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Azgur
- Goblin
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xadhoom
- Minaton
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yapdakilla
- Goblin
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xadhoom
- Minaton
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Halifax
- Halfling
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It just gets better and better with time. Once again, amazing shots, and amazing work. But yeah, burnt marks would probably make it a little bit more believeable. And also on the topic of the look, but just caviling, the guardrails seemed to have suspiciously survived the nuclear blast.
Either way, still a great job, I'm not trying to take anything away from it.
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yapdakilla
- Goblin
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Thanks for the comments.
xadhoom: yeah you're right we just used a small amount at the moment but can be tweaked.
Halifax: Technically the background story for our racing game is sorta like-major earthquakes has struck cities around the planet and parts of the city which has not been affected that badly has been turned into a racing ground. Hence the guardrails were built around the tracks.
But keep those comments coming, your feedback is important to us to help us improve on the game.
xadhoom: yeah you're right we just used a small amount at the moment but can be tweaked.
Halifax: Technically the background story for our racing game is sorta like-major earthquakes has struck cities around the planet and parts of the city which has not been affected that badly has been turned into a racing ground. Hence the guardrails were built around the tracks.
But keep those comments coming, your feedback is important to us to help us improve on the game.
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Halifax
- Halfling
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sinbad
- OGRE Retired Team Member

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Very nice, I'm just catching up with this thread. The AO makes all the difference!
You may have already addressed this, but I would suggest making the interference on the video billboards based on a per-Renderable random offset (custom parameter), to avoid them shimmering together. I'd also reduce the frequency of the flickering a little.
Also, I think a small amount of specular would help, since most of it is diffuse at the moment. Not too much, but just spots here and there, perhaps using a specular/gloss map to keep it targetted, I think it would make a difference.
Lastly, HDR of course, if you have the spare cycles for it.
You may have already addressed this, but I would suggest making the interference on the video billboards based on a per-Renderable random offset (custom parameter), to avoid them shimmering together. I'd also reduce the frequency of the flickering a little.
Also, I think a small amount of specular would help, since most of it is diffuse at the moment. Not too much, but just spots here and there, perhaps using a specular/gloss map to keep it targetted, I think it would make a difference.
Lastly, HDR of course, if you have the spare cycles for it.
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Nauk
- Gnoll
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I really dig the last 2 screenshots, looking forward to play that one, great endtime / sci-fi atmosphere. I loved playing podracer networked on 2 beamers back then (still playing it once in a while), looks like this will be similar fun 
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lf3thn4d
- Orc
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Hey guys. Thanks for the encouraging critics and comments. 
Sinbad: Yes the flickering thing is using the same random texture right now. I haven't got around tweaking it but per-Renderable random offset makes sense.
I'll get into that later.
As a matter of fact, I'm working hard to get HDR in right now. lol.
Sinbad: Yes the flickering thing is using the same random texture right now. I haven't got around tweaking it but per-Renderable random offset makes sense.
As a matter of fact, I'm working hard to get HDR in right now. lol.
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yapdakilla
- Goblin
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Halifax
- Halfling
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Azgur
- Goblin
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yapdakilla
- Goblin
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Thanks guys,
Halifax: Well we've started working fulltime on this project from February until now so its about 8 months now which includes learning Blender for the first time during the first 3 months of production (i swear it has the most non standard interface on the planet! makes it very difficult to migrate from commercial packages such as 3ds max which we are used to using).
The first attempt created in Blender in the first 3 months had to be redone as it was difficult to manage art assets for the entire level(not to mention testing) and the quality wasn't really good.
So everything was rebuilt again in May along with a barely functional level editor which just had enough features for us to continue building the level in pieces.
Azgur: Thanks
The goal is to reach minimum commercial quality, since our lives depended on it !
nikki: Yup used Blender for all the modelling as the exporters and tools built are specifically made for Blender<->Ogre workflow. It's not a perfect package nor does many of its features which can match commercial packages such as 3ds max or Maya but as with everything else, its just a matter of getting used to its pros and cons and it has great community support and its improving all the time.
Check out Blender's pixar quality animation short Big Buck Bunny. Amazing work.
http://www.bigbuckbunny.org/index.php/media-gallery/
Halifax: Well we've started working fulltime on this project from February until now so its about 8 months now which includes learning Blender for the first time during the first 3 months of production (i swear it has the most non standard interface on the planet! makes it very difficult to migrate from commercial packages such as 3ds max which we are used to using).
The first attempt created in Blender in the first 3 months had to be redone as it was difficult to manage art assets for the entire level(not to mention testing) and the quality wasn't really good.
So everything was rebuilt again in May along with a barely functional level editor which just had enough features for us to continue building the level in pieces.
Azgur: Thanks
nikki: Yup used Blender for all the modelling as the exporters and tools built are specifically made for Blender<->Ogre workflow. It's not a perfect package nor does many of its features which can match commercial packages such as 3ds max or Maya but as with everything else, its just a matter of getting used to its pros and cons and it has great community support and its improving all the time.
Check out Blender's pixar quality animation short Big Buck Bunny. Amazing work.
http://www.bigbuckbunny.org/index.php/media-gallery/
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bharling
- Gremlin
- Posts: 166
- Joined: Fri Jun 30, 2006 1:04 pm
Looks truly amazing - that latest shot especially.
Only small thing I'd say is that the trees dont look quite right. Firstly - it seems that there shouldn't really be any trees in that environment, it doesn't look like a place where plants would grow easily !
Secondly, perhaps you should consider using billboards for the leaves, Speedtree would be the ideal solution but its extremely expensive of course. However its not too difficult to get billboard leaves as static geometry using a shader.
Finally, I'm sure you're already planning this, but it would be great to see sparks / dust flying up as the 'craft' zoom round the track.
Other than that it looks absolutely stunning, really oppressive and atmospheric. Can't wait for a demo.
Only small thing I'd say is that the trees dont look quite right. Firstly - it seems that there shouldn't really be any trees in that environment, it doesn't look like a place where plants would grow easily !
Secondly, perhaps you should consider using billboards for the leaves, Speedtree would be the ideal solution but its extremely expensive of course. However its not too difficult to get billboard leaves as static geometry using a shader.
Finally, I'm sure you're already planning this, but it would be great to see sparks / dust flying up as the 'craft' zoom round the track.
Other than that it looks absolutely stunning, really oppressive and atmospheric. Can't wait for a demo.
Was here
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yapdakilla
- Goblin
- Posts: 207
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Hi bharling thanks alot for the crits and comments. Always welcomed.
About the trees you mentioned something like fallout 3's trees?
http://image.com.com/gamespot/images/20 ... een003.jpg
http://image.com.com/gamespot/images/20 ... een003.jpg
http://image.com.com/gamespot/images/20 ... een002.jpg
http://image.com.com/gamespot/images/20 ... een003.jpg
Although our background stories are abit different from fallout 3(as in its a post apocalptic game after a nuclear war) as ours is based on devastation after a major earthquake.
But I guess thats not as important as the mood and feel of the game. We'll take a look into those trees and maybe change them
We wont be able to use Speedtree (and yeah its pretty pricey for couple of indie guys like ourselves) as the trees in the games besides the racing tracks are not just static geometry. Players will be able to use them along with other environmental props and obstacles to hinder other opponents progress and trigger traps as well.
And yes there wuold be sparks..dust and splashes depending on the terrain the craft is travelling on...and maybe some heatwaves particles coming out from the craft engines.
We're not entirely sure when the demo will be out but will update this post when it is !
About the trees you mentioned something like fallout 3's trees?
http://image.com.com/gamespot/images/20 ... een003.jpg
http://image.com.com/gamespot/images/20 ... een003.jpg
http://image.com.com/gamespot/images/20 ... een002.jpg
http://image.com.com/gamespot/images/20 ... een003.jpg
Although our background stories are abit different from fallout 3(as in its a post apocalptic game after a nuclear war) as ours is based on devastation after a major earthquake.
But I guess thats not as important as the mood and feel of the game. We'll take a look into those trees and maybe change them
We wont be able to use Speedtree (and yeah its pretty pricey for couple of indie guys like ourselves) as the trees in the games besides the racing tracks are not just static geometry. Players will be able to use them along with other environmental props and obstacles to hinder other opponents progress and trigger traps as well.
And yes there wuold be sparks..dust and splashes depending on the terrain the craft is travelling on...and maybe some heatwaves particles coming out from the craft engines.
We're not entirely sure when the demo will be out but will update this post when it is !
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yapdakilla
- Goblin
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Brainshack
- Greenskin
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jimanjr
- Gnoblar
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- Location: Bucharest, Romania
Hi!
I've been watching this project's progress for a while now without posting, but it's just so awesome, I cannot resist anymore.
I love the detail and polishing (it's almost exactly the way I would do it).
Your project is AWESOME!
However, I have a few small suggestions
I've been watching this project's progress for a while now without posting, but it's just so awesome, I cannot resist anymore.
I love the detail and polishing (it's almost exactly the way I would do it).
Your project is AWESOME!
However, I have a few small suggestions
- Try enabling AA in screenshots, makes them look even better
Make those lasers a bit thinner and a bit more transparent. Right now they're probably more efficient at blocking your sight of the road than turning you into swiss cheese
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jjp
- Silver Sponsor

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xadhoom
- Minaton
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Wow, fantastic trap
Just one thing: I recognised your effort to let some texture look a bit burned,
but the area in the whole still looks a bit too clean especially for a complete
destructed area with a race track digged into the trash.
E.g. there should be some small pieces of trash and paper stuff (maybe baked
into the street texture or added as decals) around. The trees look like it is
autumn (or they are just dried), so there could be mounds of leafs around there etc.
keep up the good work!
EDIT: A sceond thing: There could be some cracks (texture based or better polygon based) in the street and around to emphasize the strong shock.
Just one thing: I recognised your effort to let some texture look a bit burned,
but the area in the whole still looks a bit too clean especially for a complete
destructed area with a race track digged into the trash.
E.g. there should be some small pieces of trash and paper stuff (maybe baked
into the street texture or added as decals) around. The trees look like it is
autumn (or they are just dried), so there could be mounds of leafs around there etc.
keep up the good work!
EDIT: A sceond thing: There could be some cracks (texture based or better polygon based) in the street and around to emphasize the strong shock.
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Brainshack
- Greenskin
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yapdakilla
- Goblin
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Hi guys,
Thanks for the feedback.
Brainshack: We can change the laser beam thickness and hopefully it will still be visible from a medium distance to give players a visual warning before turning on their boosters. And as for the textures we got most of base textures from past photographs taken from journeys as well as cgtextures.com. Some textures are derived from custom modelled high poly models for normal mapping purposes.
jimanjr: Will keep em AA enabled for future screenshots and try to adjust those lasers accordingly and as jjp mentioned they should be easy to spot when turned on as the lasers are originally turned off until another player turns it on.
xadhoom: We can try putting some decals or smaller detail mesh like pebbles and stuff. And also some cracked roads. Speaking of cracked roads players will be racing along broken bridges and narrow monorail tracks.
Anyways keep em crits and comments coming. Helps us to improve on the game.
Thanks for the feedback.
Brainshack: We can change the laser beam thickness and hopefully it will still be visible from a medium distance to give players a visual warning before turning on their boosters. And as for the textures we got most of base textures from past photographs taken from journeys as well as cgtextures.com. Some textures are derived from custom modelled high poly models for normal mapping purposes.
jimanjr: Will keep em AA enabled for future screenshots and try to adjust those lasers accordingly and as jjp mentioned they should be easy to spot when turned on as the lasers are originally turned off until another player turns it on.
xadhoom: We can try putting some decals or smaller detail mesh like pebbles and stuff. And also some cracked roads. Speaking of cracked roads players will be racing along broken bridges and narrow monorail tracks.
Anyways keep em crits and comments coming. Helps us to improve on the game.
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jimanjr
- Gnoblar
- Posts: 24
- Joined: Sun May 25, 2008 9:03 am
- Location: Bucharest, Romania
Well, if you want to make stuff better, here's some more suggestions:
1. Dust clouds. Take CoD4 for example... there are some places where you can almost taste the dust, that's pretty cool.
2. A bit of fog. The environment would look a lot better with the air a bit more toxic
3. Depth of field. If you have a cubemap that extends the environment (more wrecked buildings and so on baked into the cubemap) then DoF makes all your environment blend nicely with the cubemap and makes it look a bit more realistic as well (I think you can see this in UT3 screenshots)
Some other ideas might spring into my mind, but I am already stepping in the "enthusiast" range of visual effects
This all comes at a performance cost, but it's good to have those options there for the crazy guys (like me) who like to have everything set to max, AA x24 and so on.
Keep checking this thread, I might get some more ideas.
1. Dust clouds. Take CoD4 for example... there are some places where you can almost taste the dust, that's pretty cool.
2. A bit of fog. The environment would look a lot better with the air a bit more toxic
3. Depth of field. If you have a cubemap that extends the environment (more wrecked buildings and so on baked into the cubemap) then DoF makes all your environment blend nicely with the cubemap and makes it look a bit more realistic as well (I think you can see this in UT3 screenshots)
Some other ideas might spring into my mind, but I am already stepping in the "enthusiast" range of visual effects
This all comes at a performance cost, but it's good to have those options there for the crazy guys (like me) who like to have everything set to max, AA x24 and so on.
Keep checking this thread, I might get some more ideas.
ATi HD4870x2, Q9550 @ 3.7GHz, 4GB 870MHz, Vista Business 64-bit
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15
MSI X48C Platinum, Antec 900, Corsair HX1000, Scythe Mugen
BenQ 2200HD 22" 1920x1080 + Lenovo L171 17" 1280x1024
Razer DeathAdder, Razer eXactMat, Logitech G15





