
TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D
-
Brainshack
- Greenskin
- Posts: 118
- Joined: Tue Feb 19, 2008 1:01 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
Hey guys,
Azgur: Thanks for those kind words. greatly appreciated
Brianshack: I just applied a greyscale specular map onto them. For any reflected surfaces such as mirrors or windows in the game we would be using environment cube maps.
Speaking of environment, the ruined city itself will be covered a giant dome structure with some glass refractions (refraction effect not shown on this pic but will be included in the game).

Azgur: Thanks for those kind words. greatly appreciated
Brianshack: I just applied a greyscale specular map onto them. For any reflected surfaces such as mirrors or windows in the game we would be using environment cube maps.
Speaking of environment, the ruined city itself will be covered a giant dome structure with some glass refractions (refraction effect not shown on this pic but will be included in the game).

-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
Halifax
- Halfling
- Posts: 49
- Joined: Sun Nov 18, 2007 10:30 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
Hey Halifax,
Thanks for the compliment. I'm not sure if we're killing OGRE yet as it still has a lot to offer us nor do we think its like Epic Games graphics yet(thank you if you do feel that way).
We're just trying to make it look as decent as possible and presentable to make the gamers feel more immersed in the game (or rather as much as we can take developing it) considering its still a 1 programmer+1 artist team work. But we will keep trying! and polish it as much as we can.
Thanks for the compliment. I'm not sure if we're killing OGRE yet as it still has a lot to offer us nor do we think its like Epic Games graphics yet(thank you if you do feel that way).
We're just trying to make it look as decent as possible and presentable to make the gamers feel more immersed in the game (or rather as much as we can take developing it) considering its still a 1 programmer+1 artist team work. But we will keep trying! and polish it as much as we can.
-
tgraupmann
- Gnoll
- Posts: 696
- Joined: Sun Feb 20, 2005 5:28 am
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
tgraupmann
- Gnoll
- Posts: 696
- Joined: Sun Feb 20, 2005 5:28 am
-
Halifax
- Halfling
- Posts: 49
- Joined: Sun Nov 18, 2007 10:30 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
Halifax
- Halfling
- Posts: 49
- Joined: Sun Nov 18, 2007 10:30 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
-
xadhoom
- Minaton
- Posts: 973
- Joined: Fri Dec 28, 2007 4:35 pm
- Location: Germany
- x 1
First of all:
What a amazing game!
Really good work!
Did you know why you have the artifacts at the building in front of you around 00:40 ? Is this a shadow problem or an LOD problem (or both)?
I think the flickering of the holograms is a bit too often. Maybe you could
lower the frequency or disable this effect for particular holograms...
What a amazing game!
Did you know why you have the artifacts at the building in front of you around 00:40 ? Is this a shadow problem or an LOD problem (or both)?
I think the flickering of the holograms is a bit too often. Maybe you could
lower the frequency or disable this effect for particular holograms...
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
Hi xadhoom,
The shadow problem can be fixed by tweaking the shadow resolution size based on distance (we will include different shadow levels for gamers with lower end cards). Right now we're using 1024 for near up to 512 for far distances which is why you noticed the shadow artifacts appearing at certain distances.
The hologram flickering suggestion is a good one. Will be implementing those changes you suggested for some of the holograms.
The shadow problem can be fixed by tweaking the shadow resolution size based on distance (we will include different shadow levels for gamers with lower end cards). Right now we're using 1024 for near up to 512 for far distances which is why you noticed the shadow artifacts appearing at certain distances.
The hologram flickering suggestion is a good one. Will be implementing those changes you suggested for some of the holograms.
-
Halifax
- Halfling
- Posts: 49
- Joined: Sun Nov 18, 2007 10:30 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16
Hey Halifax,
The hologram flickering is basically manipulating the the texture's opacity by running it through a horizontal texture which looks pretty much like a bar code, white being opaque and black transparent.
The rate of flicker is then controlled by controlling the play back speed of this "bar code" texture example: 1 second to run through the entire bar code texture ..etc....
The hologram flickering is basically manipulating the the texture's opacity by running it through a horizontal texture which looks pretty much like a bar code, white being opaque and black transparent.
The rate of flicker is then controlled by controlling the play back speed of this "bar code" texture example: 1 second to run through the entire bar code texture ..etc....
-
Jallen
- Halfling
- Posts: 61
- Joined: Sat Dec 29, 2007 8:34 pm
-
Gillian_Seed
- Kobold
- Posts: 29
- Joined: Mon Oct 16, 2006 9:55 pm
-
yapdakilla
- Goblin
- Posts: 207
- Joined: Fri Nov 23, 2007 8:13 am
- Location: Malaysia
- x 16











