==FRAGFIST==

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
kjs335
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Post by kjs335 »

Dang, That's superb! That's a commercial quality game man, well done!
I'd like to ask you some questions, how many ppl are involved in this project and how long did it take to get to this stage? I think it'd be helpful for some ppl like me if thread starter writes those two.
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Jens_K
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Post by Jens_K »

Thanks a lot. :)
I think it'd be helpful for some ppl like me if thread starter writes those two.
Good point by the way. I've added a few specs to the first post.
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
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Jens_K
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Gameplay Video

Post by Jens_K »

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.
Image
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... :)
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Post by joi »

Incredible ... :shock:
maya 7.0, vs 2005, ogre 1.2
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Corben
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Post by Corben »

Wonderful video!! :shock:

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!
automatictie
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Post by automatictie »

:shock: :shock: :shock:
That Rockzzzzz

wonderful
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Marcel_S
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Post by Marcel_S »

Corben wrote:Wonderful video!! :shock:

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!
Thanks a lot!

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.
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Corben
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Post by Corben »

Really interesting!!!

Is this vertex shader part of Ogre engine or have you done it by your self?

Go on with your work! :D
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Falk
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Post by Falk »

Well done guys! Its always a lot of fun to watch the videos (and playing the demo 8)) ...

You really feel (and see) the heart and soul you put into the game ...
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.
Don't forget that there is a texture-blending (clean and damaged texture) too :wink: ...
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MadHed
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Post by MadHed »

Is this vertex shader part of Ogre engine or have you done it by your self?
No, I wrote the Vertex/Pixelshader myself. But the shaders are really simple.

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 vertex shader i lerp() between position and damaged position, normal and damaged normal based on the blendweight.

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...)
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Corben
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Post by Corben »

Doesn't this slow down the game? Anyway... I'm really amazed by your work! I would have other questions on this topic, but I don't want to bore all the forum members... So probably I'll write you a pm sooner or later. :wink:

Again congratulations!!
Corben
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Post by sinbad »

Looks fantastic :D Can't wait to see the final version..
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Post by Kencho »

Impressive video!! Do you plan to release this version eventually soon? :D
Image
Timme
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Post by Timme »

Fantastic video! Can't wait until the next demo. Will Fragfist be GPL, commercial or will it be released under another licence?
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Marcel_S
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Post by Marcel_S »

Thanks a lot !!

Primarily we develop fragfist as an application for an employment in the games industry. We don`t have the intention to make money with fragfist, it is just a lot of fun! :D


But, who knows...
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Post by celic »

Very nice movie! :o Congratulations!
Can't wait to see the demo.
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Post by Epimetheus »

Gah, dont be insulted now but i loved interstate'76 (or whatever it was called) and this looks like that game merged with carmagedon or something to produce fragfist. In other words, wonderful, i really want to try it out :D
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Jens_K
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Fragfist Animago Entry

Post by Jens_K »

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.
Image
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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Post by jacmoe »

Wow - I say WOW! :D

Totally awesome!
Like the way those cars moves.
Killer teaser! 8)

The real time deformations, explosions, tire skids, ... I could go on.

Great work! :P
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Paralon
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Re: Fragfist Animago Entry

Post by Paralon »

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. :)
Carmageddon? There would be a possibility to kill people in your game?! ARGH! I'm waiting for a release! :)
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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clioman
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Post by clioman »

Ohhhhh very nice very nice!!

:shock: :shock: :shock:
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Chris Jones
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Post by Chris Jones »

the video looks great!! and teaser...hell yes...

cant wait to play it!

great work!
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dfacchin
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Post by dfacchin »

good job, really nice.

I'm the only one that thinks that the wheels are moving wierldy? not smooth.
that's maybe the only "bad" thing I saw. (is more a suggestion, not a critic)

great job
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Marcel_S
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Post by Marcel_S »

dfacchin wrote:good job, really nice.

I'm the only one that thinks that the wheels are moving wierldy? not smooth

Oh yes, you´re right. That is something we are not happy with.
You know..... the time.. :wink:

But we`ll fix such things in the 4th semester.


Btw.: We are very happy about criticism like this!
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Post by Crashy »

Awesome, totally Awesome!!
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