Floating city project update, 8/2015. Screenshots inside!
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- real_trisk
- Posts: 152
- Joined: Wed Sep 24, 2008 11:19 am
- Location: Minnesota, USA
- Contact:
Level progress report, 8/2015 new screenshots!
OK! Work is in fact progressing on this project! I've been working indoors for a long time, and have rendered:
-three stores, one apartment hallway, and I believe nine apartments.
-One building exterior, and one parking garage has been rendered.
-basic layout for floating buildings is rendered. Some streets are rendered.
-The resource file for the pack is currently clocking in at 327 MB of data.
-There are 698 unique hi-res textures
-There are 4386 unique hi-res sprites. 99 percent of objects in game are completely destructible.
So, how am I going to get this all working? Well, I opted to make this pack exactly like Bethesda makes all their games. There will be an outdoors section, but any time you use a door, you will be transported to an interior that is a separately rendered level. This not only makes rendering of levels vastly easier, it takes some load off the graphics processor that would, at the detail levels I'm targeting, almost assuredly make a slideshow out of every interior.
The only possible trouble spot is the outdoors, I already have slowdown with just the parking garage and one building exterior rendered. I may have to split each building off into a separate floating island that also loads a separate level as you approach it.
But enough blathering, you want pictures! Well, here are some screenshots of one of the apartments. First up is the master image, a photograph of a studio apartment somewhere in the world, taken off the internetz:
And here is my GZdoom version of that apartment. NOTE: Size of room is increased to make for better gameplay:
Here's a shot of the upper level and bed area:
And the bathroom of the apartment:
So how close do you think I got? Again, the size of the room was increased to make for better gameplay. Every single sprite you see has its own unique destruction when shot, as is the goal of the pack.
If someone would like to take up the challenge of doing this kind of detail in maps, I would love someone, anyone to join the map making, this is a HUGE project. email me at real_trisk(at)yahoo(dot)com
Thanks for looking!
Ben
-three stores, one apartment hallway, and I believe nine apartments.
-One building exterior, and one parking garage has been rendered.
-basic layout for floating buildings is rendered. Some streets are rendered.
-The resource file for the pack is currently clocking in at 327 MB of data.
-There are 698 unique hi-res textures
-There are 4386 unique hi-res sprites. 99 percent of objects in game are completely destructible.
So, how am I going to get this all working? Well, I opted to make this pack exactly like Bethesda makes all their games. There will be an outdoors section, but any time you use a door, you will be transported to an interior that is a separately rendered level. This not only makes rendering of levels vastly easier, it takes some load off the graphics processor that would, at the detail levels I'm targeting, almost assuredly make a slideshow out of every interior.
The only possible trouble spot is the outdoors, I already have slowdown with just the parking garage and one building exterior rendered. I may have to split each building off into a separate floating island that also loads a separate level as you approach it.
But enough blathering, you want pictures! Well, here are some screenshots of one of the apartments. First up is the master image, a photograph of a studio apartment somewhere in the world, taken off the internetz:
And here is my GZdoom version of that apartment. NOTE: Size of room is increased to make for better gameplay:
Here's a shot of the upper level and bed area:
And the bathroom of the apartment:
So how close do you think I got? Again, the size of the room was increased to make for better gameplay. Every single sprite you see has its own unique destruction when shot, as is the goal of the pack.
If someone would like to take up the challenge of doing this kind of detail in maps, I would love someone, anyone to join the map making, this is a HUGE project. email me at real_trisk(at)yahoo(dot)com
Thanks for looking!
Ben
- Freaklore1
- Posts: 546
- Joined: Wed Mar 19, 2014 1:41 pm
Re: Floating city project update, 8/2015. Screenshots inside
I like maps that try to recreate city/urban themed areas.
Have you ever tried 'dawn of reality' its a map wich recreate a real life city called Bytom wich is in Poland,you should check it out,might give you some ideas.
Here's the thread to the map http://forum.zdoom.org/viewtopic.php?f=19&t=17818
Have you ever tried 'dawn of reality' its a map wich recreate a real life city called Bytom wich is in Poland,you should check it out,might give you some ideas.
Here's the thread to the map http://forum.zdoom.org/viewtopic.php?f=19&t=17818
-
- Posts: 170
- Joined: Tue Jan 01, 2013 8:51 pm
Re: Floating city project update, 8/2015. Screenshots inside
I'm glad progress is being made on this!
will it be compatible with gameplay mods or do you plan to include custom weapons and monsters?
also are you still working on prodigal 2?
will it be compatible with gameplay mods or do you plan to include custom weapons and monsters?
also are you still working on prodigal 2?
- Captain J
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: Floating city project update, 8/2015. Screenshots inside
now it's massively cozy and great, this project could make a beautiful puzzle mod(i know we hate puzzle but yeah it does looks like one of them)!
Re: Floating city project update, 8/2015. Screenshots inside
SO good,also fresh.Looook at those lightings
- cortlong50
- Posts: 753
- Joined: Mon Jun 24, 2013 7:12 pm
- Location: UT-WA
Re: Floating city project update, 8/2015. Screenshots inside
Trisk, I was sitting here like "i wonder what happened to that amazing project that he was up to."
this is un-effing_believable.
this is un-effing_believable.
- cortlong50
- Posts: 753
- Joined: Mon Jun 24, 2013 7:12 pm
- Location: UT-WA
Re: Floating city project update, 8/2015. Screenshots inside
ive been watching you shoot flowers for like ten minutes.
Re: Floating city project update, 8/2015. Screenshots inside
loved your previous E2M4 redux and island, can't wait for this, it's looking fabulous and super detailed and shooting inanimate decorations is super satisfying in games and you've pulled off the effect very well keep it up
Re: Floating city project update, 8/2015. Screenshots inside
The screenies are making me drool.Beautiful!
- doony
- Posts: 161
- Joined: Wed May 27, 2009 8:34 pm
- Location: more than a year developing a gameplay mod
- Contact:
Re: Floating city project update, 8/2015. Screenshots inside
if we could destroy the books would be very cool too
Re: Floating city project update, 8/2015. Screenshots inside
Looks very nice.
- real_trisk
- Posts: 152
- Joined: Wed Sep 24, 2008 11:19 am
- Location: Minnesota, USA
- Contact:
Re: Floating city project update, 8/2015. Screenshots inside
Thanks for all the kind words! Books would be hard because they are world geometry and making book sprites wouldn't look super good, even with 16 sided ones. Now, if someone is willing to render some 3D book models for me, I could easily do it... :b
Freaklore1 - I haven't seen it, but I'll check it out. Thanks!
StatisticalHourglass - I'm as big a fan of Brutal Doom as anybody, so yes, this time my map will either have a) two different versions, one of which works with other mods, or b) Just plain use vanilla monsters and weapons so Brutal Doom and others will plug right in. ...speaking of that, I'd heard Brutal Doom v.20 was supposed to be more compatible with levels using custom monsters and weapons. Has anybody tried it yet to see how it works with my levels or other levels that add custom monsters and weapons?
Freaklore1 - I haven't seen it, but I'll check it out. Thanks!
StatisticalHourglass - I'm as big a fan of Brutal Doom as anybody, so yes, this time my map will either have a) two different versions, one of which works with other mods, or b) Just plain use vanilla monsters and weapons so Brutal Doom and others will plug right in. ...speaking of that, I'd heard Brutal Doom v.20 was supposed to be more compatible with levels using custom monsters and weapons. Has anybody tried it yet to see how it works with my levels or other levels that add custom monsters and weapons?
- TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: Floating city project update, 8/2015. Screenshots inside
This looks exactly like a dream i once had. Where I went to heaven and the map has a very similar design.
I really like it so far!
About Brutal:
I don't really think it does that. Because replacing the monsters from BD with other ones wouldn't go together with the BD-weaps very well and vice versa.
I really like it so far!
About Brutal:
I don't really think it does that. Because replacing the monsters from BD with other ones wouldn't go together with the BD-weaps very well and vice versa.
- real_trisk
- Posts: 152
- Joined: Wed Sep 24, 2008 11:19 am
- Location: Minnesota, USA
- Contact:
Re: Floating city project update, 8/2015. Screenshots inside
Hey, JHM! Right on!