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Re: Random WIP 2016

Posted: 24 Mar 2016, 19:00
by Beherith
Some new graphical effects have been added to BAR:
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Re: Random WIP 2016

Posted: 24 Mar 2016, 23:08
by hokomoko
The trees! They are swaying!
(warning, monster gif)
http://i.imgur.com/TJB0ePJ.gif

Re: Random WIP 2016

Posted: 24 Mar 2016, 23:36
by eronoobos
copyright trolling?
trilip6.gif
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Re: Random WIP 2016

Posted: 10 Apr 2016, 00:30
by FLOZi
https://www.dropbox.com/s/e66f6xixiyccf ... 0.avi?dl=0
sector.gif
sector.gif (794.87 KiB) Viewed 20842 times

Re: Random WIP 2016

Posted: 11 Apr 2016, 18:25
by Anarchid
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Re: Random WIP 2016

Posted: 13 Apr 2016, 23:53
by FLOZi

Re: Random WIP 2016

Posted: 15 Apr 2016, 21:04
by PicassoCT
bravo flozi :D

Re: Random WIP 2016

Posted: 30 Apr 2016, 03:26
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.
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Re: Random WIP 2016

Posted: 30 Apr 2016, 03:27
by rattle
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Re: Random WIP 2016

Posted: 30 Apr 2016, 10:59
by PicassoCT
How is this archived? Per Surface Texture and a shader that blends all the edges with that "the paint wear off" metall?

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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

Re: Random WIP 2016

Posted: 05 Jun 2016, 23:29
by PicassoCT
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Pushing all the right buttons. Triggering Intensifies.

Re: Random WIP 2016

Posted: 07 Jun 2016, 02:20
by Forboding Angel
Completely recreated the Evo site from scratch using my super powerful framework. Only took about 6 hours total.

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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.

Re: Random WIP 2016

Posted: 06 Jul 2016, 10:52
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

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Re: Random WIP 2016

Posted: 13 Jul 2016, 08:36
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.

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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.

Re: Random WIP 2016

Posted: 13 Jul 2016, 09:19
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.

Re: Random WIP 2016

Posted: 14 Jul 2016, 05:48
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

Re: Random WIP 2016

Posted: 24 Jul 2016, 23:15
by PicassoCT
AllyGator finally textured

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Re: Random WIP 2016

Posted: 01 Aug 2016, 00:02
by PicassoCT
And the most recent advances are provided by>
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This guY

Re: Random WIP 2016

Posted: 03 Aug 2016, 14:40
by hokomoko
Trying to optimise LoS with quadFields.

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Re: Random WIP 2016

Posted: 03 Aug 2016, 17:39
by hokomoko
2nd stage:
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