create a new freedom force with a freeware game engine like ogre 3d?

Started by naitvalis, July 21, 2010, 07:17:17 AM

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lugaru

Items are a huge deal to me, I love the idea of being able to equip things that add powers and for anyone to be able to do so.

Amazo Version 2.2

For anyone, and everyone, who has ever done anything to improve the FF/FFvs3R gaming experience, I want to say thank you. Life is so short, and you have all brought me so much joy. I hope that one day, I am somehow able to return the kindness and generosity that all of you have shown.

Tawodi Osdi

Being able to add equipment could a good way to make super inventors like Brainiac 5 and such more useful in the game.  Of course, the script writer would have to write that into their storyy; unless, you can buy equipment during creation and advancement stages.

GoldenGladiator

The more I see of this thread, the more it really blows my mind. You two have done so much so far, it's crazy awesome.

It's like the inmates finally got control of the asylum, and you're running things the way we've been whining for for years.

Waiting patiently for the next dev diary.

Trelau

Quote from: catwhowalksbyhimselfWW's muscles are over emphasized there to the point where she looks emaciated.
Again, I think that's just an issue with the new mapping.

If i may, i don't think the bump map must necessarily be redone, it looks more like the bump mapping is set to a default setting that is too high (most likely 100).
If there's a way to directly find a percentage modifier inside the 3d engine, tone it done to 25/30.
The thing is, with the current setting; every white pixel on the bump map is at level 0 (no distance from the surface of the mesh), and every black pixel is at level 100 (assuming that's the default setting). The gap between 2 points is therefore too high, giving this "plastic" (sometimes called "wet") aspect to the mesh.
By reducing the bump mapping to 30, you still get an added volume effect, but the range is smaller, and the muscle won't seem to "pop out" so much, smoothing the result.
It's a common problem when you first try bump mapping, the default setting is always too high.

(note that i never used a 3d engine, i'm just talking from my experience in 3d architecture in 3ds max)

edit: not sure i was clear, here's an example, with bump mapping at 30 on the left, and at 100 on the right.
http://img44.imageshack.us/i/bumplevel.jpg/

tommyboy

Quote from: Trelau on November 20, 2010, 10:04:13 PM
Quote from: catwhowalksbyhimselfWW's muscles are over emphasized there to the point where she looks emaciated.
Again, I think that's just an issue with the new mapping.

If i may, i don't think the bump map must necessarily be redone, it looks more like the bump mapping is set to a default setting that is too high (most likely 100).
If there's a way to directly find a percentage modifier inside the 3d engine, tone it done to 25/30.
The thing is, with the current setting; every white pixel on the bump map is at level 0 (no distance from the surface of the mesh), and every black pixel is at level 100 (assuming that's the default setting). The gap between 2 points is therefore too high, giving this "plastic" (sometimes called "wet") aspect to the mesh.
By reducing the bump mapping to 30, you still get an added volume effect, but the range is smaller, and the muscle won't seem to "pop out" so much, smoothing the result.
It's a common problem when you first try bump mapping, the default setting is always too high.

(note that i never used a 3d engine, i'm just talking from my experience in 3d architecture in 3ds max)

edit: not sure i was clear, here's an example, with bump mapping at 30 on the left, and at 100 on the right.
http://img44.imageshack.us/i/bumplevel.jpg/

Yep, that's pretty much spot on. As I said earlier, I've been playing around with the bumpmapping, and did crank up the values on the map itself, rather than the setting in the model. The values used in the 3dsMax itself are the default ones, about 30, IIRC.
I can dial it back in the map, or most likely, keep the higher value for some parts which really need the extra definition (I'm currently using bumpmapping to define her bracers, rather than model them, so there its very useful), and lessen it on the musculature.
Or perhaps I'll "flesh out" the model itself, it was originally made for a younger woman than Diana, and is therefore slighter than it might be.
Since using bumpmapping is new to me, I'm learning how best to skin it as I go. It's fun, but quite different from traditional skinning, and that's why I occasionally stumble a little as I go.
As ever, I welcome criticism, and thank those offering it. It all helps.

Trelau

If you want to actually add detail to a mesh with just a map, you shouldn't use bump mapping, but, Normal Mapping or displacement
http://en.wikipedia.org/wiki/Normal_mapping
Normal mapping is what is used to add a great amount of detail on a otherwise plain mesh.
Bump mapping should only be used to add texture (grain, scale-skin effect, defining the vein in the wood, etc)
Normal mapping on the other hand is the perfect tool to transform a simple cylinder in a finely crafted bracer

If the engine supports it, it might be a better choice. But to be fair, normal mapping takes a little more work: you actually have to make an "enhanced" mesh on wich you actually model the details, then you project it on the base mesh, and you get a map (looks like a bump map, except it goes from blue to red to define the volume instead of just grey).
Normal map is more precise than bump, and has the advantage of allowing you to carve your mesh: bump mapping can only add volume on the surface of the mesh, normal mapping allows you to move every point above or under its initial position on the mesh.

Or to put it more clearly:


tommyboy

Yes, I actually mean Normal mapping when I use the term "bumpmapping". It's a bad habit I've gotten into.
Panda supports Normal mapping, Bump Mapping (often called "parallax" or "height"), and will at some point get Ambient Occlusion.
For now, the Normal Mapping is what I use most. The Bump/height/parallax is a bit more problematic. It does work, but the results arent great (at least, not the way I've been doing it).
But rather than make hi-poly models as a source for the displacement maps, I'm tending to make the Normal/displacement maps by hand. That may change, but for now, it's the quickest way to get it done.

Trelau

If you intend to do a lot of characters, doing it by hand is clearly a lot faster (like, a loooooot)
And panda will include ambiant occlusion? Damn, definitely looking forward to it. You basically have your hands on an industry-level video game engine (instead the most recent stuff, like particles and  realistic physics maybe) and with guys with your talents, i'm pretty sure we'll get to see some cool stuff.
I'll try to find some info on how to do normal maps by hand, as i've never done so myself. If i find something useful i'll let you know.

catwhowalksbyhimself

Actually, the popular game Torchlight is made using Panda, so that will give you an idea of what it's capable.
I am the cat that walks by himself, all ways are alike to me.

lugaru

Quote from: catwhowalksbyhimself on November 21, 2010, 05:04:55 PM
Actually, the popular game Torchlight is made using Panda, so that will give you an idea of what it's capable.

For real? Love torchlight.


Figure Fan

I was JUST talking about this the other night. Now that FR seems to be back, how is this project progressing?

lugaru


Amazo Version 2.2

For anyone, and everyone, who has ever done anything to improve the FF/FFvs3R gaming experience, I want to say thank you. Life is so short, and you have all brought me so much joy. I hope that one day, I am somehow able to return the kindness and generosity that all of you have shown.

Swingman

I just checked in hoping for a little news on this extremely promising project. I guess I'm a curious cat too!

bearded



BentonGrey

God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Podmark

Thanks for the tip Benton.

Still very interested in this project, I really hope it goes further.
Get my skins at:
HeroForce
my Google page


Sioux City Dynamo

I am truley amazed with progress on this project and hope for continued success!

Respectfully,
Io

abenavides

www.alexff.com
Creator of EZ Danger Room, EZFX, EZHero, The JLA Mod, The X Mod, Superhero TV, & famous Hero Recipes, coming up: New mods.

Tomato

I'll be interested to see how this goes. I'm keeping an eye on both your project and Bearded's (as far as I'm concerned, 2 new games=more potential for awesome) and I'm really happy to see what you've done so far. I can't wait for the pre-alphas to come out so I can fiddle with the art tools... see which works better from my perspective.

I've even got a bump map for my av ready and waiting.

Podmark

I'm very interested in this project. Seeing things like synchronized melee and flying melee along with larger character sets is very exciting.

Thanks for your continued work Alex.
Get my skins at:
HeroForce
my Google page

Figure Fan

This is looking really cool, Alex. I'm glad to see it's still coming along. :)

catwhowalksbyhimself

I get more excited every time I hear more about it.  Between this and bearded's project, we have some great stuff to look forward to.

If this were to go commercial, I would of course be one of the first in line to shell out the cash.
I am the cat that walks by himself, all ways are alike to me.

abenavides

Finally got my flying heroes to land on a roof and not sink through it!
This is one of the last things I remember working on when I stopped in 2010, so I'm pretty stoked that I got it working.  :thumbup:
www.alexff.com
Creator of EZ Danger Room, EZFX, EZHero, The JLA Mod, The X Mod, Superhero TV, & famous Hero Recipes, coming up: New mods.

catwhowalksbyhimself

I am the cat that walks by himself, all ways are alike to me.

Outcast

I'm glad to see you guys are still keeping at this.
Congratulations on making more progress on the project. But..i can only imagine that coding this all alone must be hell... :wacko: