Search found 209 matches
- Jan 27th '20, 03:25
- Forum: Aleph One Discussion
- Topic: Lightmapping (Optional)
- Replies: 12
- Views: 7326
Re: Lightmapping (Optional)
I actually have been messing around with using 3d models to add shadow layers over rooms, and it is very simple (albeit wildly inefficient) Unfortunately, there are 3 problems that I have run into: 1) The engine's culling system isn't suitable for room sized models (this isn't a new revelation). 2) ...
- Jan 8th '20, 01:03
- Forum: Chat
- Topic: Xbox Homebrew
- Replies: 9
- Views: 7347
Re: Xbox Homebrew
Usually you want the basic shape of each space or room in a map to be composed from a few simple objects. The details like small stairs, furnishings, and intractable stuff should be made from individual objects. These can be instanced in different areas as needed. Generally, you want to be able to a...
- Aug 16th '19, 02:16
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
I have the day version of the pfhor landscape rendered. Link: https://drive.google.com/open?id=1aOOY0Zc2nTuIQgrBHKAJbgt1msk4Uyt7 The big ships are based on what you see in m2's moon environment, plus the 2 page image from the manual. The small ones are from the pfhor dropship you see in "Ne Ced...
- Aug 10th '19, 10:45
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
She is supposed to hover like a spht. There are also frames for her hair flowing in case the 1-frame idle/float state is uncanny. I didn't import them into the .shpa file, but they are included with the rest.
- Aug 9th '19, 20:04
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
Ok, I have rendered out the full set of frames and put all except the extra idle animation into a shape patch. I haven't defined all of the animation sequences, but those should be easy enough to put together. https://drive.google.com/open?id=1YkV5brfxqMddPyWWIJ-sTRp_LFkeMKeM I have quite a bit of s...
- Aug 2nd '19, 04:51
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
Ok, It should make rendering a fair bit easier then. Hair and skin are pretty much the most costly thing to compute other than volumetric smoke, so those cycles can be put to good use elsewhere.
*edit*
how does this look, concept-wise?
*edit*
how does this look, concept-wise?
- Aug 1st '19, 21:45
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
I have been less productive over the last couple days due to a persistent (insert physics model joke) fever. Fortunately I've gotten back to feeling well enough to throw together a set of test frames for Hathor's idle state (both software and full color/glow). The rest of the animations have been ke...
- Jul 26th '19, 03:30
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
The Lh'owon night background is done, I tested it in "second to last of the mohicans" and it seems fine. If you want other stuff in the sky, or some different colors I can change it https://drive.google.com/open?id=1P7PAqx_Nx2w8KeE4SxJMj9ZydSRxEvyp I will do the pfhor planet landscape next...
- Jul 25th '19, 19:30
- Forum: Marathon Discussion
- Topic: How strong IS The Security Officer?
- Replies: 15
- Views: 8517
Re: How strong IS The Security Officer?
Ah, I stand corrected then. I thought it measured 64ths of a WU per second, for some reason. I'm not sure why I thought bobs had so little health, maybe I accidentally shot a few already-wounded bobs in the past. As you said though, doing physics calculations from in game speeds isn't going to give ...
- Jul 25th '19, 07:52
- Forum: Marathon Discussion
- Topic: How strong IS The Security Officer?
- Replies: 15
- Views: 8517
Re: How strong IS The Security Officer?
Yeah, the damage values are wonky one way or another. My assumptions are really only consistant with m1, where civilians can't survive AR bullets (i'm pretty sure, anyway). I never really thought about the bullet speed thing since they do not travel fast enough in game to do anything to an unarmored...
- Jul 25th '19, 01:24
- Forum: Marathon Discussion
- Topic: How strong IS The Security Officer?
- Replies: 15
- Views: 8517
Re: How strong IS The Security Officer?
Note: This personal headcannon/Interpretation probably varies person to person, so this isn't intended to be contradictory but rather what I came up with to explain things. I've always figured that the armor the player wears is mostly there to protect the electronics and batteries that power your li...
- Jul 23rd '19, 19:37
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
I can try to add some fog over the landscape, it shouldn't be too hard to do that in photoshop.
*edit*
this should work if you adjust the fog color to a slightly colder tone, and lower the maximum opacity a touch.
https://drive.google.com/open?id=14ap23 ... HCVYUyzBcq
*edit*
this should work if you adjust the fog color to a slightly colder tone, and lower the maximum opacity a touch.
https://drive.google.com/open?id=14ap23 ... HCVYUyzBcq
- Jul 23rd '19, 05:16
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
I was hesitant to rely on flat textures, because it they cant portray large plants at extreme angles and on the crests of hills. That being said, they are the best option for ground cover like grass or moss (which can't be feasibly done any other way). So, I've come up with a combination of flat tex...
- Jul 22nd '19, 23:41
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
Thanks for the input, I will make sure to add some kind of face mask. The sorta blank "doll" look lia mentioned is hard to avoid in rendered faces, so it's probably a good idea to cover things. Currently I am wrestling with ways to make reeds and brush en-masse without blowing up my video ...
- Jul 22nd '19, 23:29
- Forum: Marathon Discussion
- Topic: How strong IS The Security Officer?
- Replies: 15
- Views: 8517
Re: How strong IS The Security Officer?
Well, the player can: -Sprint at 20 Kph *indefinitely* -Kill a human with a single punch (with a bit of run up) -Fall absurd distances without damage (Durandal even mentions this) -Punch armored hunters to death ... while carrying a whole arsenal on their back (matter compression and antigravity she...
- Jul 20th '19, 19:25
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
Ok, I will adjust accordingly.
The brightness problem was technical oversight on my part, I mixed up the color settings I was going to use.
How does the idea of volcanic wetlands sound? I could see some Cyanobacteria filled pools a-la Yellowstone with marsh plants mixed in adding some nice colors.
The brightness problem was technical oversight on my part, I mixed up the color settings I was going to use.
How does the idea of volcanic wetlands sound? I could see some Cyanobacteria filled pools a-la Yellowstone with marsh plants mixed in adding some nice colors.
- Jul 19th '19, 22:46
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
A couple days ago Pfhorrest PM'd me, asking if I would do some new skybox pieces and potentially a sprite-set for Hathor. I have a test render of the daytime lh'owon skybox here: https://drive.google.com/open?id=1xolYynEFicHlb1Fxr3Igc0vl0zTrKoTT Low res: lowon sky.png I haven't fully populated the l...
- May 7th '19, 05:28
- Forum: Projects
- Topic: give me {the} d
- Replies: 25
- Views: 19497
Re: give me {the} d
I'm sorry but since you have not posted a title screen, I feel like this thread isn't going to go anywhere.
- Apr 20th '19, 21:50
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3b3
- Replies: 94
- Views: 71239
Re: Aleph One 1.3b3
So I noticed a bug in the control Preferences:
Setting joystick to "treat as analogue" doesn't work, it resets when you leave the menu.
Setting joystick to "treat as analogue" doesn't work, it resets when you leave the menu.
- Mar 16th '19, 06:15
- Forum: Aleph One Discussion
- Topic: Sprite clipping with 3D & shader
- Replies: 9
- Views: 6139
Re: Sprite clipping with 3D & shader
Whoops, I think the flag was left there from when I pasted in a segment of script from another thing i was working on at the time.
- Mar 12th '19, 23:18
- Forum: Marathon Discussion
- Topic: PSA: Marathon: Durandal XBLA is now playable on Xbox One
- Replies: 8
- Views: 7895
Re: PSA: Marathon: Durandal XBLA is now playable on Xbox One
I'd expect Bungie to have the source code and assets archived somewhere, but I highly doubt they would ever be used for anything. Splitting off a team to work on a project *using an engine programed for the xbox360* doesn't strike me as a good investment of work-hours. That being said, a release of ...
- Mar 7th '19, 08:36
- Forum: Projects
- Topic: AlephOne: Pathways Into Darkness
- Replies: 39
- Views: 21678
Re: AlephOne: Pathways Into Darkness
I've been having a lot of fun going through pathways again, so great work, wrk. I wouldn't have thought this was possible in aleph one. There is one bug that I have come across: I encountered a sentinel that a group of skitters was able to walk around in "watch your step". I am pretty sure...
- Jan 6th '19, 03:44
- Forum: Aleph One Discussion
- Topic: Theta "Error" patterns
- Replies: 4
- Views: 2738
Re: Theta "Error" patterns
My brother and I ended up combing through the source code to figure out how the "random" offsets are generated. Turns out at the most simple level, it is doing bit-wise operations on the contents of a 16 bit memory location. The content is overwritten with each use based on its previous co...
- Dec 23rd '18, 01:41
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
I re-processed the lowres sprites, if you want to use these versions.
Since I changed pretty much all of the frame offsets to look right on my screen, I wonder of just taking those values and adding 20 y and -30 x to all of them would work.
Since I changed pretty much all of the frame offsets to look right on my screen, I wonder of just taking those values and adding 20 y and -30 x to all of them would work.
- Dec 22nd '18, 21:37
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577735
Re: Eternal X 1.2
Okay, feedback noted. -I think I forgot to halve the resolution of the frames and sent the raw ones over instead -My screen dimensions make swords lower and further sideways when resting than for yours, and the extra arm length is for a margin when you look downward and walk. The sprites were render...