Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
Heads swap in and out via tagging, but I'm not sure yet, no promises. As it stands, this is just for fun, for me, but is actually fully done and would work. Nicolas and I are still trying to decide the best way to do custom heads.
There isn't any darker edges. You are looking at foliage being lit away from a light source, so the edges are of course going to be darker. Foliage is still created from high poly models, same as every other surface in the game.
Rage uses one texture for the level load, its called a "mega texture". That means that every single object in the world, every surface, every POLYGON has its OWN UV space. Thats amazing because it means that you can create a world packed full of objects, and have zero tiling, even on multiple copies of the same thing, like a wall full of paint cans, they could all be different.
The problem is, they are HUGE files. Uncompressed Rage is like, 1tb worth of data... So they have to compress the textures down a **** load.
In Reply To:
Hell_Diguner 7hours 23mins ago replied:
"Could somebody explain to me why people seem to think Rage is a graphically spectacular game? Because I just don't see anything special in that department."
Because Mega Texture allows the entire world, and every object in it, to have its own UV space. Unless you are a texture artist you won't understand why thats so awesome. Of course, its far, far too early to be using it, so things like dynamic lighting are out, plus as you can see it takes up that much space it has a seriously reduced resolution... But in a few years time, it will look THE ****.
There is no "downed" animation in this video. Animations are, in order:
Prone Move Forward
Into Prone From Standing
Crouch Slide enter, Loop and End as one Anim
Vault Over Tall Object
Yes, because there are no doors. That shot was taken in an SDK map used for testing scales, movement etc.
Thats called FOV 90, and its a twat. The doors obviously measure up. I knew I shouldn't have posted this, its already outdated, what with the wet effects, foliage and ****.
That was the plan, to just stay clear and let it work its way out, but bugger me, some people, its like pulling teeth lol.
As for the lower head, its actualy the same pixel ratio as the rest, so it might be something else.
Man I love cake. I would have sex with cake if if knew I wouldn't get aids. But these days, you just don't know...
Well the site is currently down. Its been down a lot just recently. We are working on getting a new host :(
About as much as can be for one coder, but better than most people would expect. Everything you can disable, we let you, and everything that eats performance has a boat load of options to lower quality and make things faster while still giving you nice enough detail.
And before you ask... Yes, it is ingame with no editing in PS. Read the description also.
It wasn't animated, there's no animations yet because there's no animator.
I get the fast moving clouds comment. It guess its more stylised? But its certaintly not a hard coded solution, same with the size of things as well. Its all easily changable and I guess depends on the location.
But I couldn't very well upload a video of a sky portal that has multiple layers to the clouds and have them hardly move :p May as well use a static box then :p
Anything is better than Rage's skies....... Right?
Then change the sky portal scale per instance...........? *sighs*
In between. Fast is Quake 3. Slow is Rainbow Six. Theres realistic tones here, you have iron sights, you can't sprint and shoot and hit anything etc... Think of it like COD, Killzone, Gears, you know a hint of realism, a hint of arcade, but its own beast.
Its pretty simple. Rather than a long, 3 minute looping track full of guitars and heavy music that drowns out the game and people turn off anyway, they simply have several short, 30 second or so ambient style tracks. These play at various points during the match, so that music isn't always playing, but even when it does, its short, atmospheric and complimenting, rather than over powering.
We are looking at basic client side physics for objects like tin cans and things, stuff that wont need to be sent over the network and isn't that big a game changer at all (So no barrels or anything that would clip projectiles/players). Players wont have rag doll, simply because we dont NEED rag doll. When players die, they go into a "downed" state waiting to be revived by a medic. They can die instantly with no chance of a revive, but only by gib or huge head shot damage, but even then they will use a classic canned animation. We just don't need rag doll. I mean look at COD, that doesn't have rag doll? And that doesn't hurt anything.
As for bots, there isn't any plans at this time. We *may* look into it later... Way later... But its not a concern or even on our minds right now.
Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...
Without sounding too emo, the drawn out colours and lack of saturation on there on purpose. It's fits a specific style and theme that's not a limitation of the engine, it's just what I designed this part like.
The key word there is part. There's lots of colour in the map, this is but one room. Even the bathroom screenshots are using the wrong color correction post process. Give it time, I'm but one man :)
That's kinda the point. The original was just no good there, it was a cramped room with an odd layout... Seeing as this isn't a direct remake and it's more a reimagining, I took the liberty and went ahead in turning it into a more visually interesting shower room. The comparison is there to show you the general area.
jpeg compression is messing a tad with the colour there, its not AS sepia ingame, although I am doing it a lot on purpose. Not only does a lack of saturation help sell the theme and setting, it also helps when it comes to playing colours inb the level off each other as different areas have different visual tones/themes.
The top image is from id Tech 3 shooter RtCW, which OverDose is VERY losely based around in gameplay.
OverDose is based on Quake 2 at its heart, as it started from Quake II Evolved.
Max, Milkshape (yeah even), Mudbox, Photoshop, CrazyBump, Radiant :p Also, I'm a major rookie. :p
Oops... I just noticed these pics were taken on lower quality than Ultra, and no bloom... :p
Did we read...? Its like, it says in two places....?
Read the top right ;)
I'm not a mapper, I'm a bit **** at it to be fair, so I wanted to make something I can not so much copy, but more so "evolve" from, you know? OverDose can have as many new maps as people want (Once people start mapping for it other than me) but atm, I wanted something I could get done a little easier without thinking about balance etc. Its all already done, see.
Well, I guess it would have to get one of those ***** things that shoot stuff out the end? OverDose has always been a "girl" so I don't honestly think it can come in anything :s
But seriously, not sure yet. PC is clearly the main platform, and after that, is up for grabs.
The fixed version:
Yup totall swapped, and fixed :p I also increased the size of the pelvis on the one axis slightly so it looked more natural.
Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.
Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P
I just upped a new pic, but yeah, I'm amazingly STILL waiting on that build to show off what I wanted to haha! Its coming, dunna worry! :p
It works as it should, i.e. when theres a light behind the surface and not much in front. You can increase the effect, but its a universal effect for the entire surface, meaning it will then look over done any other time. As it stands, the effect is correct, as you can't see it that much when the light is right on the surface.
For example, these two shots have exactly the same model position in relation to the light source:
None at all, likely one mins work tops even.
All is fair in love and war... But if they do, I may have to rape them.
"Its the high poly" :p
I.E we sculpt in high poly, then render this over a lower resolution mesh to get our normal maps. The actual ingame hands are about 2.6k a piece.
Its also shown here without ripped sleeves.
We are currently pumping out more options than, say, Assassins Creed Unity, higher resolution assets etc, with a team of one artist and two coders.
Assassins Creed 4, that is, the previous one, had 900 employees. Nine. Hundred. Unity has more.
I'm not saying we are reaching too high, but if you don't reach high, you never know just how tall you can stand. I could easily, without question, make several maps right now, today, that will work, play, maybe even play well. Theres enough content for a "game" to release now. Doesn't mean it will.
Yes, its slow. Yes, its annoying. But with so few staff, what do you expect? We can't afford to pay people the large figures it would take to do this "the proper way". We ask for help. Help which, sadly, doesn't come. So, we do what we can.
As I said before, if that's no good to you, then all I can do is apologise. But OverDose will release. It may not be now, in a month, this year... But it will release. And when it does, it will be fantastic.
Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......
Custom heads FTW lol :p
Until we can get somebody onboard to help out with coding, because Nicolas is really doing a great job on his own doing an entire engine by himself but needs a hand... I can't say for sure. 2013, but as to which point? I don't want to let anybody down with a date that comes and goes :( This hurts us too, we put so much time and energy into OverDose. But OverDose is far from given up on, trust me ;)
Iron sides are animated and ready to go, its just that theres no way to show the switch into them at the moment, so its a either/or effect ingame. Rather than have a million kids complain how the effect should look, I left it out of the video. I'll be making a new ViDoc soon with weapon handling, movement vs accuracy, iron sights and distances, so that will solve that one.
Also this video contains no DOF blur. DOF is on at all times by default, even when in normal none iron sight mode. However, it only applies itself to the weapon on screen. Heres an example:
Before anybody ***** the bed, everything can be enabled/disbaled, as this has no effect on gameplay.
Just FYI, I just sent out about 20 or so mails to various news sites with a written message containing info, pics, concept, media and videos, as well as links.
If everybody could list sites they read for gaming news and let me know of where they think I should send this to, please be my guest, it will help a lot.
The swinging light is next to a window, which has a large overview. The shadow from the light is indeed the correct direction.
The flames have bene toned down a lot. They used to use a flicker because the shadows never moved, but they they do, so I toned that down.
Mateos, if things are moving too slowly for you, then I apologise, but theres only so much one guy can do at a time, and with nobody helping and/or donating, I don't see that getting any quicker, sadly :(
Its around 1k polies, but yeah, thats low seeing as what it is. Its all in the sculpt.
Updated the pic slightly because the scales of the head shots were making some heads look smaller than others, when in fact they are all the same scale lol.
Fixed typos as far as I can see :p Made a few changes too, thanks guys.
Its he high poly, so 2.5 million.
And with one coder and one full time artist, no mappers and nobody else helping at this moment except sn1pe with a few animations, its gonna take a bit longer.
We can only do so much, sadly. ATM, its like 90% of the workload is on Nicolas and I, and thats a LOT. We could do with more hands.
"Toodle pipski". I'm British. And a massive Red Dwarf nerd.
There is that option. Its called a sniper rifle shot to the face. It has the same effect :P
The lights are there for team visuals, more lights = a glowing ball of green anybody can see. Everybody should be pretty much the same, glow wise.
Yes, but... The flowers, are still standing?
Yup, we haven't changed the engine, just made "changes" to the existing one. Its a constantly evolving engine that gets new stuff all the time, and the older stuff gets replaced with better/faster ideas.
This is a high poly source model for use in creating the normal maps that go on the low poly. This isn't ingame, its far, far too many polygons for ingame use.
As for Doom 3, you have to remember it was a long time ago, and it was a very early implementation of normal mapping. It looks fine when you think about what else it had to go up against at the time.
Again, really poor smoothing group work, plus a lot of details you just will never see.
Remember that you should be deleting faces you never see in first person but also making a much, much lower quality model for third person/world. I do hope your not using the same for both, as the psp just doesnt have the power or much less even the resolution to see these things.
ration = nation... Too early on Christmas morning to be worrying about typos, lol
Also, James CAMERA!! hahaha!
Right. I'll just tell our black community a huge "f**k you" when they want to play as somebody close to them in terms of looks. Hell if I get any emails I'll just say "Tough **** man, don't you know all you people die out?"
Seriously mate... While I agree that you need to look towards realism quite a lot in these situations, there are times when for a game made by 2 people you have to just think "you know what, if it works, use it".
Also what’s the point of having a totally custom head system that will release with a load of default heads but allows gamers to include their own, if you are limiting people in what they can use due to realistic ration breeding in the none existent 22nd century...?
There are times when you need to stick to the plan... I mean, plot wise, it would be out of place to have hovering cars and laser guns all over the place, right? People would instantly say "this is a bit too high tech". But would I get emails because somebody saw a black guy running over the map...?
I don't think so... Not unless it’s a 13 year old idiot... So while I appreciate the concern and point you make, I think this is one of those areas where realism is allowed to take a back seat, not just too good taste, but just to common sense. I’ll leave that stuff for the next James Camera triple A block buster.
It should be worth noting that I've seen the early pics of other heads, the black guy, the African guy, the updated white guy etc... They are awesome. Really impressed with how spot on the African guy is because he doesn't "just look black" like most games do, but his facial features are very strong.
Like I said before, the idea is a few base meshes, and then loads of types of each. The player can select his own that way, making the teams look more than just a copy paste job.
I'm going with the COD4 style, not sure what they used.
Yeah and a little bed with teddy bears on it and cartoons on the TV and WAIT NO YOU SILLY BOY :MAD:
I havent even started the detail pass yet, you know that :p
One coder and me... Really. We can't get mappers (Doom 3 tech) or model guys for love nor money atm...
Ill test you in a min Mark :p
Then I suggest you make "your" game to be honest, because this sounds like it's not for you, sorry.
And what the hell does survival horror have to do with large arms...? I'm really starting to think you are trolling now...?
Homebrew on the PSP...? Hell no. Its much higher detail than the Doom 3 engine. Its using per pixel lighting with shadow maps for a star, thats 6x the requirments per light pass as it is. It would be hard to get running on a 360 or PS3, never mind a PSP.
OverDose is very scalable, with everything have optional quality settings, and only a select few things can not be disabled at all for cheating reasons. But most of it, even the shadows, can be lowered in quality for better performance.
That Sonic game looks very impressive, congrats.
Its a shame SEGA can't give somebody with a clue (i.e. you) the licence instead of churning out all these new terrible "games", if you can call them that.
Yes, to begin with it will be free, and for the future too, but the goal would be to move it along to other platforms if possible.
As for the few comments... I don't know. It sucks, really. We are trying our best to get as much info/news/pics out there :(
Only work we did before was Quake II Evolved, which was just a graphics mod for Q2.
Soooooooo.. You ripped the media out of Halo C.E...?
You wont be able to release this to the public, just so you know. Remake the weapons, they arn't exactly hard.
Because with the Quake 2 source we can do anything we want at all ;)