=FRAGFIST= final demo
- Jens_K
- Kobold
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=FRAGFIST= final demo
Hi we have just finished a final version of Fragfist as our graduation project at Games Academy.
We will give you more indepth information about it when we're done partying
for now we'll leave you with some screenshots from the current demo.
For more information please refer to our website www.fragfist.com or check out our other Ogre3D thread http://www.ogre3d.org/phpBB2/viewtopic. ... highlight=
have fun.
Jens and the Fragfist crowd.
We will give you more indepth information about it when we're done partying
for now we'll leave you with some screenshots from the current demo.
For more information please refer to our website www.fragfist.com or check out our other Ogre3D thread http://www.ogre3d.org/phpBB2/viewtopic. ... highlight=
have fun.
Jens and the Fragfist crowd.
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WHERE IS THE DEMO !!! I NEED IT
really impressive screens.
really impressive screens.
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
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Heh, Glad you like it.
Korbi: I used only standard particle types. point for "fireballs" and self_oriented for the sparks. I didn't use any particle emitters but spawn them "by hand" in case of an explosion. I think the explosions live mostly from the quality textures...
Thanks for you appreciating our work. We will keep you up to date as there's still much to come...
Korbi: I used only standard particle types. point for "fireballs" and self_oriented for the sparks. I didn't use any particle emitters but spawn them "by hand" in case of an explosion. I think the explosions live mostly from the quality textures...
Thanks for you appreciating our work. We will keep you up to date as there's still much to come...
- Jens_K
- Kobold
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Hi jomunoz,
most textures were created by hand in Photoshop CS with phototextures as overlay.
For buildings:
-we created highpoly reference models,
-then we rendered out a normal map and an ambient occlusion map.
-The occlusion map is used for texture overlay (multiply).
-Now we add basic color very loose on a seperate layer
-and blend with phototextures, some greyscaled with increased contrast for structure.
-next we check for seamless tiling
final touch up with doge and burn tool and color correction.
nearly done...
at last we create specular and reflectionmap (for cubemap).
www.cgtextures.com
<-- probably a good resource for textures.
most textures were created by hand in Photoshop CS with phototextures as overlay.
For buildings:
-we created highpoly reference models,
-then we rendered out a normal map and an ambient occlusion map.
-The occlusion map is used for texture overlay (multiply).
-Now we add basic color very loose on a seperate layer
-and blend with phototextures, some greyscaled with increased contrast for structure.
-next we check for seamless tiling
final touch up with doge and burn tool and color correction.
nearly done...
at last we create specular and reflectionmap (for cubemap).
www.cgtextures.com
<-- probably a good resource for textures.
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- Jens_K
- Kobold
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- Location: Berlin, Germany
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Thanks everyone for the nice comments,
As promised here is a little more information about the game:
Our current demo was entirely created during fouth semester at our school. It is our final demo for Fragfist. In early October we will graduate as Game Artist (GA). Prior to this there is Games Convention where we will demonstrate the demo in front of a broad audience.
Fragfist is a multiplayer car combat game.
Gamemodes available are King of the Hill, were the players hunt each other down for a policecar siren and Deathmatch.
For now there are two heavily modified musclecars cars to chose from. These cars can be updated throughout the game via powerups.
We have three types of gatlingguns,
three types of rocketpods,
flamer, reargun and mines.
and nitro boost.
these powerups are scattered all over the city and everytime you shoot another player, some powerups will be released as well.
The game ist set in an abandoned urban enviroment. We have a commercial district with skyscrapers, a residential area with small shops and old buildings with fancy stucco facades as well as an industrial area with large warehouse and processing plants. There's a canal, a tunnel and some highdeck speedways for the player's pleasure as well.
Artists are working in Maya, Photoshop, XNormal
Stephan uses visual studio, ogre3D, PhysX and RakNet
We are still working on it since we want to demonstrate the best possible demo at Games Convention Leipzig later this month.
About the Team:
We are four core members:
Jens Kortboyer Leadartist Games Academy
Stephan Unverwerth Programmer Technische Universitaet Berlin
Marcel Schaika Artist Games Academy
Cornelius Hölz Artist Games Academy
The whole Fragfist team is on job hunt right now. Everyone interested in hiring one or more teammembers please feel free to contact us at: Team@Fragfist.com.
If you want more indepth information about the project please refer to: www.fragfist.com.
kind regards,
Jens and the whole Fragfist crew.
As promised here is a little more information about the game:
Our current demo was entirely created during fouth semester at our school. It is our final demo for Fragfist. In early October we will graduate as Game Artist (GA). Prior to this there is Games Convention where we will demonstrate the demo in front of a broad audience.
Fragfist is a multiplayer car combat game.
Gamemodes available are King of the Hill, were the players hunt each other down for a policecar siren and Deathmatch.
For now there are two heavily modified musclecars cars to chose from. These cars can be updated throughout the game via powerups.
We have three types of gatlingguns,
three types of rocketpods,
flamer, reargun and mines.
and nitro boost.
these powerups are scattered all over the city and everytime you shoot another player, some powerups will be released as well.
The game ist set in an abandoned urban enviroment. We have a commercial district with skyscrapers, a residential area with small shops and old buildings with fancy stucco facades as well as an industrial area with large warehouse and processing plants. There's a canal, a tunnel and some highdeck speedways for the player's pleasure as well.
Artists are working in Maya, Photoshop, XNormal
Stephan uses visual studio, ogre3D, PhysX and RakNet
We are still working on it since we want to demonstrate the best possible demo at Games Convention Leipzig later this month.
About the Team:
We are four core members:
Jens Kortboyer Leadartist Games Academy
Stephan Unverwerth Programmer Technische Universitaet Berlin
Marcel Schaika Artist Games Academy
Cornelius Hölz Artist Games Academy
The whole Fragfist team is on job hunt right now. Everyone interested in hiring one or more teammembers please feel free to contact us at: Team@Fragfist.com.
If you want more indepth information about the project please refer to: www.fragfist.com.
kind regards,
Jens and the whole Fragfist crew.
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- Kobold
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Thanks everyone
Alright, we're off to Games Convention, yay.
We'll be back on Monday and by then there will be a playable demo.
I did some testing on different system specs during last week, so I hope to be able to provide you with a stable version that runs smooth on most systems that meet the requirements...
hope to see some of you ogres in Leipzig... Make sure you stop by at the Games Academy booth an ask for "Fragfist"
till then
Jens.
Alright, we're off to Games Convention, yay.
We'll be back on Monday and by then there will be a playable demo.
I did some testing on different system specs during last week, so I hope to be able to provide you with a stable version that runs smooth on most systems that meet the requirements...
hope to see some of you ogres in Leipzig... Make sure you stop by at the Games Academy booth an ask for "Fragfist"
till then
Jens.
- Jens_K
- Kobold
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- Contact:
Demo Release!
Big News:
We now have a copy of Fragfist for everyone available here:
http://dev.fragfist.com/fragfist_pub/4t ... _Setup.exe
the file is about 76 MB large and the game uses 128MB HD space.
within this setup file lies:
a copy of the recent Fragfist demo;
the projects teaser video;
a Fragfist manual
and the essential PhysX driver (sorry for the inconvenience...)
as far as systemconfig's concerend
I recommend:
AMD Athlon 3000+
1024 MB RAM
GeForce 6600 128MB RAM
WinXP
Would be great if some of you would check it out,
I hope that you don't encounter any serious problems running the demo and may the framerate be with you...
We now have a copy of Fragfist for everyone available here:
http://dev.fragfist.com/fragfist_pub/4t ... _Setup.exe
the file is about 76 MB large and the game uses 128MB HD space.
within this setup file lies:
a copy of the recent Fragfist demo;
the projects teaser video;
a Fragfist manual
and the essential PhysX driver (sorry for the inconvenience...)
as far as systemconfig's concerend
I recommend:
AMD Athlon 3000+
1024 MB RAM
GeForce 6600 128MB RAM
WinXP
Would be great if some of you would check it out,
I hope that you don't encounter any serious problems running the demo and may the framerate be with you...
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