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Thank you for the feedback! The final version will be more polished than this version ;)
Great graphics! You should invest some work in the textures, they are repeating a lot and the path has very square-like outlines. I really love the lighting btw;)
I have used Blender sculpting tools for years and mudbox is far superior. Especially texture painting is not comparable to blender's ;)
Another screenshot with much more specular lighting:
It is possible to use a mask texture to adjust where the lighting should be more or less blurred.
Programmer said: Less specular, less specular! He looks too wet!
Artist did it. Artist will never again listen to the programmer xD
Good idea :D We have planned to let the cubes glow depending on the beat of the current soundtrack. But first we have to finish the implementation of this feature in [w]tech ;)
It was baked in Blender to get a better idea of the proportions. Maybe we will combine later real-time AO and baked AO :)
Yep. We have planned to use some kind of beat detection. More information about modding and own music tracks will follow in some of the next news;)
Great! Is there already voxel based terrain in Unity or did you use an external library?
The style of BeyondJupiter is not caused by [w]tech but by me. You can write your own HLSL shaders in [w]tech and we have planned to give your the control over the post processing. At the moment there are different parameters in the settings but later there will be a post process chain with nodes or similar. Wait for some of the next [w]tech news, where we will show some other "examples" rendered with [w]tech. Or take a look at one of our older face tests, which should give you an impression:
There are many different parameters in the world settings to adjust the current post processing, you can even deactivate it. Later we will build in something like a post processing chain or node editor.
So don't worry about blinding and similar, it's still under control of the artist;)
[w]tech renders are our ingame screens at the moment. We need to develop [w]tech further to be able to create a real game or worlds, so you will have to wait a litte bit till we can present you real ingame screens;)
The samples above are a little bit extreme, we know. This feature can help you to illuminate a room more or less realistic. If you take a look around you, most seems do be unlit because of a diffuse reflection of light. Our "IndirectLighting" is just a very simple fake, but most time it is enough to get a good result and it costs no performance at all. You should keep in mind, that it is optional and adjustable. SSAO and similar will be build in with the other post process effects.
outspoken "v" = ausgesprochenes "wi" ;) But I think it is not so important how you spell the name of an engine, it is much more important what it is capable to visualize:D
Lighting of transparent shaders is not possible with such a technique. In fact, you can decide whether to have dynamic lighting or lit transparent shaders when you integrate lighting into your engine. We decided to have dynamic lighting, but probably we will look for a way to get lighting on transparent areas, like with static light maps.
DoubleU tech sucks, so don't mind;)
Thx for your reply and idea:) This weekly update will be only on [w]techportal, on ModDB there will be every month one. So all in all your idea is already realized:) At the moment we are working on a gamedocument, maybe we will publish some extracts with upcoming news on ModDB;)
Ehm, I think there is a big missunderstanding: We are focused on usability! But the whole GUI isnt finished yet, even the browser on the right hand side has not reached final status. On the left handside is only a placeholder for further boxes.
[WuTz]! has written the whole Framework by himself so we are glad that it is working properly and we have decided to give it a more modern and dark look, but we will not waste any space for effects or make it more complicated because of style-elements. Things like shadows and the whole color scheme will be adjustable;) And as already said: most elements arent integrated by now. But we wanted to present you our own framework and to give you an idea how it will look like. Don't worry about usability;)
We will have a second look at the wings, thank you :)
Why not:) I just had the desire to model a dragon and thought: A dragon as boss is at any times a good idea. You will probalbly face him in on of Mr.Duke's missions.
Take a closer look: Abload.de
Ough :D There is much space left for crazy stuff:D And our fantasy is not at its end...
All the three images of the different gametypes are just sketches made with WIP models and OpenOffice. They shall give you an idea of the position of the camera and the possibilities in game design.
Yes, and we love it:D But at the moment we are using Blender for sculpting but we will test a model made in sculptris in [w]tech very soon. We are going to use it for modeling characters and decoration for BeyondJupiter, too.
You should have installed these files before starting the demo!
Quote: "You are right. It is just a render in xNormal to test how the LowPoly Version of the model looks with its NormalMap and the Diffuse. The shader is not very complex and you have to decide to make it completely shiny or not. It will look very different ingame ;) "
;) We will test different types of shaders:)
We are planing to realese it as a commercial game but it is long way till we can really decide about it. Probably it will released as download game on plattforms like Desura or Steam and we hope that we will manage it to compile a XBox 360 version of BJ to release it on XBox Live as arcade game.
DirectX is just interface between your graphics card and windows an it does not influence the amount of details of a model. In addition to that we are not creating an First-Person Shooter. Therefore we do not aim for photo realistic graphics and prefer a comic look. Probably we will use Tesselation to control the smoothness, or in fact the polygon amount of each model, when [w]tech is ready for it. Engine and Game are still under development, that screenshot above does not represent the later quality but should give an idea of our style.
There is no plan to release the whole engine as alpha release or for free at all. At the moment we are just developing it for our own games, later we will look further;)
Best model since now, extremly well textures! But please add a trim where the to geometrical forms of the cylinders and the quaders meet;)
Ingame/Main Menu -> Settings -> UT3 Settings -> Voice Volume -> 0
Every sound will be played but the players voice;)
No, you need only the full version of TRE Last Life!
Really? A complementary contrast is always something nice...
Yeah, it is described in the JuneUpdate which I am uploading at the moment.
Im happy that you like my maps ;)
The TreSoldier has about 21k Polys as LowPoly Object and I do not think that it would be a good idea to give it more. Because I use Blender and not zBrush (which is to expensive and there is no StudentVersion available) I'm very limited with the HighPoly Modelling. Blender cannot work with more than a million faces and because of that i modelled each part of the soldier on it self. In addition to that we are a very small team and I don't want so spend to much time on one thing as we want to finish the first part till August.
What do you mean with "changed title"? TRE is a trilogy and this is the second part of it, as you can read in the description.
Though it is a completely (and really completely) new total conversion.
I uses this treemodels only because I didnt want to use the speedtrees. For the next part of the mod I'll use a improved version of the WTreeActor ;)
Yeah, it's not very high detailed and it does definetly not look like UT3, but ingame it looks much better.