Work In Progress / Naelurec

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OldFlak
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Posted: 23rd Sep 2019 00:01 Edited at: 2nd Nov 2019 04:31


AUTHOR
OldFlak
(CDASi Games)


GENRE
Sci-Fi
Mystery Survival Exploration


CREDITS
- - - -
- - - -


STORY
A routine mission finds you stranded on Moltaren
a planet listed as developing and uninhabited.

In order for a rescue team to land at your convenience
you will have to work out what is causeing all craft
entering this planets airspace to crash.

Traverse between strange openworlds
and high-tech space stations
to unravel the Mysteries of Moltaren.

See you planet-side.


story line is
subject to change




Moltaren is rich in Cerulean Crystal (title hint), this material is used to power everything in the Naelurec Universe, from hand held torches to interstellar space craft. The residual effect of this substance is noticeable in flora and fauna all over Moltaren - But wait, isn't this planet uninhabited!

That's it can't give any more away!


OldFlak....
aka Reliquia
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OldFlak
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Posted: 23rd Sep 2019 00:01 Edited at: 11th Oct 2019 00:23
WIP INFO:

Why the WIP:
1) Show the world - rather than my HDD and Monitors being the only ones to enjoy (or loath) my work.
2) Get the Title out there - so nobody else can use it
3) GG community renowned for great advice and help - I will need it!
4) Keep me motivated - solo game development is time consuming, and it is easy to loose focus\drive.
5) Hopefully release a 3D game some will enjoy playing.


Inspiration\Objective:
When I first started making skyboxes, I had memories of awesome ones in Halo, so I installed it again just so I could check them out from an artist\dev point of view. Of course when I did that I quickly found they were not that good after all (probably were for the time), but I still remember a sense of immersion when I first played that game.

I would like to do that:
Take the player on a journey. Create an atmosphere where you not only want to follow the plot so you can get to the next level, but also feel compelled to explore the word around you, and get rewarded if you do.

Can I do that? Well personally I think it's a tall order, we will see I guess....


How long has Naelurec been in development?
Been making models since Jan 2017
- plenty have ended up in the bin
- lots more to be created yet!
Terrains and skyboxes before that - and still tweaking them.

Why so long?
Well real life just gets in the way - but it is of course more important!
And of course focus - can be hard to keep that.


Will this game be sold?
Undecided - more likely to be free.
Not sure anything I can develop will be worthy of being sold.


Assets:
The goal is to have 100% custom assets.
Will Naelurec assets be put on the store?
- Maybe, and then only after game release.
- But that in itself would be just as much work as making the game!
- And of course, who would want them anyway...


Release date:
Long way off yet....
So much to do.....


Concerns:
Audio:
I have made some audio, ambience, sound effects for things like doors/force fields etc, but not overly happy with the quality - soooo we will see what happens there.

Scripting:
Not sure I can pull off some of the stuff I have in mind - but hey one can only try.

Engine:
GG has a long way to go I think, I just hope it keeps improving and doesn't become another FPSC.
1) Standalone issues experienced by many
2) Grass still has issues - at least on older maps
3) Terrain - yeah needs work - pain to work with atm

One lives in hope


Suggestions critique welcome.


OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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osiem80
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Posted: 23rd Sep 2019 01:52
interesing project, iam wating 4 more screens
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PCS
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Posted: 23rd Sep 2019 11:46 Edited at: 23rd Sep 2019 23:34
interisting. good luck.

edited :

best of luck to you.
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osiem80
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Posted: 23rd Sep 2019 12:11
Quote: "The goal is to have 100% custom assets.
"

Good luck with that, i like when someone use own models, sounds ect.
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OldFlak
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Posted: 23rd Sep 2019 12:48 Edited at: 23rd Sep 2019 14:13
Thanks for your interest guys.

@osiem80 Yeah - audio is probably one of those hurdles I am not sure I can jump real well - lol. will likely pay someone to do much of that...

@PCS - shows how hard it is to come up with unique stuff!

OldFlak....
aka Reliquia
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OldFlak
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Posted: 23rd Sep 2019 12:50 Edited at: 23rd Sep 2019 13:23
Loading Screens





OldFlak....
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OldFlak
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Posted: 23rd Sep 2019 12:51 Edited at: 24th Sep 2019 15:32
Planet-Side - Volcanic Region:



Thought Moltaren was uninhabited!




Buildings:








Portals




Can check out the Portal here in Sketchfab

Shots may contain trees and plants not my own - these will be eradicated!

OldFlak....
aka Reliquia
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OldFlak
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Posted: 23rd Sep 2019 12:53 Edited at: 24th Sep 2019 10:27
Racha Research Facility:













OldFlak....
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OldFlak
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Posted: 23rd Sep 2019 13:01 Edited at: 23rd Sep 2019 13:04
Enemies:

Watch This Space

OldFlak....
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osiem80
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Posted: 23rd Sep 2019 17:19 Edited at: 23rd Sep 2019 17:19
WOW looks cool, would play it.
btw. the font on the loading screens doesnt really fit the sci fi atmosphere, looks quite commonly.
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Wolf
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Posted: 23rd Sep 2019 17:38
I'm always enjoying whenever someone gives a game guru project a whirl that has an actual art direction. I mean its no secret that the standards, despite this community's efforts, are so low they are right next to the marianna trench sometimes but this... this actually has enough polish already to look like something an indie studio would put out.

I like the colours you use a lot and I am looking forward to more. The plot implies that its fairly light hearted and more adventure driven which I like in my scifi.

Here is hoping for more and maybe a hefty demo sometime down the line! Best luck with it and happy developing!



-Wolf
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Posted: 23rd Sep 2019 23:37
OldFlak, These picture looks awesome.
I like your models.
I wish i had the talent to make my own models, but for now i have to work with what is out there.
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OldFlak
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Posted: 23rd Sep 2019 23:40 Edited at: 24th Sep 2019 15:36
Thanks guys for the feed back. Appreciated.

Quote: "the font on the loading screens doesnt really fit the sci fi atmosphere, looks quite commonly."

I looked for quite some time for fonts that looked sci-fi like. The font used here is called CaptureIT, paid like $5 USD for it iirc. I quite like the font myself - it looks great on models, and I felt having the same in the menus kind of ties it into the game, but yeah everything can change and probably will - always open to suggestions examples

Quote: "I'm always enjoying whenever someone gives a game guru project a whirl that has an actual art direction.....

I like the colours you use a lot and I am looking forward to more. "

I think it helps when you make everything yourself - but that of course is very time consuming.
The main problem I have with colour - is there is quite some difference with how a model looks in Substance and how it looks in GG..

Quote: "this actually has enough polish already to look like something an indie studio would put out."

Wow - too kind Wolf! Been making these models for ages....

To be honest it takes me forever to make models I actually like in the end. The Space Station is the third iteration for this game, I had one prior to the current one that was much more complete, with landing bays, an observatory, and large rooms, but DX11 came along and I had so many issues with it I just chucked it into my Model_Dev_Bin (funny enough it seams to be bottomless).

Often times I work on a model or concept for so long, that I think I just get bored with it, and then think its rubbish, and the bin gets a little fuller lol

Quote: "The plot implies that its fairly light hearted and more adventure driven which I like in my scifi."

There is more to the story-line - but I doubt it is anything new to what's out there already,
I hope it is like an adventure - that really is my goal here. But booms and bangs are always fun as well. I have some stuff in mind that I hope will make it interesting to play, but whether I can pull it off or not remains to be seen.

@PCS
It wasn't that long ago when I was wishing I had the know-how to create a couple of Pavers for Toonland - started with Unfamilliars modelling tutorials - now just addicted, and shackled only by what I can conjure up in my head, and the time to make it happen

Models are the easier part. Texturing takes for ever

OldFlak....
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Gtox
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Posted: 24th Sep 2019 05:52
Love the clean sci-fi look.
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granada
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Posted: 24th Sep 2019 11:34
Great you got your project up here , will be following this one with great interest

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Belidos
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Posted: 24th Sep 2019 15:33
Gosh darn it OldFlak, i miss Reliquia now!

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Posted: 24th Sep 2019 18:34 Edited at: 24th Sep 2019 18:38
I GOT IT !!!!
I have been scratching my head thinking what this game reminded me of. Turns out its a classic

Another World !!



The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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vrg
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Posted: 25th Sep 2019 10:33 Edited at: 25th Sep 2019 10:36
Great job OldFlak , really awesome game , reminds me the old games I played Flashback and Fade to black

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Belidos
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Posted: 25th Sep 2019 15:18
Another World, Flashback and the original Prince of Persia are the ultimate sidescrollers, some of the best games i ever played

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Posted: 25th Sep 2019 20:11 Edited at: 25th Sep 2019 21:48
I still play them
I created standalones for Windows 10.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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JC LEON
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Posted: 25th Sep 2019 21:32
great work flak.. not my ideal background( idont like space theme so much) but your work is awesome
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OldFlak
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Posted: 25th Sep 2019 22:35
Thanks for the feedback guys

Yeah the old games were just fun - seam simplistic now-a days in comparison to modern stuff, but they were pushing boundaries Dev-side.
One of my favorite games was Descent - had hours of fun playing against my son over network. Overload is a pretty good reinvent of it.

By the way @Belidos, pretty sure I saw Reliquia over on the store the other day

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OldFlak
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Posted: 10th Oct 2019 13:20
Power unit - Power-Cell fueled by Cerulean crystal is in good order:







OldFlak....
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Avenging Eagle
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Posted: 12th Oct 2019 17:41
Mirroring Wolf's comments here but I applaud you for making a concerted effort to apply consistent art direction. You can tell you've already put in so much love to this. As for the assets themselves, they look antiseptically clean, almost unsettlingly so. Not 100% realistic of course, but beautiful nonetheless.

Keep up the great work!

AE
OldFlak
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Posted: 12th Oct 2019 22:09 Edited at: 12th Oct 2019 22:10
Thanks AE

Quote: " they look antiseptically clean, almost unsettlingly so. Not 100% realistic of course, but beautiful nonetheless.
"

Yeah, it's a high-tech space port - everything is meticulously maintained

But, may give it a bit of grunge, always wondered if there is dust in space??

OldFlak....
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Avenging Eagle
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Posted: 12th Oct 2019 22:31
Quote: "always wondered if there is dust in space??"


Well since dust is mostly dead skin cells, hairs, fibres, and pollen, I guess it depends how uninhabited your planet really is?
Seriously though, you could use the cleanliness level as a storytelling device; I'm assuming there's some kind of mystery to be solved in this game, maybe the deeper the player gets, the dirtier and more dilapidated the environments become.

AE
AmenMoses
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Posted: 13th Oct 2019 18:35
Yes there is dust in space, in fact the Earth gets a tiny bit bigger every day as it hoovers up the dust left by passing comets.

Not quite the same 'dust' that you find in your house though, that is mostly dead skin and other yucky stuff.
Been there, done that, got all the T-Shirts!
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OldFlak
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Posted: 18th Oct 2019 22:27 Edited at: 18th Oct 2019 22:48
Cool
Recently move from the mainland to Tasmania, and had some issues with asthma for a bit. Doctor said there be more dust in Tassie. Less people more pollen I guess....

Quote: " I'm assuming there's some kind of mystery to be solved in this game, maybe the deeper the player gets, the dirtier and more dilapidated the environments become."


Yeah, I have a level where it is a tropical climate where everything has a run-down\abandoned feel to it.

Problem is with that level have to redo the terrain for it, the reactor core relies on a shader rolfy made which doesn't work with DX11 and it uses a lot of models not my own - so much work to do there yet.

Not even sure it will run at all in current version tbh, might play later, get side-tracked a bit lol....

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OldFlak
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Posted: 18th Oct 2019 22:34
So still plugging away at Racha Research Station.

This be the beginnings of the reactor room.
A small reactor unit - powered by Cerulean Crystal of course.


Reactor Room concept.


Not overly happy with the room itself - just made from existing corridor models so I could visualize the reactors.

Will start work on the room models next likely, but kinda itching to do some modelling for Planet-Side....

OldFlak....
aka Reliquia
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Wolf
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Posted: 20th Oct 2019 17:39
Absolutely great modeling going on here.
OldFlak
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Posted: 24th Oct 2019 04:10 Edited at: 24th Oct 2019 22:36
Hi all
@Wolf - thanks for dropping by, appreciated.
---

Needed a break from modelling so been messing with Game Screens:
Changed font for one:

Background image will change as the trees are not my own, but just toying with fonts and layout.

Added shade to In-Game menus:

Unable to get the shade to work on SaveGame and LoadGame screens for some reason.
More tinkering required I guess....

Actually contemplating removing save\load feature anyway since most info I have seen says they don't work too well anyway.
Will have to test that myself though.
EDIT: so my initial test shows stuff missing when starting a saved game - so I guess it is broken...

The default scripts are highly un-optimized - every variable is global.... Pretty sure that's a bad thing.....

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Blacknyt46
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Posted: 24th Oct 2019 23:56
That's looking pretty cool. I love sci fi.
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Posted: 25th Oct 2019 09:57
That looks great, could be one of the top GG games
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OldFlak
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Posted: 25th Oct 2019 21:57
@Blacknyt46 - thanks for the feedback
@osiem80 - thankyou, and thanks for the prod regarding the font, you were on the nail there

OldFlak....
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vrg
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Posted: 26th Oct 2019 19:03 Edited at: 26th Oct 2019 19:04
Awesome work Oldflack, looking forward to your game. Selling your game-assets in the future as DLC package should be great
cybernescence
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Posted: 27th Oct 2019 08:16 Edited at: 27th Oct 2019 08:20
The initial screen shots make me want to explore the world already, it all seems to tie up together a testament to your goal to build all models yourself. I wonder if that is completely practical as it could take a long time to get all the clutter type and other world filling artefacts - would it be an option to just keep the signature and important pieces built by yourself and make sure others are textured/shaded to fit the art style? It would be a shame if this didn’t get released through the sheer weight of modelling work required. I know I had to accept I didn’t have the time to do all models myself (and speaking for myself only, not the skill either).

I can have a stab at updating your DX9 shader to 11 if you still need it for the game (mentioned a few posts up).

Looks great overall - enjoying following your creativity.

Cheers.

EDIT: just realised your ‘mirror of erised’ approach to the game name .
OldFlak
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Posted: 27th Oct 2019 21:27 Edited at: 1st Nov 2019 06:49
@cybernescence, thanks for dropping by, appreciate the feedback

Quote: "....the sheer weight of modelling work required...."

Yeah, modelling\texturing is a real time killer that's for sure!
It is amazing how it made no difference when the game was - to my knowledge only - but as soon as the WIP is out there suddenly the scope of it all is all too apparent - easy to see why the big devs have an army of artists behind them!

I resurrected the tropics level mentioned earlier, and since the two offending shaders (rolfy's and one that was for lava) are no longer in my working copy of GG, it ran just fine - even included it in a standalone build, and plays no problem. Updating the models to PBR will be relatively easy, but there are lots of plants in the level to give a tropic kinda feel to it, and I said to myself - man loads of work here!

So yeah, plants - can I do them myself in a reachable time frame, hmmmm....
The other thing is audio - may have to outsource that....

I will keep plugging away at it for now, but when I finally get back to more work planet-side - well I will just see where I be time-wise then.

What I want to avoid is the whole asset-flipping accusation thing. I mean I know it is just fine when done properly, and those that bandy the term around have absolutely no idea about the scope of work in game making, butttt............

I will track down that shader of rolfy's - it was a modified version of galaxy_seed.fx.
There was also a lava one that @BOR provided with some lava he made as a freebie away-back which was really cool too.

Speaking of time:
Spent most of last week just tidying up, and making icons for the first half of Racha, ready to start on modelling rooms\landing\bays etc, and made new menu screens. Yesterday made a skybox for the tropic level - took all day, and still needs tweaking

But think I have had enough of a break from Racha now - soooo back to modelling I go....

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Location: Tasmania Australia
Posted: 28th Oct 2019 01:53
@vrg thanks for your feedback - much appreciated

Quote: "Selling your game-assets in the future as DLC package should be great"

That is a possibility. Not sure I could put it on the store, maybe if the downloaded purchase maintained the folder\naming\structure I am using.

I don't bung everything in one folder like GG likes to do
And I don't follow store rules for icons.
For example, I made 3D icons for Racha corridors, but when I look at them in the entity window, I found it is just confusing to work out what goes where - even though I made the models and know how they piece together!
So I made 2D icons that help show how they go together.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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OldFlak
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Posted: 28th Oct 2019 13:40
Quote: "just realised your ‘mirror of erised’ approach to the game name"

The story behind the game is tied up in the name.....

There was a trade vehicle that was around where I live many years ago that had this weird personalised number plate - esratew.
I often came across it on my way to and from work, and just thought - weird.....

One day he was behind me at the traffic lights - seeing the plate in the rearview mirror, suddenly it made sense!

Can you guess what trade he was in....

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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KeithC
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Posted: 30th Oct 2019 18:51
Very unique look to this! I'll have to keep an eye on it.
Intel Core i7-4820K CPU @ 3.70GHz, 16GB RAM, NVIDIA GeForce GTX 770
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UNIRD12B
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Posted: 30th Oct 2019 19:02
wow ,
I like the overall stable usage of very
cerulean shaded colors throughout...well done !

UNIRD12B
Let\'s actually make something happen with this one !
OldFlak
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Posted: 2nd Nov 2019 04:57 Edited at: 2nd Nov 2019 06:11
Hi all

@KeithC, @UNIRD12B, thanks for dropping by - appreciated

Progress is happening - slow, but happening

Spent the last few days optimizing models for Racha Research Station - I usually build my models with reduced polys in mind from the get go - but still managed some poly reduction, and also solved an issue with the skybox showing through some parts of the floor seams

I be getting quite some mileage from the existing corridors models, and created a few rooms from them.

Also spent some time playing with lighting. These shots were taken in standalone using a script that fades lights in and out based on distance to a control entity.




Looks awesome in-game - stills don't quite do it justice!

And no, it is not my scripting work! I asked a question about a script possibility for this and along comes @AmenMoses with this awesome script - he just knocks one up super quick, and super efficient - that man is legendary!

Also while testing the scripts in standalone I took some screenies of the tropics area see next post

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.

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OldFlak
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Posted: 2nd Nov 2019 05:32
Hi all

The other day I resurrected a level from before PBR days, and made a skybox for it. It is an area of Moltaren that is Tropical, and kinda toxic, with a rundown feel - well it is supposed to be anyway.

So while testing AmenMoses script for lighting in a Standalone build I included the Tropic map just to see how it looks

All the models are DNSI, and will be updated to PBR when I get to work more serious on that level, but here be some teasers

Picture Wall:










Enough for one spot, more in next post

OldFlak....

aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.

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OldFlak
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Posted: 2nd Nov 2019 05:33 Edited at: 2nd Nov 2019 05:44
More....








Nope not showing the reactor this is hooked up to...

When I look at this level in standalone, I think PBR is cool, but reckon DNSI was good enough lol....

Now back to Racha I go....

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.

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Wolf
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Posted: 3rd Nov 2019 04:11
Great use of colour! The only thing that I find lesser is the choice of spiky terrain.
OldFlak
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Posted: 3rd Nov 2019 06:09 Edited at: 3rd Nov 2019 08:34
@Wolf thanks for feedback - appreciated
Quote: "The only thing that I find lesser is the choice of spiky terrain."

Do you mean more spikes required or less spikes.

The map used here was the start point of the Volcanic Region (first map) where I added loads of spikes in the terrain, attempting to blend the terrain into the skybox mountain spikes.

When I get back to working on the Tropic level, I sorta want the area to look like it is in a low plane area in the middle of a lava lake, and to have a moist mushy feel to the area.
Because the mountains in the sky box are more distant, I can do away with the spikey terrain altogether, and just have more rounded terrain.
I think adding some low rolling hills to forefront with the spikey mountains more distant in the skybox, would then tie it in nicely to a non-spikey terrain on the actual map - lol if that makes any sense

All suggestions be welcome

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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Wolf
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Posted: 4th Nov 2019 14:13
Hmm! Hard to say, I'm probably the only one bothered by this too but: In the skybox they look stylized. In the foreground they look low polygonal.
Because of that they seem like they are straight from a mid 90s 3d game and clash with your otherwise splendid artwork.



-Wolf
OldFlak
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Posted: 4th Nov 2019 21:23
Yeah, it is near on impossible to match terrain to the skybox in GG, at least for me lol.

Will see what happens when I get back to that level.

Perhaps by then, GG wil have a Height-Map feature in GG - we could have more believable terrain and skies can just be skies then.

Thanks for feedback

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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