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Yep I hope to have a new video up very soon. Showing all the fixed stuff workin again. In the meantime you can enjoy this little video if ya like.
Hey every one I know it has been a wile. But we are currently doing more work to the game again after a 8 month long hiatus. Due to some IRL problems. Anyway we will be back to posting new videos and screenshots of the game. As we continue to update it to Neo Axis 3.2..
In other news we have finally gotten the game ported to NA 2.1. Though with new updates things that used to work no longer do. But the good news. Is that most of it still does. We are currently having problems with the GUI side of things. But the game does seem to run smoother on 2.1. Though more testing needs to be done. After we have got things working the way they was in 1.32 of Neo Axis. We are going to jump straight into Porting the Game to Neo Axis 3.2. Which we will showing off a few of the benefits from the new engine. From Large terrains. To being able to finally make actual roads on the maps!
Also I will be announcing something huge about the game later! That if done correctly will completely change the way Assault Knights will be played.
Also we will be working on getting Multiplayer working again too! We are going to do a new SQL system that will be client driven. (Meaning that stuff will be on your own system instead of having to connect to the net.) Only thing that will be connecting to a outside host will probably be the game finder dohicky.
But all in all we will surely be showing allot of new stuff about the game. From videos to pics to News. This year is going to be great for Assault Knights.
Awesome I really look forward to playing around with your engine :D.
Well using Alpha masks is very much similar to how Neo Axis does it. Neo Axis still uses Alpha masks to color the terrains. And uses a Base map and a detail texture. I just stretch the base map over the entire terrain using a color map. Then tile detail textures over the terrain and use normal maps with them.
I am not sure if you looked at my pics or not on my website. Of my maps made like this. But they are some of the most beautiful looking maps in the Neo Axis community. And have had high praises from allot of members in the NA community. 1024 x 1024 is fine. For most cases. I was just wondering if you planned on making bigger heightmap sizes available. I also love that your heightmaps are png format. That was one of my biggest hates with Neo Axis. It uses .raw files. And I can't stand that format. So a big thumbs up on that! :)
Anyway when you get ready or need a beta tester for your engine please consider me I would love to test your engine out. And maybe help you with it. I am a 3D model maker. Level designer. And other things. I would love to help you out and beta test your engine. I am also good at finding bugs and other things.
Well the creation of maps in general. How do you make your terrains? Can you take a grayscale image and make the terrain itself? Height map? Can you use a full color map over the entire terrain? Basically do something similar to this tutorial I wrote for the Neo Axis engine.
Basically make terrains that looks like these.
Using one full color map that covers the entire terrain and then a few Detail textures across it. That are normal mapped. All these terrains I have made with the Neo Axis engine.
Could something similar be done with your engine?
Also what limits if you can use heightmaps. What is the limit on heightmap sizes that can be used. Meaning can I use heightmaps that are 4096 x 4096 and the engine still run good? Without much slowdown?
Can you go more in depth about your terrain system? Talk more about your terrain system and do another full video about it? I am very interested in learn more about the terrain system in general. Also when do you plan on making this engine available to the public?
Also about the scripting languages is there any way to add something like Basic or even C# to the scripting system?
Wow your skin editor is very powerful. Seemingly more powerful then Neo Axis has ever done with there own editor. You have allot of different things you can add to a skin. Making your own properties and stuff is ingenious. I really like that I wish Neo Axis had a similar system. It kind of reminds me of 3Ds max in some ways. But being able to add your own properties. That is really awesome. Great job. and Thanks for showing me you do have normal mapping. Your engine is awesome indeed.
Question. How do you setup game play objects? Like say if I wanted to make a drivable car? Or a gun or say start coding for the engine? Do you have your own scripting lang or?
Also have you made a model importer for your game engine? And what is it for? If not might I suggest this model importing library for your engine? It is completely free.
And can import many formats.
Nice. I really look forward to seeing more updates. Do you plan on adding complete terrain culling with this system too? And how large can your terrains be? Are you planning on any type of infinity terrain system kinda like Skyrim or other elder scrolls games? What about terrain lod and stuff like that? Have you ever tried to max out your system with models and make a complete and large map yet with alot of assets? How well do you think the system will run with alot of assets on a map?
My other suggestion is for your materials for the ground. Might I suggest that you add a Base map and detail map texture to it as well. Along with normal maps for both and specular? Basically that way people could use base textures that cover the entire terrain. Similar to what I do in my game Assault Knights.
You can make some beautiful maps with this kind of system.
Also it didn't look like it to me but can you use normal maps on your textures? I wasn't sure. But it looks like your city map isn't using normal maps at all. Am I wrong or? Other then them small things your engine is coming along quite nicely. I really like it. And all it's features. I can't wait to see more updates!
Wow your engine is coming along nicely. I watched the other video you posted on youtube. I must say it is growing into a awesome engine. If I may make a couple suggestions. For your material selector. I noticed you had a little trouble determining which material was for what part of the object. When you select the material you might want it to highlight that part of the mesh. Make it glow. So you know which part it is going to change. It might make things easier on the people that will be using your product. Along with yourself. I will post my other suggestions next post.
Added some more pics. Showing off a updated version of a map my friend CMDKeen made. Added alot more trees to it. Makes it look really different. Thanks CMDKeen for making this awesome map!
Would anyone like to donate to the project? If any one is interested in helping this project grow and continue. Please feel free to donate here.
We could use all the donations we could muster. Donating will help us continue the game. And get things we need for the project.
I added you to the beta section of the site. You can access it on the forums. At the very top. You should see AK Private Section. The game download links is there.
I remember you though. You did buy the game. I got the proof here. So come by the site and I will have you some download links in the forums.
For you guys who might be thinking Assault Knights is dead. Soon. Very soon. I will be showing yall some new stuff. :D We are back in action. I have dusted off the game. Got rid of the moth balls. And we are starting development on the game again. Soon I will be showing yall some very kewl videos. And screenshots. So please. Watch this page. We are starting up and will be updating as we continue development. Stay Tuned!
Thanks we are currently searching for a programmer again to continue dev of the game. I will have some new videos up soon too.
Just so every one knows our new website is up for the game. It is currently going through alot of changes as I am adding new features to it.
But the forums are working. Assault-knights.com
Feel free to stop by and visit us.
Sadly the main site had to be taken down. (Could not afford it any longer.) But don't fret we are currently building a brand new site for the game which will be going live sometime in the near future. Which will be much much better then the old one. Anyway when it is finished and we are ready to launch it I will let every one know. :)
I have made a forum here if any one would like to chat about the game or ask questions directly. Please feel free to ask in the forums.
Oh no bro the bullet is just a place holder. It is not going to be a GAC I was just testing it to make sure it works. Beside it is using the 73mm shell. And the sounds of the 105mm cannon. It is just a place holder for now. Nothing real special.
yeah the water is just makeshift water. Nothing real great there actually. Just a plane with a watermap attached. We will see about making it look better soon :)
Let me know what yall think? I know there isn't much action or anything but I would like to know what yall think of the new map.
You need to post up some screenshots of your new maps bro. That you made :)
Dragon actually. I got a video of it fighting as well. Feel free to look through the videos. This actually is one of the older mechs. Still needs some tweaking done to it, along with better animations. But anyway it is a good mech none the less, and was the first to actually allow fire that heat up the units in the game. I put this mech in just to test that..
Well you already answered the file format for objects question. The .model formats is the object formats. Mainly that was what I was asking. Your standard model format. Sadly though I don't use blender to create and export models with. I find blender confusing and clunky I use 3Ds Max to create models and stuff with.
As for help though I could help you create game models and stuff. And give you some real nice models to create worlds with. depending on what your wanting to make a demo of. I noticed you had a real kewl looking Robot in one of your pics. I got alot of robots and vehicles I could give you if you wanted to create some type of robot game. I even have a nice robot dragon as well.
Commander keen is correct in alot of what he is saying about Neo Axis. I have been using it for 3 years now.. Designing wise is very simple. But the engine itself cannot handle many many objects on a terrain at once.
The tools though with Neo is very easy to learn to use.. But you can't create the kind of scenes and stuff where almost any system can run them.. Hell I got a real good top of the line computer and can barely run some of my own maps. The engine is not optimized enough to really put out what I want out of my game.
Moddb.com <--My game.
I got a few questions for you about your engine. Texture wise. Can you use normal maps on all objects and also the terrain as well? Can you create huge open terrains anywhere from 10k x 10k large? Do you have the ability to use one layer for a huge color map that covers the entire terrain and a 2nd to use detail textures over it?
What type of entity system does your engine use? And how easy it is to work with?
What about programming? Can you use C# or is it some type of other system all together like scripting?
What renderer are you using? Is the renderer self made or is it something you pieced together?
What file types can be used to import into your engine? What is the file format for your objects?
Is there any way I could test your engine? Would you also be looking for some one whom can model and help you put assets into your game engine and create demo's for you?
Hey every one.. I will be posting a huge announcement today or tomarrow about Assault Knights.. Stay tuned here for more details in just a little wile..
This engine could make a hell of a mech warrior combined arms mmo game.. Planetary drops, orbital battles, Huge battalions of mechs on the ground.. Players taking over intire worlds.. That would be awesome...
Thanks guys.. Glad yall enjoy the pics and videos.. Hope to have some more videos and pics up sometime soon..