Work In Progress / Into the Ice

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Tarkus1971
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Posted: 7th Mar 2017 12:18
this is looking amazing ertlov. great lighting
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smallg
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Posted: 7th Mar 2017 14:41
Its a barracks so everything is generally in a sort of symmetric layout because they're generally put down with little thought except getting them in and done, looks fine IMO.
I agree the floor and ceiling look odd together but I would go the other way and make the floor look more worn and keep the ceiling (the walls already look worn too).
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Posted: 7th Mar 2017 15:01
Juppers!

I agree with smallG. Quick floor retexture would do the trick.
wizard of id
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Posted: 7th Mar 2017 16:19
Quote: "Juppers!

I agree with smallG. Quick floor retexture would do the trick."
Unfortunately that isn't possible as models have unique UV's short of rendering new textures is going to result in far more issues then it's worth, it was done intentionally this way, as rendering with unique uv's allows for better and larger mipmapping pixel support especially with the iffy gameguru shaders.

Quick solution would be to add a ceiling panel, to fit the room, if ertlov contacts me I will gladly assist.
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Ertlov
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Posted: 7th Mar 2017 17:20
You got yourself a DEAL!
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Wolf
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Posted: 7th Mar 2017 18:30
¯\_(ツ)_/¯ k!

I also own this set and I just grunged up the floor texture. Any approach that works is fine though.
Ertlov
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Posted: 7th Mar 2017 23:25
I will go for some overlays on the floor first.

Quote: "Its a barracks so everything is generally in a sort of symmetric layout because they're generally put down with little thought except getting them in and done, looks fine IMO."


Yes, but after 30+ years of usage, there should be some distortions:



Quote: "this is looking amazing ertlov. great lighting "


Thanks a lot! Still not 100 % there, though.
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wizard of id
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Posted: 8th Mar 2017 04:37
Quote: "Its a barracks so everything is generally in a sort of symmetric layout because they're generally put down with little thought except getting them in and done, looks fine IMO.
I agree the floor and ceiling look odd together but I would go the other way and make the floor look more worn and keep the ceiling (the walls already look worn too)."


Sort of high jacking ertlov's thread Real symmetry rarely translates well to the 3d space.Nothing is ever 100% it simply doesn't exist in a nature no 2 trees is exactly the same no two animals has exactly the same coat pattern, even a snail has different shell patterns. Symmetry is disastrous in a 3D enviroment for one simple reason, patterns, the quicker the human mind can find matching patterns the less depth it has.

I studied structural depth a few years back to get a good understand of symmetry and how you apply it to a 3D enviroment, it doesn't necessarily need to be 3d content, symmetrical elements can also be negated by shadows and lights.So while you may think that bed needs to be at a 100% 90 degree angle.You still need to balance it with none asymmetrical elements.Walls floors and ceilings are generally the constant it's what you place on the walls floors and ceilings is the none asymmetrical aspects.Placing two crates on top of one another in perfect aligned is a big no no.

The best advise is never to try an mimic real life enviroment if you can move a bed 3 inches to the left, or back or front do it, blending symmetrical with none symmetrical elements takes a good deal of practice.While nature, humans and plant life do apply mirror symmetry, the two halves will have significant or subtle differences you may have a scar on left but not on the right.Your brain is wired to look for symmetry two feet, two eyes, legs ect is example of what the mind sees and looks for.Made man objects also follow mirror symmetry to some extent and it is about taking that mirror symmetry and applying flaws to it that hides the symmetry better it takes longer for the human mind to see the patterns.

Doing so will keep your player occupied for longer and it will be far more visually appealing. Don't try and change the texture on the ceilings and floors, it is the constant and symmetry that you need to blend into your enviroment.
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Belidos
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Posted: 8th Mar 2017 07:38 Edited at: 8th Mar 2017 07:41
Very true wizard, it's very hard in real life to find something that is perfectly straight, or perfectly aligned, it just doesn't happen, even most man made objects that we think are perfectly straight or aligned aren't always quite as perfect as we think. Suffering from OCPD i notice this a lot more than most people, there's not a moment goes by when i don't notice something that frustrates me because it's not perfectly aligned.

Walls, floors, and ceilings are usually our "reference" frame when we view a room, however, even these aren't perfectly straight or aligned, not by a long shot, they usually (unless brand new and precision built) have bends and not quite 90 degree angles, just look at any ceiling in your house closely, you will notice that it has a slight bow downwards, and the older the ceiling is the more pronounced that bow will be, this is because the plaster board is attached to wooden beams, and over time those wooden beams absorb moisture when it's humid, and dry out in the heat, rinse repeat, which causes them to warp, sag, and stretch over time.

I've just spent the last week redecorating my house, and you would not believe the frustration i've been feeling because of my OCPD, it's only when you get close up with a paint brush trying to cut those edges in perfectly that you notice how warped and twisted four walls and a ceiling can be

This is actually one of the reasons i'm taking such a long time to create The Island, my brain is wired different because of my OCPD and i have to force myself not to align everything on a grid to get it perfect, i've built my first level a dozen times, then just scrapped it and started over because everything looked too false and perfect.

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Ertlov
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Posted: 11th Mar 2017 18:11
Actually we are going to grunge up the floor instead of cleanign the ceiling. And we are playing around with the shader pipeline. the great challenge here is to make it look good outside and inside, in the desert and in the ice.
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Posted: 11th Mar 2017 19:47 Edited at: 11th Mar 2017 19:48
Hmm! I don't think the bloom and flares are working with this.
I liked it better before.

Quote: "Actually we are going to grunge up the floor instead of cleanign the ceiling."


Good choice!
Ertlov
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Posted: 12th Mar 2017 13:33
Actually, you were right about the Bloom / Flare - at least partially, I figured out it has to be more decent and color-adjusted to the envrionments.

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Posted: 4th Apr 2017 14:25
Whats up with Master Shredder been on the poster? There going to be a Ninja Turtle running around there some where? LOL
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Ertlov
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Posted: 4th Apr 2017 15:13
As always, there will be several pop-art jokes.
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Ertlov
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Posted: 4th May 2017 21:16 Edited at: 4th May 2017 21:19
Hi all, progress has been slow, as we are incorporating results from test runs into the game and adapted to the changes in GameGuru itself.

We have raworked on our "woods" test scene with a lot of Megascan assets and the results are pretty cool, however, I have only shown Wolf so far - because it can't be used in the game due to memory limitations. It wouldn't be good to have screens floating around when you can't build a level (even a small one) in that fidelity.

But we learned a lot from those, and of course Prebens great work, and I was able to ramp up our terrain shader appearance from that directly usable in Into the Ice.

Now we can have really "3dish" footsteps



created with the "path" texture of the terrain only, and in the same way a much more believable rock / snow texture. Still no parallax mapping, but coming close to those results:



And it looks good ingame, too!



We will have something new, playable within the next weeks.
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granada
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Posted: 4th May 2017 22:14 Edited at: 4th May 2017 22:15
Cool pics,that looks like a great all round improvement.much more realistic.

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Ertlov
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Posted: 7th May 2017 09:22 Edited at: 7th May 2017 13:56
Ladies and Gentlemen,

tomorrow we have press announcements going out with more information.

But, today, YOU get a sneak preview:




Edit: New link embedded.
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Posted: 7th May 2017 11:17
Good trailer,the very best of luck with this to all your team .

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Ertlov
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Posted: 7th May 2017 14:59
uploaded a new version with more content.
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Posted: 7th May 2017 18:19
He said exactly what I thought when I saw the T-Rex!

This looks beyond terrible! I can't wait!!



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Ertlov
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Posted: 7th May 2017 21:06
Quote: "This looks beyond terrible! I can't wait!! "


Always and forever!
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Posted: 9th May 2017 09:44
I am very excited to see this! Looks awesome !
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Posted: 13th May 2017 08:58
Nice one. That made me smile all the way through.

Cheers.
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Posted: 13th May 2017 12:20
What a load of rubbish!! Here, take my money!
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Ertlov
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Posted: 25th May 2017 23:07
Don't wonder that we have been quite silent the last weeks.

This was because of the work on the Steam Page.

Here we go:

INTO THE ICE STEAM PAGE

Spread the word!
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Posted: 26th May 2017 01:05
"4 years in the making". That kinda stuff always creeps me out! Wow, its been 4 years since you announced this.



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Posted: 26th May 2017 03:06
This looks very classy. I can feel it running at a faster frame rate than into the dark, and am excited to see what sorts of interesting puzzles and easter eggs there will be. will you be putting a movie in this one? Nice screenshots.
Ertlov
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Posted: 26th May 2017 09:03
Quote: "That kinda stuff always creeps me out! Wow, its been 4 years since you announced this."


Yeah, we are really old now.

In 35 days we have the 10th anniversary of the Anderson Release...
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Posted: 25th Jul 2017 16:08
I very well remember complaining about every aspect of that.... remember the old prismatoid board? Oh dear!

How are you fairing? Summer vacation?



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Ertlov
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Posted: 3rd Aug 2017 02:20 Edited at: 3rd Aug 2017 02:21
Actually, I have moved to Sydney. I was wise enough to bring my dev machine and my File Server with me, but I didn't expect it would take freaking 6 weeks to get broadband internet in the centre of Sydney. ETA is now 8th of AUgust, and than I am back on Into the Ice.

Quote: "I very well remember complaining about every aspect of that.... remember the old prismatoid board? Oh dear! "


Yeah, everything except the artworks and cutscenes, if I remember right...
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Posted: 4th Aug 2017 09:05
Quote: " ...in the centre of Sydney. ETA is now 8th of AUgust, and than I am back on Into the Ice."

Doesn't that sound a trifle .. contradictory ? LOL. Especially at this time of the year and oncoming months....
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Posted: 4th Aug 2017 16:35
You have a colourful life ertlov! I hope you'll settle in well.



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Posted: 13th Oct 2017 19:21
That trailer had me cracking! Great job!
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Posted: 18th Oct 2017 12:26
From Österreich to Australia? Nice.
From AU to AU lol
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Posted: 27th Oct 2017 23:08
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Posted: 9th Jun 2018 11:52
Unlocked by request of OP
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Posted: 9th Jun 2018 12:41
You where faster, synchro!

Looking forward to new content
Ertlov
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Posted: 10th Jun 2018 00:25
Thanks a lot for re-opening!

Well, we officially started to rebuild every level from scratch. Of course with level 1.
Lot of the work is scanning assets, converting them to PBR if possible, discarding if not and getting or making new ones that can shine (pun intended).

If you look at our old level 1 base:



And that`s what we turn it slowly into:





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Posted: 10th Jun 2018 14:25
Best luck and patience with the PBR conversions
First results look decent too!



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Posted: 16th Jul 2018 22:57
Yes, all the best in the pipeline conversions. Great to see your work again.
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Ertlov
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Posted: 9th Oct 2018 05:26
Powered with Panther AI, we will release a playable slice THIS HALLOWEEN.

"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
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Posted: 10th Oct 2018 04:05
Looking forward to it, I'm always glad to see long running WIP projects are still alive and kicking!
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Tarkus1971
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Posted: 22nd Oct 2018 10:13
Truly awesome work Ertlov. Keep it up.
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Posted: 2nd Nov 2018 17:07
What happened to the Halloween Demo
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Ertlov
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Posted: 3rd Nov 2018 10:23
still in production, needs a few days more!
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Ertlov
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Posted: 9th Nov 2018 22:52
Ok, we had some major issues with the AI, especially with custom characters (Eissturmführer, Neuschwabenlandjugend emo chick e.t.c.).

However, we threw out a testing slice of the Trainings / Intro level here:

Into the Dark Final Edition
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
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Posted: 12th Nov 2018 12:59
I see you want to release your next game "Into the Ice: Nazis of Neuschwabenland" in Dec... 25-12...
Are you sure you want to release it "that" day?
I mean... it's a xmas day... many stay with their families... not in front of Steam.
2. It's during the Xmas Steam sale... competiton with heavy discounted AAA titles...
3. Nov/Dec is never a good time for an indie game release, all the AAA companies release their games in that time frame. Oct-Dec...

But it looks nice
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Ertlov
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Posted: 15th Nov 2018 01:47
Haha, no the 25th is more of a joke. It won`t be this year.
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Posted: 14th Jan 2019 05:54
but this year?
Ertlov
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Posted: 25th Mar 2019 01:51
This year. If we get dynamic shadows from set light sources.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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