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Author Topic: Car Battle Nuclear Power Plant  (Read 139 times)

« on: June 21, 2014, 07:13:56 AM »
This is my project I'm working on - CarBattle NuclearPowerPlant. Sorry for no video or test project, but I'm still in the beginning. Here are some pictures.

The game is for two players on splitscreen only. For future I plan to make single player and LAN Multiplayer. Two customly selected cars are fighting on specified terrain(in this version - Nuclear Power Plant). The main purpose is to destroy the opponent's car.

The game will include:
  - SplitScreen Multiplayer;
  - Setting for quality of textures;
  - Setting for quality of particles;
  - Setting for density of particles;
  - Setting for bloom effect enable/disable;
  - High quality textures and particles;
  - Cars from 3D Warehouse (for now);
  - Two authorized soundtracks;
  - Interactive sounds;
  - Soft-body physics(http://www.3drad.com/forum/index.php?topic=10697.0);
  - Interactive weapons;
  - Elevator and door systems;
  - Extras and much more...

I think that I post it a little bit early, but I want to see what you think as idea.
« Last Edit: June 21, 2014, 09:45:21 AM by Power Supersport »
If we don't give up we can achieve the unthinkable!
« Reply #1 on: June 21, 2014, 08:42:01 AM »
really niiiiice level...

if i have any critique, it would be that you've put too much into the scene :)

but first:
how long does it take to load...
are those shadows 3DRAD  or lightmapped...

one more thing... at first blush, this looks like a good run around FPS type level than a car thing to me   :D :D

--Mike

« Last Edit: June 21, 2014, 08:46:10 AM by Mike Hense »
« Reply #2 on: June 21, 2014, 09:43:09 AM »
First, thanks Mike for the comment!

Quote
if i have any critique, it would be that you've put too much into the scene
Hmm, I wanted more complex model. I want to look more interesting.

Quote
how long does it take to load...
This model gots over 20000 faces so loading time is "normal" but not verry long.

Quote
are those shadows 3DRAD  or lightmapped...
The shadows are lightmap because I saw it more efficient than the volumetric. First, in Gile(s) I can add more point lights and then the lightmap will be illuminated with these point lights. I'll add point lights in 3D rad but they will be rendered only by the cars to simulate really that there is light source. Second, the volumetric shadows want "closed hulls". In large models like mine it's a little bit hard to "close" everything. For slower computers there will be option that disables the shadows and light sources.

Quote
one more thing... at first blush, this looks like a good run around FPS type level than a car thing to me
... I chose cars because it's little bit unique and more fun. Also if it is FPS it will be a little bit difficult to make splitscreen multiplayer game because the keys are limited. And the roads are specified for cars, I mean they are 10m wide.
If we don't give up we can achieve the unthinkable!
« Reply #3 on: June 21, 2014, 10:23:04 AM »
smart move with the lightmapping... and you still should be able to use shadows (or blob shadows) with the cars...

Quote
Hmm, I wanted more complex model. I want to look more interesting.
LOl... more complicated!!!  ok... lets go with that...  lets see what happens...

looking forward to seeing more from this one...

--Mike
« Reply #4 on: June 21, 2014, 11:12:41 AM »
Thanks, Mike. The cars will have volumetric shadows but I will try to make for them soft shadows. The only lag is when a car goes to shadowed zone it still casts shadow. But I will try ro make something for this problem.

The model will be updated soon. If you are interested you will see more of it  ;D
If we don't give up we can achieve the unthinkable!
« Reply #5 on: June 21, 2014, 11:26:29 AM »
The screenshots are looking really good, did you made the powerplant yourself? Its quite detailed, the bloom effect is looking very nice with it,well, good luck then ;D
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
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« Reply #6 on: June 21, 2014, 03:24:00 PM »
This is my project I'm working on - CarBattle NuclearPowerPlant. Sorry for no video or test project, but I'm still in the beginning. Here are some pictures.

The game is for two players on splitscreen only. For future I plan to make single player and LAN Multiplayer. Two customly selected cars are fighting on specified terrain(in this version - Nuclear Power Plant). The main purpose is to destroy the opponent's car.

The game will include:
  - SplitScreen Multiplayer;
  - Setting for quality of textures;
  - Setting for quality of particles;
  - Setting for density of particles;
  - Setting for bloom effect enable/disable;
  - High quality textures and particles;
  - Cars from 3D Warehouse (for now);
  - Two authorized soundtracks;
  - Interactive sounds;
  - Soft-body physics(http://www.3drad.com/forum/index.php?topic=10697.0);
  - Interactive weapons;
  - Elevator and door systems;
  - Extras and much more...

I think that I post it a little bit early, but I want to see what you think as idea.
all I have to say with those screenshot with that level design is...

thats all I can say while keeping my composure.
I be trippin!
« Reply #7 on: June 21, 2014, 03:44:15 PM »
lol 20,000 faces not bad compared to some of my track models including my most recent forest track model.
the reason why my models are so highpoly is because I want the shaders especially the gloss on the skinmesh to look smooth instead of bouncing all over the place.
I just wish we could use VS and PS 4.0-5.0 in 3D Rad.
VS(Vertex Shader)
PS(Pixel Shader)
I be trippin!
« Reply #8 on: June 21, 2014, 11:43:12 PM »
Thanks, dogtorque. Now the model is over 25000, but it will be separated to more parts because every part will have it's own shader(for example: metal, brick, concrete, grass, track...).
If we don't give up we can achieve the unthinkable!
« Reply #9 on: June 21, 2014, 11:48:48 PM »
Thanks, dogtorque. Now the model is over 25000, but it will be separated to more parts because every part will have it's own shader(for example: metal, brick, concrete, grass, track...).
smart move.
but If you want everything to load up quicker set the texture files to a uncompressed dds format.
sure it might increase the file size of the game but at least it will load quicker.
I be trippin!
« Reply #10 on: June 22, 2014, 01:55:21 AM »
DDS? My dds convertor is a little bit laggy, and wants squared textures. But I've added a graphical option that will control the quality of textures.

LOW - 128p
MEDIUM - 256p
HIGH - 512p
MAX - may reach 4096p, Original size (recommended ONLY for very high end video cards).

Most of the textures are in .jpg format because it's more flexible. Some of the textures are in .png because they support alpha. At low quality texture's size is over 20kb so it's not very much.

If you can explain me more for .dds you are free. For me it's a poor image format because many programs I use (photoshop, IrfanView) do not support .dds export.

Quote
The screenshots are looking really good, did you made the powerplant yourself? Its quite detailed, the bloom effect is looking very nice with it,well, good luck then ;D
Yes, it's made by sketchup. Everything comes step by step. I prefer to make it by myself instead of copying something another. The reason is that usually the copied models are too high-poly, or hardly editable, or even just if you make it by yourself you got a plan how to make your model.
« Last Edit: June 22, 2014, 05:11:24 AM by Power Supersport »
If we don't give up we can achieve the unthinkable!
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