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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Fri Jan 01, 2010 12:44 am Reply with quoteBack to top

happy new year doing mah work
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Wed Feb 03, 2010 2:20 am Reply with quoteBack to top

Havent posted in a while. Thought id post this here so we can discuss this. THIS IS AN IMPORTANT ISSUE.

Ok so its no suprise to anyone that the invasion view and the games visual style needs acomplete overhaul. Ive been trying to come up with ideas that tie all this together. Here what ive come up with.

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This was my original concept. The idea behind it was colour theory based. Resistance players would glow the lime green of the HUD. And their texture when viewed from Invasion side would be the same green (so its a glowing outline when they are behind an object and solid glow when attackable). Invasion players would glow pink.

The idea is that enemies stand out as much as possible (yellow green is the most visible colour to the human eye and it contrasts most against pink/purple). You probably remember Ron talking about it.

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After some thinking i realised the checker light texture system we are using for Invasion floor just doesnt work. I was thinking we should have a plan black floor and then use lime green lines as overlays showing the critical path of the maps. Then we use a washed out dark purple for walls to take them out of your attention. Then props be purple/pink to make them stand out a bit from the walls.

I was thinking we could also mark areas of the map with overlays aswell.
On the concept its labelled to direct you to key reas of the map. And notification of how to get to certain things like sniper areas etc. These would look cool with symbols (and more fitting) but they need to be hella easy to read.

Apologies for the lame pastel colours on that. Its only an indicator.

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This is my idea for a HUD. The gradient attracts attention to the center of the screen. This should help bad player concentrate, and at the same time hinder better players ability to use their peripheral vision. (Which is the kind of balance we want. I was thinking the outside could have a blur like tf2 sniper scope.

Also i thought a kill indicator would be cool Razz

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And here are my background ideas. I continued the colour theory on to make the team colours. Was thinking they could have a cool logo each aswell. These are obv no way near final. Just an idea as to how i think our visual style should be.

Anyway i posted this because i need your input guys. We need to get this right!

tl;dr - Read the whole thing or youre off the team Razz
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Wed Feb 03, 2010 2:32 am Reply with quoteBack to top

Fair enough on the colours always was a good scheme and the plain black on the floor works better for levels as it solves tiling issues and less ugly seams,

How in the hell do we mark specific clean cut critical paths? overlays? wouldn't they show up for both teams, i can already think of a workaround for it using said overlays + material proxys so , mat + matoverlay=matinview +matinvviewoverlay, for the paint alpha blend thing. Goooood luck to us painting that blind.

Works well on iv_steel as you can have alphablend thing the same for resistance, guess could do it on iv _ tempest too but at the cost of detracting floor detail a little, unless people don't notice, or maybe invasion can't map organics so well so the crit path lines are allowed to be more blurred.

Still it's a good idea though and would look much much cooler plus presents better signaling, but does it still apply to our demographic like this as it cuts the tron esque feel.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Thu Feb 04, 2010 6:23 pm Reply with quoteBack to top

Not sure about the backgrounds don't think they have the 80's film cover look, floor idea is good rather than random checker useful indicators would look good with pulsing idle animations , dont really mind about the purple and green colors though the textures should be redone, don't think the HUD should be purple (too much purple) and the circle should be thinner i reckon. I dont think the health bar should be expressed as numbers if it can be done a gauge would be better. Ron wants us to think about both demographics what they consist of who are we aiming for (movies,tv,websites,clothes,beer) by next week.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sat Feb 13, 2010 9:53 am Reply with quoteBack to top

Feedback from external marker.

So Adam gave me feedback from the external marker. The main point he needed to establish was how we have portrayed the 80's in our game. As far as he was concerned it was very uncool the people we are aiming at are not proud that everything was pink etc. The example was saying how short circuit was a very uncool film in the 80's where as big trouble in little china and escape from new york and blade runner are. This came back to the title and font. The cage font wasn't a hit instead we should be looking at something much similar to the blade runner font. The level textures in robot perspective were also talked about, firstly the color scheme (that is different now) was mentioned too much pink lol. Also the texture were far to complex and from the externals point of view would instead of bring newbies in push them away by how confusing it looks. Adam said the new tron style should be used as a style guide extensively.

Also Adam also said if you do not stick to the original level plans and stick to your schedules very closely you will be setting yourself up to fail he was very adamant about this. specifically for you Matt as I think Jules is sticking to the original level as far as I know. As far as Adam is concerned redesigning the level is not what was in pre-production learning outcomes or in your schedule. He said if he gets handed a different level its would be likely that it would be a fail as its not what you said you were going to make in pre production. As well as this the new props that would be needed for a different level would get no marks as they would not be in the pre production A B C priority stuff. He even went as far as to say that if the level design doesn't get back on track I should cut and run. Thats the last thing I want to do but its show how serious he is about sticking to the original plan.

Now hasn't helped at you 2 have been away as I have to deal with Ron and Adam wondering where you 2 are its been bad for progress and moral. I don't enjoy moaning to you lot but everyone's degree is at stake. here.

Girlfriend is down for weekend for valentines day shit. I be on steam on Monday.
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Sat Feb 20, 2010 1:02 am Reply with quoteBack to top

Image
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do i leave it as the top one or do i continue developing it along the lines of the bottom one? or do i use the top one and have wires stringing from it to various comm and antenna pieces on top of the keep?
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Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Wed Mar 03, 2010 6:50 pm Reply with quoteBack to top

3/3/2010

Basically written update of my progress.

Resistance character base mesh done though needs to be reconsidered in some parts including less uniform pouches, larger arms and less washing up style gloves. also want to add buckles to the vest though time and progress may limit want i can go back and fix within FMP schedule.

highpoly mesh in Zbrush for resistance is done though again may be tweaked with above in mind.

Zbrush needs to be baked down for resistance guy but its not a priorty I will do it on the first day of resistance texturing.

Invasion weapon has been modeled. large debate on the solent gamers forum over the aesthetic and how it would affect the internal workings of the gun. Though ultimatly it was turned into a ramble about guns I took the best and left the rest. texture needs work and I have done a normal map in zbrush and baked it which works. model needs to be mirrored as I foolishly assumed it would be seen only in First person view forgetting that a world model would also have the normal map should be a relatively easy fix. The texture has crimson red though Adam has suggested that it looks to pink and we all know Adam loves pink so will change that.

Invader base mesh is done. I originally modeled it within schedule though later felt the legs needed changing out right as they didnt fit the concept well. Ron drastically changed the model though Adrian felt that the version that stuck to the original concept was better so I went for what i thought looked better and went with the original concepted version.

Poly count is quite high though it is within our polygon limit.

Zbrushed the model and have baked it onto the base mesh this was quite successfull Though I will find out how to enhance the normals as there are ways to push them which i would like to know about.

team seems to be back on track which is good and hopefully things will start taking shape in the coming weeks.

over and out
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Thu Mar 04, 2010 3:26 pm Reply with quoteBack to top

Spent today revamping the resistance assualt though I will need to unwrap some parts again and re z brush some parts basically will need to juggle somethings around to accomadate it. I want your opnions whether to run with the new model or leave it and stay on track. it has an extra 1000 polys into it which it needed i think.

[url]Image[/url]
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Fri Mar 05, 2010 1:02 pm Reply with quoteBack to top

The new one definately looks better, the added details effect the silhoutte which is good, makes him look less blocky and the clothes flow better too.

an update on where we are then almost all the high assest props have been modelled (a/b) , the ones for iv_steel are pretty much all compiled and in game with a base texture, the props for iv_ tempest are modelled but not uved etc as this is not the a asset map.

We will continue working on steel before turning attention to tempest after the easter break. minor work will be done on/for tempest til then.

i will probably create the 2 alpha blends it needs over the next two weeks alongside building the remainder of the props for steel.

this is a slight deviation from schedule on my part as everything has a dependancy loop on it, i'm ahead on schedule for the props by 3 weeks as they weren't due til after easter, however seeing as how steel is an A asset and needs to be done i believe this is acceptable. apart from textures i'm on track for tempest too.
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Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sat Mar 06, 2010 11:46 am Reply with quoteBack to top

just a little update I have rigged up the resistance character rigs up pretty well actually hopefully the robot will be less hassle as it doesn't really deform. I will wait to speak to Matt as may need little help compiling it and it may need some tweaking still.

Also modeled UV and z brushed a knife as I needed to put one in the resistance characters knife sheath so we have a knife without a diffuse we can use as a v model it was an Israeli Kabar so fits the breif.

I am right in assuming the texture and normal map didn't need to be done before rigging as long as it had been UVed? or im going to cry lol.
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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sat Mar 06, 2010 1:17 pm Reply with quoteBack to top

knife now has a diffuse.

512 x 512 normal dif spec



[img]Image[/img]
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Sun Mar 07, 2010 10:37 pm Reply with quoteBack to top

nice diffuse , you can push it a bit more though by picking out details and highlighting them, the normal map seems to have messed up jagged lines on the straights + some white untextured areas on the seams or something, not sure if that's jsut a bad render though.

Can't wait til uni tommorow so i can unwrap all my stuff and get base textures going, would be nice to see more stuff in game. uving here likes to make my computer bluescreen and corrupt my saves yaay, it's a monitor issue, waiting 2 weeks so i can get the one from home.
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Coltaine
Developer


Joined: 19 Nov 2009
Posts: 36

PostPosted: Sun Mar 07, 2010 11:00 pm Reply with quoteBack to top

Update on model / work done so far

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ogg the logg
Developer


Joined: 17 Nov 2009
Posts: 32
Location: Southampton

PostPosted: Sun Mar 21, 2010 1:25 pm Reply with quoteBack to top

http://img253.imageshack.us/img253/35/rendere.jpg

anyone for a door?
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Kinky
Developer


Joined: 16 Nov 2009
Posts: 41

PostPosted: Wed May 05, 2010 5:16 pm Reply with quoteBack to top

Been VERY lax with blog posting because of how many hours weve been pumping into developing the project. Bad i know *slaps self on wrist*

Im going to outline everything ive been doing and then make the others follow.

iv_steel got a makeover and a slight layout shift. The control room now sits between the two rooms instead of off to the side where its linked to said room with two D shaped connection rooms on the first floor and two straight corridors on the ground.

After doing this i set to work on decoratng the place and putting in all the props weve made. At this time i adjusted the lighting rigs to match the props for the light sources and started playing with HDR values for ambience.

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After that i started putting in the entities i wanted (mainly the particle effects in the main room) and really getting the lighting right.

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After getting the basis of the main rooms done i moved onto the side rooms and corridors. These needed to be changed alot in the end.

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After all that i started putting in minor props and signs, dirt decals/overlays etc. These next images show a mainly completed iv_steel.

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After this comes a week of texture refinement.
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