TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

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!
User avatar
Azgur
Goblin
Posts: 264
Joined: Thu Aug 21, 2008 4:48 pm

Post by Azgur »

Seriously, stop now or you'll run out of buzz words to add!
Once again a very nice improvement. It really improved the visual quality again.

Whenever someone doubts Ogre, I slap em into the direction of this thread.
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Post by xadhoom »

Very impressive. The buildings look good.
I´m not sure about the reasons for all this destroyed buildings, but regarding to
the large destruction which looks like the result of many explosions I miss some black
walls after the fire if you know what I mean...
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

Thanks guys for the feedback. hrmm might be adding some burnt marks on the buildings as suggested. Anyways heres a prntscrn from the level editor with buildings with baked AO and distance fog to add a bit of atmosphere.

ImageImage
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Post by xadhoom »

Hi!

I can hardly see any distance fog on your picture. Is this because of the small amount you choose?
User avatar
Halifax
Halfling
Posts: 49
Joined: Sun Nov 18, 2007 10:30 pm

Post by Halifax »

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. :lol: Either way, still a great job, I'm not trying to take anything away from it.
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

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. :)
User avatar
Halifax
Halfling
Posts: 49
Joined: Sun Nov 18, 2007 10:30 pm

Post by Halifax »

Ah, alright, that makes sense now. That's actually a pretty believeable background story. Once again, keep up the great work.
User avatar
sinbad
OGRE Retired Team Member
OGRE Retired Team Member
Posts: 19269
Joined: Sun Oct 06, 2002 11:19 pm
Location: Guernsey, Channel Islands
x 67

Post by sinbad »

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.
User avatar
Nauk
Gnoll
Posts: 653
Joined: Thu May 11, 2006 9:12 pm
Location: Bavaria
x 36

Post by Nauk »

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 :)
User avatar
lf3thn4d
Orc
Posts: 478
Joined: Mon Apr 10, 2006 9:12 pm
x 12

Post by lf3thn4d »

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.
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

Hi guys,

Hi Sinbad heres a shot with bloom and HDR enabled. no reflections on the building's windows yet though.

Image
User avatar
Halifax
Halfling
Posts: 49
Joined: Sun Nov 18, 2007 10:30 pm

Post by Halifax »

Wow, you guys are killing it. Amazing modeling, amazing graphics programming.

I really can't wait until this project is released. I might just have to update my computer to play it. It's already looking AAA.

By the way, what's a ballpark figure of how long you guys have spent on this project?
User avatar
Azgur
Goblin
Posts: 264
Joined: Thu Aug 21, 2008 4:48 pm

Post by Azgur »

Once again awesome. You really are pushing the limits :D
It's very inspiring to see. It's a level of polish many triple A titles don't even have.
User avatar
nikki
Old One
Posts: 2730
Joined: Sat Sep 17, 2005 10:08 am
Location: San Francisco
x 13

Post by nikki »

Nice. I guess I'll have to buy a better graphics card just to play this game. :)

You guys are using Blender for all the modelling?
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

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/
bharling
Gremlin
Posts: 166
Joined: Fri Jun 30, 2006 1:04 pm

Post by bharling »

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.
Was here
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

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 ! :)
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

Hi guys,

Heres a sample of some of the traps set along the tracks which players can activate and turn other opponents into swiss cheese!:twisted:

Image
Brainshack
Greenskin
Posts: 118
Joined: Tue Feb 19, 2008 1:01 pm

Post by Brainshack »

IMHO the laser beams are to thick to be laser beams.
And i personally would make them red instead of orange, red = danger.

But nice idea though.
Image
User avatar
jimanjr
Gnoblar
Posts: 24
Joined: Sun May 25, 2008 9:03 am
Location: Bucharest, Romania

Post by jimanjr »

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 :)
  • 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 :)
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
jjp
Silver Sponsor
Silver Sponsor
Posts: 597
Joined: Sun Jan 07, 2007 11:55 pm
Location: Cologne, Germany

Post by jjp »

Brainshack wrote:IMHO the laser beams are to thick to be laser beams.
Such a thing is a matter of playability I guess. Maybe a trap shouldn't be too hard to spot :)
Enough is never enough.
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Post by xadhoom »

Wow, fantastic trap :P

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.
Brainshack
Greenskin
Posts: 118
Joined: Tue Feb 19, 2008 1:01 pm

Post by Brainshack »

One question: Where do you get all your great textures from? Are they all selfmade?
Image
User avatar
yapdakilla
Goblin
Posts: 207
Joined: Fri Nov 23, 2007 8:13 am
Location: Malaysia
x 16

Post by yapdakilla »

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. :)
User avatar
jimanjr
Gnoblar
Posts: 24
Joined: Sun May 25, 2008 9:03 am
Location: Bucharest, Romania

Post by jimanjr »

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 :D

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. :twisted:
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