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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Mon Dec 12, 2005 11:07 pm Post subject: Subliminal Messages from Twixn |
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(HA, gotta love the name)
Hey all,
As promised in my ReHashed thread, the first demo
of Subliminal Engine 2 is ready:
Firstly, a screenshot of the level (note, besides from
the lights, the geometry is unchanged from the ReHashed level):
And lastly, Subliminal recognizes objects marked in DeleD as
'Rigid Bodies' and creates dynamic objects from them.
these are the same metal boxes from the above pics:
Features so far:
1. Full Dynamic Physics.
2. Hardware Accelerated Stencil Shadows (by hardware
accelerated i mean the volumes are extruded via vertex
shaders).
3. Almost full DeleD support. Atm non-closed objects
will break the lighting system, and only point lights
are supported (will change when i go PRO ).
And also, objects marked in DeleD as 'Rigid Bodies' are
used as Dynamic Physics Objects.
Im still deciding what model format i should use for
normal models, either MilkShape ASCII (which is complete)
or 3DS (incomplete, needs alot of work).
Anyway, here is a download: ~1mb
http://www.twixn.com/downloads/SubliminalEngine.zip
Requires a GeForce 5900+ or an ATI 9500+.
Enjoy
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Tue Dec 13, 2005 8:06 pm Post subject: |
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Yihaa! Very smooth demo, I really enjoyed pushing around those crates a lot! Just wish my fps view had hands so I could've pushed the metal boxes through the railing and make them fall down
I think I might have crashed the physics the first time I run it, by pushing really really hard and long against some crates: my screen went black all of sudden. Than again, I have not been able to reproduce this since, so it was possibly just a hickup of my machine
Other than that, I love it. If I really had to name something I'd say perhaps the FOV in the demo is a bit small, I just had the impression I couldn't "see enough". But that's just an impression (just a hint of an impression, actually), definitely not a real comment.
Keep us posted keep us posted! |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Tue Dec 13, 2005 8:15 pm Post subject: |
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Thanks, i will increase the FOV for the next demo, also, i'll add more lighting
to the very dark map. I think the bump maps turned out ok, considering
how they are made.
I'll try to find out what that physics bug is too, also later on down the line
i will put the old Grav Gun back in...and the RPG, the 2 best Physics
weapons i'll put in hands aswell, the will be more like an unmodelled
low powered Grav Gun, but still good
Next im onto the weapon system, I'll keep you posted.
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Wed Dec 21, 2005 2:46 am Post subject: |
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Ok, the next version of Subliminal 2:
Firstly, everything is parallax mapped, from the level to
the boxes to the gun on later versions i will let the user
turn this off, although if it is slow now, just lower the res.
At the moment height maps and normal maps
are simply calculated from the texture maps. It can have some
undesired effects, but it makes it easyer. When im making the
level i dont have to think about generating height and normal
maps. Right now its tweaked to appear fine in this case.
Secondly, you are able to pick up and kick objects now,
not to mention the new weapons system.
Anyway, here are some pics:
Showing off abit of the lighting:
Showing off the ability to 'pick up' objects..
This is the valve on the ground from the first picture.
lastly, just a pic of the level with some of the dynamic objects
thrown around.
Bit of an improvement on the level aswell, better FOV and
brighter lights.
Anyway, here is the demo: ~1.6mb
http://www.twixn.com/downloads/SubliminalEngine.zip
Subliminal 2 has alot of minor effects, like bullet tracers, gun
bobbing, walking sounds, crosshair that grows and fades due to
accuracy etc, that can only be seen from the demo.
You will also notice how everything has specular lighting,
i will later restrict it to shiny objects only.
Needs at least a GF 5900 or an ATI 9500.
GF 6+ or ATI X#00+ is reccomended.
Make sure to read the readme.
Enjoy.
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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afecelis DeleD PRO user
Joined: 08 Aug 2004 Posts: 427 Location: Colombia
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Posted: Thu Dec 22, 2005 4:11 am Post subject: |
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looking good!!
great work twixn; please keep us updated.
Deled is you main level editor? You wrote your own engine for loading the levels? What are your plans with it; selling the engine or creating a game or selling a set of tools, etc?
one last thing; sound gets a bit distorted when strafing and shooting at the same time.
cheers! |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Thu Dec 22, 2005 9:49 pm Post subject: |
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Thanks
Yup, the level is 100% DeleD, even the dynamic objects were created
and positioned in DeleD. And the Engine is 100% all my own work
Later on i plan to make a game called 'War of Attrition' and sell it.
Also i plan to sell Subliminal 2 and ReHashed as individual engines.
ReHashed will be a budget 'no frills' engine
I will look into the sound problems, im not surprised as i slapped the
sound in an hour before i released it.
[spoiler]
I will look into the sound after i get vehicles going
[/spoiler]
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Sat Dec 24, 2005 4:41 pm Post subject: |
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Ive tested your demo. Its cool but it runs with 1024x768 VERY SLOW.
I have
P4 1,7 ghz, 256kb L2 Cache, FSB400
640mb RD RAM (2x 64mb, 2x 256mb)
nVidia (MSI) GF FX 5900XT
Windows XP (SP1, SP2)
Strange...
mfg, Sindwiller |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Sat Dec 24, 2005 11:20 pm Post subject: |
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Well, it would do. I think the GF FX 5900 is the bare minimum
hardware it can run on. The card has all the features anyway,
just not the speed. I'll have to have a lightmapping codepath,
so it will run better on older hardware.
It will speed up later anyway, once i add Frustum and PVS culling
as well as some shader optimizations. And of course add more
codepaths. Its still early days yet.
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Wed Dec 28, 2005 4:14 am Post subject: |
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Hey all,
As i mentioned before, i have been working on Vehicles,
and although its not finished, its done enough for a
demo.
Few minor updates aswell, including a new (crappy) level
(but its bigger, better for driving), and a torch!
The torch is a gun mounted torch for First Person,
but its the headlights for the Car...although, its only
1 headlight right now.
Firstly, a little pic of the hummer posing
And some driving around!
And of course...the demo: ~2.2mb
http://www.twixn.com/downloads/SubliminalEngine.zip
Its still in early stages...but good for only a few days work.
Enjoy
Also, read the Readme.doc...has all the keys and such.
And also notes on requirements and bugs.
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Wed Dec 28, 2005 10:10 am Post subject: |
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*hah* You keep churning out demos faster than I can install and view them , downloading right now. I love the hummer images, very anxious to see this demo.
Also, one thing I forgot to mention before is how I enjoy the decent size of your demos (some gamedevs make you download tons of mb's for every other techdemo they release), good job! |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Wed Dec 28, 2005 10:41 am Post subject: |
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Thanks, HAHA just try to pay no attention to my programmer
art level design
Yeah, i just noticed how i was pumping out demos
I should probably take a break before all this coding injures
me.
Anyway, i take alot of care with the size of my demos.
Ha, i dont even store most of my normal maps,
SBML2 generates nearly all of the normal maps from
the textures (some are/will be stored, incase the
ones generated from the textures look too weird).
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Wed Dec 28, 2005 12:52 pm Post subject: |
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AWESOME!
And i love it too:
wfg, Sindwiller
ps. The other model seems to be to small. |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Wed Dec 28, 2005 10:38 pm Post subject: |
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Thanks
And i didnt think anyone would add new levels to it.
I need to write a 'Level Designing Manual', Subliminal 2
has a few restrictions and flags. But its easy enough.
Cool level btw
-Twixn-
[edit]
Level design manual is up, not complete but
it pretty much shows you the do's and donts etc.
http://www.twixn.com/docs/LevelDesignManual.doc
[/edit] _________________ Failure is not an option!....It comes bundled with the software. |
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Sindwiller DeleD PRO user
Joined: 25 May 2005 Posts: 331 Location: Zürich. Switzerland
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Posted: Thu Dec 29, 2005 10:54 am Post subject: |
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Duh, MS Office...
OpenOffice haves an import function i know, but can you make this as an .odt?
Quote: |
And i didnt think anyone would add new levels to it. |
I was stumbled over it when i looked over the configuration file.
wfg, Sindwiller |
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Twixn DeleD PRO user
Joined: 01 Dec 2005 Posts: 136 Location: Melbourne Australia
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Posted: Thu Dec 29, 2005 12:14 pm Post subject: |
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HAHA, i use OpenOffice
I just have gotten into the habit of exporting to .doc for Uni.
(and less enlightened MS users )
But here it is anyway:
http://www.twixn.com/docs/LevelDesignManual.odt
Yeah, i should have known someone here would figure
out how to to get levels going on their own.
Hopefully the doc will be useful to get the most out of SBML2.
Its only really a set of dot points of things to remember.
And things you can/should do.
-Twixn- _________________ Failure is not an option!....It comes bundled with the software. |
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