AluminumHaste 1067 Posted August 16, 2014 Report Share Posted August 16, 2014 Definitely wait until the 720-1080p options show up, it's a little blurry at 360p. http://www.youtube.com/watch?v=qRefHL-OmpM Keep an eye on the shoulder guards. 4 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Bikerdude 3741 Posted August 16, 2014 Report Share Posted August 16, 2014 Bloody awesome, I blinked and almost missed the transition its that good. Quote Link to post Share on other sites
AluminumHaste 1067 Posted August 16, 2014 Report Share Posted August 16, 2014 Yes excellent work there Springs and whoever coded the LOD system (Tels?) Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Tels 278 Posted August 16, 2014 Report Share Posted August 16, 2014 Very cool to see it in action!However, I'd like to add some remarks about distance and the quality settings. The menu settings are mean to be setup so that "Normal" is a compromise between quality and speed - one will notice the occasional graphical imperfection, esp. with the Spyglass (as this bypasses the distance settings), but it is faster. "High" and "Highest" are meant to improve on that by sacrificing speed, while "Low" sacrifices even more graphical quality for speed. The current settings as shown in the video are IMO to high on the graphical quality. There is very little difference between "Low" and "Highest", esp. when you notice things only in the Spyglass. This is problematic, because "Low" does not really help people with slower machines, while "High" and"Higher" offer almost no benefit graphical wise. You can see the effect most clearly on distant AI with showTris on, the AI is an almost entire white area. Having such "whiteout" areas is bad in these ways: * performance - it wastes drawing hundreds of triangles that are only a few pixels across - maybe aceptable for "High quality", but should definitly not happen on "Normal", and never on "Low".* performance and quality suffer if the triangles are very small, because the antialisting on the edges covers a much larger area than if you have only a few larger tris. It also increases overdraw compared to a few larger triangles* the small triangles can cause alias effects compared to other flat areas (like the floor) Basically, one does not want to little tris on every screen area, but also not too many. It should be more evenly spread. I recon that an even lower-poly version would help with the distance - it might look crude from 5 m, but from 20m afar nobody will spot the difference, even with the Spyglass. Especially the helmets and other round parts could probaby cut down a lot as long as the silouette stays close. Also, the distances where the switch occur to lower levels could be somewhat closer. Mind you, the switch on the "near" distance is probably good - it was a bit hard to see with the light/shadow combinations in the video, but here a few more or less triangles make not much difference. But again, on "Low" it is expected that you actually see the switch - otherwise, if "Low" is already perfect, we don't need "Normal" and higher Again, thanx for the video, and to Springheel for the models - wonderful to see it in action! 1 Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to post Share on other sites
Tels 278 Posted August 16, 2014 Report Share Posted August 16, 2014 Yes excellent work there Springs and whoever coded the LOD system (Tels?) Yeah, LOD was me, except for AI, which SteveL added. Cheers to him 2 Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to post Share on other sites
grayman 2974 Posted August 17, 2014 Report Share Posted August 17, 2014 Nice work. "How many City Watch guards does it take to investigate a body?" Quote Link to post Share on other sites
AluminumHaste 1067 Posted August 17, 2014 Report Share Posted August 17, 2014 LOL, I was very surprised that the AI on the other side of the "room" didn't come over also.Vision was set to Hardcore. The farthest distance the AI got from me is ~2750 units in Darkradiant. Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
grayman 2974 Posted August 17, 2014 Report Share Posted August 17, 2014 Yeah, I really need to get around to researching squad behavior. 1 Quote Link to post Share on other sites
Tels 278 Posted August 17, 2014 Report Share Posted August 17, 2014 Yeah, I really need to get around to researching squad behavior. Sergent Miller, you are hereby promotod to Major. Major Miller, take control. Aye, aye, sir. Alpha squad, investigate body, Beta squad, perimeter defense, Delta squad, come with me. 1 Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to post Share on other sites
Springheel 4645 Posted August 17, 2014 Author Report Share Posted August 17, 2014 Vision was set to Hardcore. That just affects how quickly AI recognize you as an intruder once they get a glimpse of you. It doesn't affect the distance or level of darkness they can see you in. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
AluminumHaste 1067 Posted August 17, 2014 Report Share Posted August 17, 2014 Oh didn't know that. Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
Popular Post Springheel 4645 Posted August 20, 2014 Author Popular Post Report Share Posted August 20, 2014 LOD stages are now done on the generic guard and proguard models. I've fixed up some bad weighting spots for better deformation and improved several textures here and there. They'll look a bit spiffier, but I don't have time to do a complete overhaul of all the textures right now. Moving on to the elite guards next...I'd like to get all the AI using the old chainmail texture fixed before I go back to work. 6 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Bikerdude 3741 Posted August 23, 2014 Report Share Posted August 23, 2014 I don't know if this has been asked for before, but I would like to make a request for a much missing Ai - builder archer. Quote Link to post Share on other sites
Springheel 4645 Posted August 23, 2014 Author Report Share Posted August 23, 2014 You can make one easily by selecting an existing archer and swapping the "model" for a builder. I don't want to provide one by default because using a bow doesn't really seem suited to the Builders--if they were going to use a missile weapon they would use something more metallic/mechanical, like a crossbow. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Bikerdude 3741 Posted August 23, 2014 Report Share Posted August 23, 2014 if they were going to use a missile weapon they would use something more metallic/mechanical, like a crossbow.Is that something you would consider doing..? Quote Link to post Share on other sites
Springheel 4645 Posted August 23, 2014 Author Report Share Posted August 23, 2014 I was working on a model once upon a time. It's definitely something on my list of things to do, but not very near the top, I'm afraid. It would require a couple new animations as well. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Obsttorte 1524 Posted August 23, 2014 Report Share Posted August 23, 2014 I know it is the wrong thread, but as we are talking about ai, what has happened with the werebeast model Diego was working on? Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
Springheel 4645 Posted August 23, 2014 Author Report Share Posted August 23, 2014 Nothing, afaik. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Bikerdude 3741 Posted August 25, 2014 Report Share Posted August 25, 2014 @Springs, I have just noticed something about the stove with the openable doors - its much taller and deaper than the original stove. The depth isnt an issue but the hieght is because any pot_stiring animation a mapper has used will have the Ai moving thier arm through-the-cooking pot (thats on the stove) instead of above the pot etc. Quote Link to post Share on other sites
Springheel 4645 Posted August 25, 2014 Author Report Share Posted August 25, 2014 There are two different-sized stove models. I forget which one I used to make the openable version. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Bikerdude 3741 Posted August 25, 2014 Report Share Posted August 25, 2014 Ah ok, I didnt know there were two different sizes of stove. The above height issue will apply to the original (larger) model then. Quote Link to post Share on other sites
Popular Post Springheel 4645 Posted August 30, 2014 Author Popular Post Report Share Posted August 30, 2014 Here's what I've been working on for the past couple weeks. For ages I've wanted to add another female character model; something fairly generic that isn't obviously a noblewoman, wench or thief. Here she is, townsfolk_female. One texture, 3 different material shaders to create the different colour options. Suitable for household maids, ladies in waiting, or shopkeepers. I need to customize a couple more of the existing female heads to fit on her, and I'm going to need to make a new script and find a voice actor, but she'll be usable for 2.03. 15 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
AluminumHaste 1067 Posted August 30, 2014 Report Share Posted August 30, 2014 Beautiful work indeed.That center pose is very nice, quite natural. You're really getting awesome at making these. 1 Quote I always assumed I'd taste like boot leather. Link to post Share on other sites
grayman 2974 Posted August 30, 2014 Report Share Posted August 30, 2014 Nice, Spring. Quote Link to post Share on other sites
Bikerdude 3741 Posted August 31, 2014 Report Share Posted August 31, 2014 Yes, a much needed character. Now I dont suppose we could now have some female guards, builders..? Quote Link to post Share on other sites
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