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
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