==FRAGFIST==
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- Halfling
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- Jens_K
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Thanks a lot.
If you are interested you can look into our Fragfist Dirttrack thread, which documents the development of a demo we did prior to this.
http://www.ogre3d.org/phpBB2/viewtopic.php?t=11221
Good point by the way. I've added a few specs to the first post.I think it'd be helpful for some ppl like me if thread starter writes those two.
If you are interested you can look into our Fragfist Dirttrack thread, which documents the development of a demo we did prior to this.
http://www.ogre3d.org/phpBB2/viewtopic.php?t=11221
- Jens_K
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Gameplay Video
Although we are having a week full of exams ahead of us, we are working on our game-teaser entry for Animago-Award.
Since I don't know if we will be allowed to show the final trailer prior to the awards, we chose one of the footage-clips to share with you guys.
The clip shows random gameplay scenes we've captured for use in the teaser.
enjoy!
BTW: Since Twilight and Fragfist started using Ogre3D at the Games Academy, some of the new semester courses have decided to work in Ogre as well, with very cool results already.
Watch out for more GA projects in this Forum...
Since I don't know if we will be allowed to show the final trailer prior to the awards, we chose one of the footage-clips to share with you guys.
The clip shows random gameplay scenes we've captured for use in the teaser.
enjoy!
BTW: Since Twilight and Fragfist started using Ogre3D at the Games Academy, some of the new semester courses have decided to work in Ogre as well, with very cool results already.
Watch out for more GA projects in this Forum...
- Corben
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- Marcel_S
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Thanks a lot!Corben wrote:Wonderful video!!
Congratulations! You are really making a good work! Good models, good gameplay...
What technique are you using to damage veicles? Are you substituting meshes with damaged ones? I'm asking because the damaged cars are definitely realistics!
deformation:
Our car deformations are based on a vertexshader. We have got 2 meshes, a clean mesh without any deformation and a complete damaged mesh.
The Vetexshader blends, in case of a crash, the normal mesh into the damaged mesh at the position where the crash happened.
- Falk
- Kobold
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Well done guys! Its always a lot of fun to watch the videos (and playing the demo ) ...
You really feel (and see) the heart and soul you put into the game ...
You really feel (and see) the heart and soul you put into the game ...
Don't forget that there is a texture-blending (clean and damaged texture) too ...Marcel_S wrote:[...] The Vetexshader blends, in case of a crash, the normal mesh into the damaged mesh at the position where the crash happened.
- MadHed
- Kobold
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No, I wrote the Vertex/Pixelshader myself. But the shaders are really simple.Is this vertex shader part of Ogre engine or have you done it by your self?
The Mesh format looks something like this:
Code: Select all
float4 POSITION //Vertex position
float4 NORMAL //Vertex Normal
float2 TEXCOORDS0 //UV Coords
float4 TEXCOORDS1 //Damaged position
float4 TEXCOORDS2 //Damaged normal
float BLENDWEIGHTS //amount of damage (0...1)
In the pixelshader I do the same for the two Textures (damaged and clean).
You see, pretty straight worward. The hard thing is to combine the two meshes into one big mesh. I wrote a custom tool to do that, our Meshcompiler. However, when doing the damage mesh based on the clean mesh you have to be cautious to not break the vertex order. (mess around with smoothing groups, etc.)
P.S.:
The final mesh is split into two vertexbuffers. The mesh data is in one big, static buffer. The blendweights are in a seperate buffer which is cloned per entity. This way we can cut down bandwith consumption when uploading new deformations to the GFX card. (which generally only happens once a few seconds anyway...)
- Corben
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Fragfist Animago Entry
Hi all,
We are done!
The teaser is out. We are very lucky with the result. It's become 100% the teaser we'd hoped for.
Thanks to incredible good teamwork and long night shifts we've accomplished our main goal for third semester.
The teaser features the very cool kick ass song "Firewood" from 3Daddys.
In the near future our website will be featuring the new 3rd Semester contents. There was simply no time to maintain latest footage on the page during the last couple of weeks.
But for those interested, you can look into the latest DevDiary entries where I described the development of Fragfist Animago Demo...
PS:
@Epimetheus:
I loved Interstate and Carmageddon as well, do you remember HiOctane? It's very nice that you compare our game to these classics.
We are done!
The teaser is out. We are very lucky with the result. It's become 100% the teaser we'd hoped for.
Thanks to incredible good teamwork and long night shifts we've accomplished our main goal for third semester.
The teaser features the very cool kick ass song "Firewood" from 3Daddys.
In the near future our website will be featuring the new 3rd Semester contents. There was simply no time to maintain latest footage on the page during the last couple of weeks.
But for those interested, you can look into the latest DevDiary entries where I described the development of Fragfist Animago Demo...
PS:
@Epimetheus:
I loved Interstate and Carmageddon as well, do you remember HiOctane? It's very nice that you compare our game to these classics.
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Re: Fragfist Animago Entry
Carmageddon? There would be a possibility to kill people in your game?! ARGH! I'm waiting for a release!Jens_K wrote:PS:
@Epimetheus:
I loved Interstate and Carmageddon as well, do you remember HiOctane? It's very nice that you compare our game to these classics.
My english is bad. My coding skills are low. I'm lazy. I'm very lazy. I look like a goblin (not even like orc!). Many people hate me. I hate many people. However, I like creating smth usefull
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