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Author Topic: Screenies From Latest Sub Game Progress - More Lighting Tests  (Read 666 times)

« on: October 08, 2013, 09:08:01 AM »
progress report... before Cyper reminds me this time  :)

i'm still doing lighting tests... along with some other stuff, but primarily lighting... 

ok... here's the deal...

one of the primary goals here is to make the player feel immersed in the game... as if they were really aboard a sub, with all the claustrophobic feelings of being inside the hull of a submerged cylinder while the sea and the enemy above tries to kill you...

obviously, the visuals will play a large part in this endeavor (along with sounds), and that's why i'm spending so much time with it...

encouraged by the work Genetransfer is doing with Occulus Rift integration with Oddity2 the work here is intended to be directly transferable to Oddity2 / Occulus in an attempt at the ultimate immersion experience... 



the first thing i had to do was make a believable, crowded submarine interior...  i chose 1940s era, WWII US Fleet Submarine as the target model...  nothing compares to the crowded conning tower of a submerged sub on the attack... and then as they go deep to avoid the inevitable enemy depth charge that follows...


conning tower and  control room overview with connecting passages and ladders

i think i've come close here... scaling the default andro human model with my model and setting the camera zoom to get the right mix...

once that was done to satisfaction, the next task was to get the lighting right... 1940s era light bulb lighting... a lil yellow, and not as bright as todays lights... with a lil bit of an erie, stark feeling... 
i decided to use GeneTransfer's Point Light/Shadow Shader...  the results i get with this shader really look the most DOOM3ish  :)...




conning tower looking forward


conning tower depicting crowded state during submerged attack... captain at the periscope, attack officer at the plot, watch stander at the fire control board


today i added some shadows... mainly to see what they'd look like and how much i actually need...


scene with shadows


still working on this part, but i can already see that this is gonna need to be something you can turn on or off...  shadows are starting to drag the frame rate of this old computer down to the teens...


next will be the final texturemapping... that promises to be fun (sarcasm)...

making a lil progress if you compare last screenshot to current stuff...   



one last screenie...


looking up through hatch leading to bridge at the sky


--Mike



« Reply #1 on: October 08, 2013, 03:33:32 PM »
Looking immense, glad to see your still working on your subs. Amazes me how much your able to push out of 3drad. I hope your thinking of taking the whole game to oddity. Don't let this go mate

cheers


Gamefreaks1234 gaming forum a great place for general gaming chat and getting your games out there and played.
« Reply #2 on: October 08, 2013, 06:24:31 PM »
thx Hypo... yes... eventually i want an Occulus VR version of the sub game... probably not version 1, but definitely in the follow-up version...

the stuff from 3DRAD should translate pretty easily over to Oddity...

i'm looking forward to eventually going over to it... Dave has done a fantastic job bringing it to life...
a good game is needed to put it on the map...


--Mike

« Reply #3 on: October 09, 2013, 05:05:31 AM »
Hi Mike as always looking great.

n_iron
« Reply #4 on: October 09, 2013, 11:37:04 AM »
thx n_iron...  still got a ways to go with the visuals... right now, i'm just making sure the proper feel is there...


the grand plan is a multiplayer sub game...

as it relates to the scenes above, the characters in the conning tower scenes above will actually be controlled by 2 players... 

player 0 controls the captain character, who is at the scope and also can switch immediately to control the helmsman and the plot table... the captain player also gives orders to the rest of the crew, and is the default deck officer who also has control of the nav and fathometer stations in the control room...

player 1 controls the attack officer... in the scene above he is way in the back at the targeting data computer...  he can also control the radar station,  and switch to the sonar crewman and the fire control station crewman...


not shown in the scenes above...

player 3 is below in the control room and is the diving officer... he controls the plainsman, the vent panel crewman and the ballast control panel crewman...

player 5 (if implemented) will be the engineering officer, and will be in the back of the sub in the maneuvering room... he will control both engine room crewmen, being able to switch back and forth... and the maneuvering control room crewman...  this will be the free players crew spot...

when not manned by a real player, AI bots will control the vacant crew positions...

well... that's the basic plan... 

it'll be interesting to see how much of it can be implemented...

more to come...


--Mike
« Reply #5 on: October 09, 2013, 11:52:26 AM »
The project seems really good and how the multiplayer will be seems interesting, it will be funny and challenging, and the idea is very original and innovative. Amazing job! :)
See my web:
« Reply #6 on: October 09, 2013, 12:17:00 PM »
i've already got a dedicated client/server framework down and tested... the game will be client/server regardless of whether or not it is multiplayer or single player...

performance has always been an issue with 3DRAD... splitting the game  should (theoretically) help... each client will only need the logic and graphics for their participation in the game... for example... the engineering officer will see a completely different scene from the diving officer or the captain, and his client will only download and run the maneuvering room graphics and logic...

i call this type of multiplayer  Crew Cooperative...
the server will take input from all the clients and integrate it into the total game logic... i should be able to get at least 5 players on a single server with no problems... 

anyways, that's how it should work  ;D
i'll see in about a week if the grand plan is actually sound...


in the future, the Oddity version should be able to have capability for enough players ti support multiple crews on different subs playing against each other...

--Mike

« Reply #7 on: October 15, 2013, 09:50:19 PM »
Looking immense, glad to see your still working on your subs. Amazes me how much your able to push out of 3drad. I hope your thinking of taking the whole game to oddity. Don't let this go mate

cheers

I agree, this looks like a project and concept worth pursuing.  I wonder how you could be amazed at what Rad can do though.  It may not be unity or unreal engine, but wtf, its powerful!
« Reply #8 on: October 16, 2013, 07:54:53 AM »
thx guys... things coming together nicely so far, but i'm terrible at skinning and texturing...  the real challenges are ahead  ;D

plus, hoping i can squeeze everything into a working framework with decent  performance...

that' gonna be the real challenge...


--Mike
« Reply #9 on: October 23, 2013, 11:34:23 AM »
Sorry sorvius, I was talking about Mike's sub project as a whole not just this scene. 3Drad is powerful to an extent but is hard work to optimize once your project starts getting big. I'm not saying it isn't powerfull, just that Mike knows how to push 3Drad that extra mile when most projects couldn't.


Gamefreaks1234 gaming forum a great place for general gaming chat and getting your games out there and played.
« Reply #10 on: October 24, 2013, 11:10:36 AM »
Believe me, I know all too well the frustration associated with reaching the various limits of Rad, but part of that is me making sloppy code, bad script management, and too many objects in the list just to get the concept working, but (aside from the supposed ridiculously low multiplayer concurrent connection limits) rad can deliver, and I believe projects can be made that veteran Rad devs will play and say 'hey, how'd he do that?' xD
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