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Subliminal Messages from Twixn
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Mon Dec 12, 2005 11:07 pm    Post subject: Subliminal Messages from Twixn Reply with quote

(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 Razz ).

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-
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Dec 13, 2005 8:06 pm    Post subject: Reply with quote

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 Laughing

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 Smile

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

PostPosted: Tue Dec 13, 2005 8:15 pm    Post subject: Reply with quote

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 Very Happy i'll put in hands aswell, the will be more like an unmodelled
low powered Grav Gun, but still good Razz

Next im onto the weapon system, I'll keep you posted. Very Happy

-Twixn-
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Wed Dec 21, 2005 2:46 am    Post subject: Reply with quote

Ok, the next version of Subliminal 2:

Firstly, everything is parallax mapped, from the level to
the boxes to the gun Razz 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-
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afecelis
DeleD PRO user


Joined: 08 Aug 2004
Posts: 427
Location: Colombia

PostPosted: Thu Dec 22, 2005 4:11 am    Post subject: Reply with quote

looking good!! Very Happy

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! Wink
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Thu Dec 22, 2005 9:49 pm    Post subject: Reply with quote

Thanks Very Happy

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 Very Happy

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 Razz

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 Wink
[/spoiler]

-Twixn-
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sat Dec 24, 2005 4:41 pm    Post subject: Reply with quote

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

PostPosted: Sat Dec 24, 2005 11:20 pm    Post subject: Reply with quote

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-
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Wed Dec 28, 2005 4:14 am    Post subject: Reply with quote

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 Razz


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 Very Happy

Also, read the Readme.doc...has all the keys and such.
And also notes on requirements and bugs. Confused

-Twixn-
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Wed Dec 28, 2005 10:10 am    Post subject: Reply with quote

*hah* You keep churning out demos faster than I can install and view them Laughing, 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

PostPosted: Wed Dec 28, 2005 10:41 am    Post subject: Reply with quote

Thanks, HAHA just try to pay no attention to my programmer
art level design Razz

Yeah, i just noticed how i was pumping out demos Razz
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-
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Wed Dec 28, 2005 12:52 pm    Post subject: Reply with quote

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

PostPosted: Wed Dec 28, 2005 10:38 pm    Post subject: Reply with quote

Thanks Very Happy

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 Very Happy

-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]
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Thu Dec 29, 2005 10:54 am    Post subject: Reply with quote

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

PostPosted: Thu Dec 29, 2005 12:14 pm    Post subject: Reply with quote

HAHA, i use OpenOffice Razz
I just have gotten into the habit of exporting to .doc for Uni.
(and less enlightened MS users Razz )

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-
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