The fight for survival is on! OverDose is a class, team & objective based multiplayer game set on a post-apocalyptic Earth. With gameplay in the tradition of classic games such as Return to Castle Wolfenstein and Enemy Territory, melded with up to date gameplay mechanics and movement, OverDose is a unique blend of online action, team play and of course, lots of gore. Using id tech 2 as a base, OverDose features updated engine features like full real time lighting and shadow mapping, physically based rendering, particle and physics simulations and more. Plus, in classic id Software tradition, our engine and game are fully moddable and scriptable, meaning even amateur mod makers can bring their own creations to life with ease. This isn't war... It's an all out apocalypse!
I don't think I ever uploaded a pic of our new foliage lighting solution? Well, heres one. You'll notice a lot of engines these days have foliage which can look a bit random, for instance if you put foliage in any other PPL game such as Doom 3, you will have a very hard time lighting it nicely. OverDose has added its own lighting solution for foliage which, when coupled with our custom wind animations and instancing, makes for quite a decent and unique look ingame I think... What do you guys think...?
Looks great. Is foliage self-shadowed, then? It seems so and really grounds the detailsprites in reality.
All foliage selfshadows and shadows the world, same as any other surface in the game (Including alpha tested surface, something Doom 3 won't do for example because the tech wont allow it). However we don't use sprites for anything thats lit, because sprites don't containt the correct lighting info unless they are updated every frame (Expensive!). So, every foliage model in the engine has to be an actual mesh, which isn't expensive at all, quite cheap, and looks so much fuller and better than an always looking at you sprite.
Thanks for the info, I really learn a lot from you guys ;). You guys should write more detailed documents about this.
Well, theres a lot of info here: Team-blur-games.com :p
Impressive.
I like rocks
Even self-shadowing, really impressive!
You guys made sex of this engine. <3
Very nice shot
nice shot and model
While the rocks a model, the rest are using ditribution maps are are placed by odmap, not by hand.
I can do a small walk through of how I create my models if there are a interest for it. At least for the rock formations. Once I find time over of course :)