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
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

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
Posts: 155
Joined: 06 Oct 2006, 05:59

Re: P.U.R.E. 0.55

Post by Keithus »

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.
Speedy
Posts: 6
Joined: 01 May 2006, 13:28

Helping hand

Post by Speedy »

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
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

*me likes*
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: P.U.R.E. 0.55

Post by Das Bruce »

I like how you did the base.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Helping hand

Post by clericvash »

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 ;)
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: P.U.R.E. 0.55

Post by SpikedHelmet »

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
Posts: 182
Joined: 20 Jun 2007, 23:44

Re: P.U.R.E. 0.55

Post by [XIII]Roxas »

Yeah. That is truly a work of art.
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: P.U.R.E. 0.55

Post by clumsy_culhane »

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
Joined: 16 Mar 2005, 00:12

Re: P.U.R.E. 0.55

Post by chillaaa »

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.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: P.U.R.E. 0.55

Post by Saktoth »

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
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.55

Post by Argh »

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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Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

Interesting, some of the mechs have two rocket launchers, some have two cannon arms, and some have both...
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Re: P.U.R.E. 0.55

Post by Neuralize »

enlarge picture i cannot :(
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

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
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: P.U.R.E. 0.55

Post by clericvash »

That is a pretty simple picture for how awesome it actually is lol!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: P.U.R.E. 0.55

Post by SpikedHelmet »

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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Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

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 »

looks cool gmn.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: P.U.R.E. 0.55

Post by Guessmyname »

Image
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