Random WIP 2016 - Page 3

Random WIP 2016

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Random WIP 2016

Post by Beherith »

Some new graphical effects have been added to BAR:
Image
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Random WIP 2016

Post by hokomoko »

The trees! They are swaying!
(warning, monster gif)
http://i.imgur.com/TJB0ePJ.gif
User avatar
eronoobos
Posts: 73
Joined: 27 Mar 2015, 20:25

Re: Random WIP 2016

Post by eronoobos »

copyright trolling?
trilip6.gif
trilip6.gif (1.76 MiB) Viewed 20890 times
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Random WIP 2016

Post by FLOZi »

https://www.dropbox.com/s/e66f6xixiyccf ... 0.avi?dl=0
sector.gif
sector.gif (794.87 KiB) Viewed 20811 times
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Random WIP 2016

Post by Anarchid »

Image
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Random WIP 2016

Post by FLOZi »

User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

bravo flozi :D
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP 2016

Post by rattle »

Spiked you'd benefit from Unity or any other engine with Substance Engine integration. It's a pity that there's no easy integration.

I've experimented with custom materials in Substance Designer that create seamless patterns such as various perlin noise based camo patterns or three color or checker color splits that wrap the model seamless. Think this is the future of procedural pbr texturing.
download_20160430_031849.png
(110.17 KiB) Not downloaded yet
download_20160430_031852.png
(122.48 KiB) Not downloaded yet
download_20160430_031856.png
(145.88 KiB) Not downloaded yet
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP 2016

Post by rattle »

download_20160430_031847.png
(114.25 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

How is this archived? Per Surface Texture and a shader that blends all the edges with that "the paint wear off" metall?

Image

That could make for a pretty awesome -per piece default shader texture system for untextured models..

1.Drag & Drop your Textures into unittexture
2. Specify in lua what texture goes to what piece
3. Forget to Set unittextures in unitdef
4. Voila your done.
5. If you forget even the Textures, spring has two or three awesomes in basecontent.
6. Suddenly no texturing needed for spring game to look decent.

viewtopic.php?f=23&t=33478&p=574646&hil ... ct#p574646
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

Image

Pushing all the right buttons. Triggering Intensifies.
Attachments
screen00022.jpg
(197.24 KiB) Not downloaded yet
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP 2016

Post by Forboding Angel »

Completely recreated the Evo site from scratch using my super powerful framework. Only took about 6 hours total.

Image

At first glance it will appear to be the same, but it is massively more powerful now. Before, it was created as if I were doing a client site (before my framework), which is to say it was created from scratch and had about as much power for customization as a normal wordpress based site, which is a lot, but nothing even remotely close to as powerful as my framework.

Anywho, I'm also creating new media for the site and a new trailer as well.

Here are some of the new banner images (they cycle every 10 seconds):
http://imgur.com/a/azynm

The best part about my framework is that no matter what you want to do, as it's all handled dynamically and via the admin panel, you never need to make base code changes. The abilities to change things are extremely granular if you so choose, or you can take a more macro approach. The upshot is that it allows you to create a really really nice site in like an hour without compromising ANYWHERE. You still have all the abilities to do anything you want. It's really awesome.

Should be live sometime in the coming days. I want to finish a few things first on the media end before making it live.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

Snakes on a plane

Ladys and MentalGen i present you the - planktoner. This Grouporganism is able to split up and form a natural evolved particle accelerator. Beware all you enemys above the surface of the oceans in the sky

Image
Attachments
what lurks below.jpg
(291.69 KiB) Not downloaded yet
SolidGranite
Posts: 4
Joined: 28 Jan 2016, 07:40

Re: Random WIP 2016

Post by SolidGranite »

This is what I've been working on. I had plans of making an entire team of humans to battle the robots. I don't know how you guys feel about something that's so out of character for this robot-based game, but I wanted to see some blood! There's also a sentry gun, similar to the Team Fortress small sentry. And yes the ferris wheel is animated. It has no purpose, like the man in the wheelchair or the tree.

Image
Image
Image
Image


But I might stop development here. I really want vertex-weight animation, animated textures and a way to hide the map (unexplored) for a single player mission. I tried Megaglest (another open source RTS) but this one is so much better in terms of control and battles.
gajop
Moderator
Posts: 3051
Joined: 05 Aug 2009, 20:42

Re: Random WIP 2016

Post by gajop »

SolidGranite wrote:I don't know how you guys feel about something that's so out of character for this robot-based game, but I wanted to see some blood!
That looks good! And don't worry, we've made other non-robot games with LD (see https://github.com/SpringCabal/Skeleton ... us-entries), so you'll fit right in.

Some of your requests may be easier or harder to do. The unexplored map in particular had some Lua implementations even, although they weren't perfect.
SolidGranite
Posts: 4
Joined: 28 Jan 2016, 07:40

Re: Random WIP 2016

Post by SolidGranite »

Thanks, yeah I did explore that lua code, but was put off by its limitations. Maybe I will play around with it more.

Anywho, just so we don't get offtopic I made a short youtube video of my mod. The sound effects are temporary but I think really draw you into the world! The world of humans.
http://www.youtube.com/watch?v=6IDg2zgCRCk
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

AllyGator finally textured

Image
Attachments
allygator.jpg
(118.5 KiB) Not downloaded yet
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP 2016

Post by PicassoCT »

And the most recent advances are provided by>
Image

This guY
Attachments
sunship.jpg
(385.93 KiB) Not downloaded yet
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Random WIP 2016

Post by hokomoko »

Trying to optimise LoS with quadFields.

Image
Attachments
rectLoS.jpg
(135.25 KiB) Not downloaded yet
hokomoko
Spring Developer
Posts: 593
Joined: 02 Jun 2014, 00:46

Re: Random WIP 2016

Post by hokomoko »

2nd stage:
Image
Attachments
rectLoS2.jpg
(235.28 KiB) Not downloaded yet
Locked

Return to “Art & Modelling”