0.55

Post by Argh » 23 Jan 2008, 16:36

Image

124th Armored Infantry, on training on New Brazilia. Enlarge to see details.

That's a non-custom version of Brazilian Battlefield there, folks. Expect the worlds you play in to look very different than they do right now- and at a decent framerate, I should add ;)

Speaking of framerate, I'm aware that for people not running the latest hardware, 0.55 was probably a major dud. Expect it to be fixed, for the most part, when I release the next version. I have done a lot of under-the-hood stuff to address performance, from shrinking the sizes of bitmaps to consolidating sounds to cutting down on needless particle-spam. Should run at a playable speed if your machine meets minimum spec, and you aren't playing vs. 3 KAIK on a giant map.


Also, while I'm here, did anybody but me know that you can set shadows down to 128? Try it: just type "\shadows 1 128", and see for yourselves...

Big, big performance gains, and due to whoever has been changing that adding a nice fuzziness, it looks good. So, no more experimentation with blob-shadow code for me, there isn't any need :-)



@Speedy: I'll PM you with a request for a test-piece. I like the basic design on that cannon, maybe we can work something out.

@Keithus: Check your PMs, I've finally posted the files you requested.

As for the occlusion pass... meh, idk how to do that, the only tool I have available that will do that is Blender, which I hate, since it was designed by a bunch of retards who threw out everything good about CAD/CAM interface design, and I'm not planning to learn. My one serious try with Blender to do baked lightmaps was a complete time-waster, tbh- the results were not worth the time investment, as I'd have to do a bumpmap for proper shading.

Bug Trepan, get him to finish proper bump / normalmap support that runs at a decent enough speed to justify the time investment, it'd result in better beauty for less time involvement, and I could do a simple bumpmap and skip all of the darn bevels, giving me a fair amount of time back, per model, and resulting in higher quality at render time.

Every time, it comes back to the fundamental limitations of .S3O. I wish JC would come back, long enough to write a new format, or at least a way to shut down rendering of some of the ARGB channels (for speed's sake), or put them to a new use via shaders that were model-specific, but that's unlikely.
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname » 23 Jan 2008, 17:26

Interesting, some of the mechs have two rocket launchers, some have two cannon arms, and some have both...
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Neuralize
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Re: P.U.R.E. 0.55

Post by Neuralize » 24 Jan 2008, 16:46

enlarge picture i cannot :(
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname » 24 Jan 2008, 17:21

right-click, view image. If there's a magnifying glass icon when you hover over the picture, click. Voila, enlarged
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clericvash
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Re: P.U.R.E. 0.55

Post by clericvash » 25 Jan 2008, 02:44

That is a pretty simple picture for how awesome it actually is lol!
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Re: P.U.R.E. 0.55

Post by SpikedHelmet » 25 Jan 2008, 08:53

Wow, GMN, you're right! There ARE variations of armament on those mechs! Now, the most obvious rationale would be that they are different units, however, something deep in the pit of my stomach is telling me that that is not the case!!! Can you please elaborate, GMN?
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname » 25 Jan 2008, 21:47

I dunno, I only noticed that from the picture (I did model those mechs after all...). Ask Argh.

In other news, after a session of brainstorming, concepting and modelling, I can now present the probably misnamed Human Resistance 'AA Car'

Image

I have a few more concepts based off this style of movement (in particular, a particularly awesome tank) yet to model too

EDIT: Oh, and a little note for Argh before I forget: The cockpit style here is the same as on your modified version of the giant artillery piece
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smoth
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Re: P.U.R.E. 0.55

Post by smoth » 25 Jan 2008, 22:35

looks cool gmn.
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Guessmyname
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Re: P.U.R.E. 0.55

Post by Guessmyname » 26 Jan 2008, 13:26

Image
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