Work In Progress / Kshatriya: Origins

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Bugsy
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Posted: 4th Mar 2017 14:42 Edited at: 4th Mar 2017 14:50
whooops??? wrong folder lol. this one is correct.

edit: been messing with my color grading and shaders: here's some different setups from low-end high FPS to high end- mehhh fps.


No Reshade, lowest settings, etc. EPIC FPS


No reshade, highest entity, 5 bloom, slight DOF (gg)


and for those with badass computers, the reshade settings i've been looking at:


chromatic abberation- FPSC's was better, tried to do it right but i dont like it much


default sharpening/LUT//fake lenseflare setup ive been using


AO/sharpening/LUT/levels/fake lenseflare+GG bloom (8) and Dof


AO/sharpening/LUT/levels/fake lenseflare+GG bloom (8) and Dof PLUS added DPX tonemapping (I prefer my purple cyberpunk to this blue washout but IDK)

let me know your specs, and what you like best
Anubis
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Posted: 4th Mar 2017 14:54
Working Wolf texpack has a _D, the NOT Working Wray texpack uses _D2..
Try changing that, might resolve your issue.
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Wolf
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Posted: 5th Mar 2017 11:38
I'd say that this is shaping up really well. You're hitting the vibe!
I like that you went further with the blue tone.


On to the reshade settings. I'd recommend you pack it like I did in [REDACTED]. Have it as an option but throw in a glorious futuristic .txt file that explains how hardware demanding it is and that you don't recommend using it on weaker system.

Quote: "Working Wolf texpack has a _D, the NOT Working Wray texpack uses _D2..
Try changing that, might resolve your issue."


You gotta be... really? No way Wray! Tell me it isn't so!!



Bugsy
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Posted: 5th Mar 2017 12:23
i didnt mean to i swear
Bugsy
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Posted: 22nd Mar 2017 17:30
not much progress lately, converting all my I maps is a chore and a half.
however: here's the progress on the next atlas, which, once finished, will end up being quite a bit of levels 2 and 4. just a few basic models so far. I hope to have 40 or 50 at least when the pack is "done" and I make the fpes.

Bugsy
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Posted: 22nd Apr 2017 10:24


Little update. Level 5 is just level 1 again but for story exposure's sake. I wont post so many pics of it, same area just night. Really liking the way the ambience reacts with this room though, and how the specularity is on the kilo. progress comes slow because i am employed full time, but alas it still chugs along.
Bugsy
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Posted: 22nd Apr 2017 13:07




figured i show a few more because I'm vain for screenshots.
granada
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Posted: 22nd Apr 2017 18:40
Quote: "figured i show a few more because I'm vain for screenshots."


Look good,there can never be enough screen shots.

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Wolf
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Posted: 23rd Apr 2017 01:39
I agree!

That level is lookin' good as a nocturnal scene too.
Bugsy
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Posted: 23rd Apr 2017 10:19
wolf how much I gotta pay you to redo all my illuminationmaps for me
Bugsy
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Posted: 24th Apr 2017 02:28
nevermind, did it myself

here's some new screens with the illuminationmaps, they look nice in even the daytime scenes i think. I will be getting to level 2 and 4 soon, it's just the hump of actually breaking ground on it and at least blocking it out. issue is that takes a good 6 or 8 hours (and I usually like to do it in one go) usually so It's not all the time i have that long to sit and spend on it.







Wolf
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Posted: 24th Apr 2017 18:53
Wow!

Such illumination, much city, very scifi.

Quote: "wolf how much I gotta pay you to redo all my illuminationmaps for me"


2000 Internetz and a weekend on whore island!

Just zip me the diffuses you haven't done yet and I'll do it!



-Wolf
Bugsy
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Posted: 29th May 2017 05:32
Here's some screenshots of level 2~
This is just the first area, there's probably 3 or 5 more pics before I finish this map.





and I have Monday off work, so hopefully I will post more progress tomorrow.
Wolf
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Posted: 29th May 2017 21:36
Well unified!! It looks much better than I expected when you've shown me the early designs.
Bugsy
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Posted: 30th May 2017 01:56







here's some more pictures of level 2. hopefully more people will notice these! That's all for this level as far as "good" screenshots of this map go. I'm now left to decide if I should try to remove this window problem (only way i know how is by removing the windows). as seen above, the windows don't hide random stuff from the outside looking in, but for some reason, do hide stuff from the inside looking out. they are not set as occluders. see below:




these could be awesome screenshots too if I could fix this confounded issue. Otherwise I'm pretty happy with the outcome of this scene, but as always wanna hear suggestions!
Gtox
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Posted: 30th May 2017 05:14
What transparency setting are you using? 5 seems to work best for this sort of thing. It used to be that glass objects needed to be placed after the other objects in order for you to see the objects through the glass, but this has been fixed.
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Bugsy
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Posted: 31st May 2017 03:10
upon looking through the FPE file, these have no transparency line. Should there be one? and is the line simply transparency=x?
Gtox
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Posted: 31st May 2017 04:43
Yes
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Wolf
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Posted: 31st May 2017 14:28
You just nail the cyberpunk look way better than I do!

(and yeah, the higher the "transparency" value, the cleaner the transparency, 2 is usually good enough.)

Bugsy
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Posted: 2nd Jun 2017 02:48
I disagree. You nail a very different post-cyberpunk that I quite enjoy
Bugsy
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Posted: 3rd Jun 2017 21:03



thanks for the help GTOX! I changed transparency to 3 and now am happy with these screenshots. I am considering adding blinds or curtains to some of the windows, but kinda dont wanna block out the cool cubemap effect or the outdoor scenery visible from inside.
Wolf
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Posted: 3rd Jun 2017 23:01
Looks killer! Like your back at your best FPSC game.
Bugsy
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Posted: 4th Jun 2017 21:03
Glad to read that! I'm hoping that this game will be as fun as prologue was but with BETTER gun anims (however much less cool parkour anims). what it lacks in chase scenes, it more than makes up for with levels that can be tackled in a variety of different ways and way better gun fights.
Peri
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Posted: 13th Jul 2017 17:32
Amazing desging
Peri
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Posted: 14th Jul 2017 09:05
I can't find the prologue on steam
Wolf
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Peri
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Posted: 14th Jul 2017 16:28
Thanks
Bugsy
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Posted: 15th Jul 2017 11:30


thanks peri! here's another updated _I maps screenshot from level 3.
I hope you enjoy my games.

I will be working on level 4 tomorrow.
Peri
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Posted: 16th Jul 2017 15:09
I played the PROLOGUE and WETWORK and I really enjoyed from the feel the game give to the player
the darkness of the city the designing and the animations of the citizens , short but give you a good experience with need for more episode.
I am a player who enjoy a good story and designing of games, I wait for the Origins



Avenging Eagle
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Posted: 16th Jul 2017 21:03
Those illumination maps look pretty! Are you not using any bloom at all? I only ask because the edges in your screenshots look jagged, a telltale sign that you've switched off post shaders entirely.

AE
Bugsy
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Posted: 17th Jul 2017 14:16
yes, I have switched off post shaders entirely (at least in GG) I am using reshade to add some light colour effects. People have told me not to use it, but I'm trying to test to see how effective it is in built games or if it will kill everyones FPS rates. I get 60fps plus consistently in my games no matter what, any less and I stop adding stuff to the level.
Bugsy
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Posted: 26th Jul 2017 08:34


Here's the first new early WIP picture of level 4: the rooftops!
Avenging Eagle
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Posted: 27th Jul 2017 16:39
Quote: "I am using reshade to add some light colour effects. People have told me not to use it, but I'm trying to test to see how effective it is in built games or if it will kill everyones FPS rates."


I use ReShade too, and I think it's fine if you're careful about what effects you use within it. At the end of the day, striving for 60fps is always going to be a balancing act in Game Guru.

I like the new screenshot, nice and atmospheric One thing though, judging by the brightness of those buildings outside, I'd expect a little more light coming through the windows. I appreciate this might not be final though.

AE
Wolf
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Posted: 29th Jul 2017 23:14
actully, why fit anythin? Put a few papersheets and cans on the floor of this and add one old soda machine with great texur. Thats all this needs. its pretty much donei in itself
Bugsy
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Posted: 5th Aug 2017 10:07



2 new pictures of level 4. slow and steady!
Wolf
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Posted: 5th Aug 2017 19:42
Everyone interested should just google-image search "cyberpunk anime" to appreciate how much you nail the vibe.
Bugsy
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Posted: 5th Aug 2017 20:18
Thanks for the comment!! my best references and sources of inspiration incoming!!

for geometry reference:
GitS innocence



for color:
akira




although I like to think I nail these okay, I hope to figure out ways to improve my texturing and geometry-instancing (or at least faking it) abilities and be able to represent a world with as much vivid life and detail as tekkonkinkreet




granada
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Posted: 5th Aug 2017 23:12
Trust me they look great .realy nice work.
(And that's looking on my phone)

Dave
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Wolf
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Posted: 6th Aug 2017 00:04
Quote: "I hope to figure out ways to improve my texturing and geometry-instancing (or at least faking it) abilities and be able to represent a world with as much vivid life and detail as tekkonkinkreet"


I think together we could do this! One day at least. Until then, its just not needed because what you deliver is just killer.



-Wolf
Bugsy
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Posted: 6th Aug 2017 02:40
a few little updates: added another light to the back of this hallway, the signs are in chinese but I have red signs leading to the exit



another cool update: I'm going to be adding another gun to this game: the M40A3! It will help in these long straight hallways with little cover and across roofs. keep in mind, there is very little ammo and you must chamber a new round after every shot!




I have another 2 rooms to make/decorate, and one to decorate, then I can start doing the important part, the roofs. This level will be mainly combat centric, but parkour savy players will be able to shortcut and stealthily avoid conflict, at the cost of risky jumps.
Bugsy
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Posted: 7th Aug 2017 03:10


here's a broom closet with no brooms in it
still like it, I was going to post the starting room too but I think i can do it better.
Bugsy
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Posted: 14th Aug 2017 01:20
got some work done this weekend. Unfortunately in one unfinished rooftop outcropping and one simple stairwell my map went from 15 minute lightmap breeze to 2.5 hour lightmap nightmare so I'm going to have to be a lot more procedural and deliberate from here on out to avoid sitting bored while my computer wheezes.


starting room


stairwell 1

stairwell 2 (same area different angles). I made the main geometry all together in 3ds max for this area, the collision works well but I'm hoping AI won't give me any problems (it seems to want to at every turn of the card)


an unfinished rooftop outcropping area
Wolf
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Posted: 14th Aug 2017 03:03
Keepin' it sleezy I see!

I like the progress. Lots of it look weird and distorted and I take weird and distorted over any one of these legion of games that all look practically the same.

I also like the sheer amount of models I made on display here. I hope it will at least put a smirk on your face to know that I aim to release a whole new model pack before winter.

Not so sure about the postprocessing. Especially those blurred looking emissive maps on the windows can be hidden and....
aah! screw it! : I really think this would look a lot better with a few flare or bloom effects.

Looking forward to playing this!



-Wolf
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Posted: 15th Aug 2017 22:21
Seriously impressive detailed level design skills going on here. also congrats on the greenlight!
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Bugsy
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Posted: 17th Aug 2017 02:14 Edited at: 17th Aug 2017 02:15
I would add bloom if reshade had one that didn't destroy the FPS. I may tick it on and try some of my maps to see if i notice too much slowdown. I'm trying to stick to the original design goal of doing only outside shaders and making the base gameguru game shader-free.

edit: @teabone
thanks!!! I'm happy to be greenlit too! I wish I had a clue about the API though
Wolf
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Posted: 17th Aug 2017 07:11
Why not offer a regular and a high end ReShade preset?

Have you replaced the fusebox with the rusted one yet? I think that would add that final polish to that area.



-Wolf
Bugsy
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Posted: 17th Aug 2017 14:05
no, the fuseboxes are relatively new, what with the constantly changing landscape of cyberpunk technology. The building is a 60 year old hong kong tower that should have been demolished 30 years ago but instead has been built onto with new modern trappings and more rooms to suit the population.

that's my story now, unless of course I put in the rusty fusebox and like it better

as for the reshade thing, that's a good idea but I haven't really noticed any combo of shaders that i officially like BETTER than what I have, so i'd have to go in and do a lot of little edits and whatnot until I got a good looking "epic settings" level that was still decent performance.

Bugsy
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Posted: 26th Aug 2017 06:40
Alright I took your advice and added some bloom (very mild) and it seriously classed up the picture. Much more lights and less blacks but still the sharpness and normal map detail is there. I like it a lot and it doesn't suck frames too bad this mild. Here's how the maps are looking now:













this one's still a heavy WIP but i like how the bloom makes it look a lot

granada
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Posted: 26th Aug 2017 15:26
Classy looking screen shots there .

Dave
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Bugsy
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Posted: 28th Aug 2017 05:45
Thanks Granada! I lost my job unfortunately but that gives me a lot more time to work on this beauty. I expect to have it finished soon!

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