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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 04, 2003 00:55 Post subject: Some new DT4 shots |
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This is a building based on one of the buildings seen in the first Coruscant level in Bounty Hunter.
This is the same building in a different location. I can't decide which I prefer.
Just a street shot. It's looking a bit bare at the moment.
Some of the neon signs you'll see around the city. These are pretty average compared to some of the other stuff though.
Just a shot of the skyline.
A corridor with a window on the right facing some buildings.
Nothing amazingly new in these shots. A lot of it looks dead, as many of the shots and tricks we use involve animations. Oh well.
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Matt H Dark Trooper Phase 1
Joined: 24 Sep 2003
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Posted: Oct 04, 2003 05:57 Post subject: And some shots of my own |
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Darn it, Barry. I was going to start this exact same thread with my own images!
Actually, I wanted these pics to go along with my project update, but the upload images part of the servlet script didn't seem to work for me.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Oct 04, 2003 11:53 Post subject: |
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_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Tom Manning Trandoshan
Joined: 27 Sep 2003
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Posted: Oct 04, 2003 15:57 Post subject: |
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Just a comment on the Matts last screen, it looked a little bare, and maybe could use a little retexturing with something new. But then again, it could be me. They all look incredible!
*****
_________________ Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 04, 2003 18:21 Post subject: |
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:: Begins working even harder on AT2 (or is it 1?) ::
:: Works too hard ::
:: Keels over and dies ::
I suck. Stop posting these pics. They're lowering my self esteem.
_________________ I don't think outside the box... I customize it. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 04, 2003 18:25 Post subject: |
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Just read the project update.
Do you have an estimate when it will be finished now?
_________________ I don't think outside the box... I customize it. |
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Kir Kanos Gamorrean
Joined: 28 Sep 2003
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Posted: Oct 04, 2003 21:56 Post subject: |
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Yes, quite slick looking indeed. I'm afraid, however, I saw more interesting texturing in AONS. Then again, it is Imperial-controlled Coruscant, right?
Fantastic work!
_________________ "Curse you, Kanos!!! Why don't you just DIE?!" |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 04, 2003 23:02 Post subject: |
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Yeah, a lot of these shots are of unfinished work, and a lot of the texturing is temporary. I know it's a bit messy in places.
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Tom Manning Trandoshan
Joined: 27 Sep 2003
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Posted: Oct 04, 2003 23:49 Post subject: |
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You know, for such a high class project, you should have some screenshots taken on a Mac, it would show the work much better.
You could always just send the level my way, I would be more than happy to take some for you.

_________________ Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King |
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Fenwar Admiral Ackbar

Joined: 15 Sep 2003
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Posted: Oct 05, 2003 07:04 Post subject: Re: And some shots of my own |
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Matt H wrote:
Actually, I wanted these pics to go along with my project update, but the upload images part of the servlet script didn't seem to work for me.
At present screenshots still have to be uploaded manually. If you email me 320x200 versions of these shots I can whack them on instantly though (all that's required is to place the files in a particular directory, which the servlet reads and displays appropriately).
Automated screenshot handling will be one of the last things I add, due to the amount of additional "issues" involved. Should get there eventually... 
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 05, 2003 13:46 Post subject: |
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Tom Manning wrote:
You know, for such a high class project, you should have some screenshots taken on a Mac, it would show the work much better.
You could always just send the level my way, I would be more than happy to take some for you.

Of course. I'll email you the secret URL where we keep all our backups and plans and things. 
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Tom Manning Trandoshan
Joined: 27 Sep 2003
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Posted: Oct 05, 2003 17:31 Post subject: |
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YES!
:: Waves the URL in everyones face, taunting them ::
_________________ Tom Manning
For all that you hold dear on this good Earth, I bid you, Stand, Men of the West!
Aragorn: Return of the King |
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Taylor Gamorrean
Joined: 25 Sep 2003
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Posted: Oct 05, 2003 20:04 Post subject: |
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:: Slaps Manning in the face and steals the URL ::
:: Runs with it, but trips over an oddly place gopher and falls off a 172-foot cliff to his demise ::
Oh well, I tried.
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Kir Kanos Gamorrean
Joined: 28 Sep 2003
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Posted: Oct 06, 2003 03:06 Post subject: |
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So, anyway. 
_________________ "Curse you, Kanos!!! Why don't you just DIE?!" |
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Matt K Dark Trooper Phase 1
Joined: 27 Sep 2003
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Posted: Oct 06, 2003 14:06 Post subject: |
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Those screenshots are stellar. 
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 11, 2003 17:28 Post subject: |
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Here is an image I made up using different screenshots taken from different points of view (page up and page down keys).
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Jackson Dark Trooper Phase 2
Joined: 24 Sep 2003
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Posted: Oct 11, 2003 19:38 Post subject: |
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The screenshot: Fantastic.
The technique used to take it: Sneaky.
The picture itself: Seamless.
Great work!
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 11, 2003 21:04 Post subject: Ouchie. |
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It's a good thing that raycasting games use such a simple scrolling trick to look up and down, or else that screenie wouldn't have been half that good...
That screen looks fantastic, to say the least.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 11, 2003 21:05 Post subject: |
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Thanks
It is a cool texhnique, though it makes the area look a lot wider and more spacious than it actually is.
You will notice some misalignment in the sky texture, but's not too obvious, so I'm happy. I think I'll make more. I want to make a horizontal, 360 degree panoramic shot.
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 11, 2003 21:41 Post subject: |
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Ok, here are some panoramic shots. The first one is of the corridor I mentioned above. The second one is a shot of an office Matt built. Sorry about the bad quality of the image, I got lazy, and the angles between each screenshot were not really equal.

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The MAZZTer Death Star

Joined: 25 Sep 2003
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Posted: Oct 11, 2003 22:30 Post subject: |
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O_O 
_________________ http://www.mzzt.net/ | I am a respectable admin with a respectable sig. |
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Burning Gundam Kell Dragon
Joined: 28 Sep 2003
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Posted: Oct 13, 2003 01:47 Post subject: |
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:: Prepares to commit suicide Samari style ::
I HAVE NOTHING LEFT TO LIVE FOR!!!
Just kidding, ...but damn! my stuff is now crap!
_________________ I don't think outside the box... I customize it. |
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Patrick Haslow Trandoshan
Joined: 25 Sep 2003
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Posted: Oct 13, 2003 03:47 Post subject: |
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That's a cute little technique Barry. Now just imagine it at Mac resolution!
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 13, 2003 05:42 Post subject: |
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Those panorama screenies aren't really half-bad, Barry... They definitely show off some sweet-looking areas.
Just because I'm curious, what is the rough sector count for each level right now? I've seen dozen of screenies from both DT III and DT IV, and it seems they've all shown vastly different areas. Those episodes seem to be huge. I'm only slightly worried that my project won't yield the biggest 3-D levels in history... J/K!
Also, does anybody have any idea what the limit the engine has for sectors? I know for a fact that there is no sanely small limit for level dimensions, as evidenced by DT I, as well as my own tests...
Also again, do the suggested limits of 32 of each resource file type really apply? If so, they mustbe putting a real bottleneck on your work.
_________________ Wake up, George Lucas... The Matrix has you.. |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 13, 2003 12:12 Post subject: |
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Dt4 is actually a lot smaller than it looks. 1091 sectors and 8666 walls in level 1. 468 textures are used in the level, about 380 of which are custom textures. This might give you the impression that the level is massive, but the actual physical area taken up is pretty small, maybe roughly 640x800x830 dfus.
I decided that it might be interesting to keep an editors journal while I work on this project, so I started it last night. I'd like to get it up on the Dark Tide website at some stage, but until then here's my first entry:
The Dark Tide IV - Xizor's Web
Editor's Journal
Monday, October 13th 2003 - Barry Brien
Well it's 3.47 am. I'm tired, and I should really go to bed, but I had the great idea of starting this journal, so here it
goes. I have been working on this mission pack for a year now, 90% of my work going into the first level.
The Dark Tide IV is/will be a 4 part mission pack.
level 1 is a fairly easygoing level. You simply have to get from point a to point b, albeit in a non-linear fashion (inching
along ledges, making big leaps, crawling through vents etc.). You start the level in somewhat familiar surroundings (think of
the original Coruscant level in DF,) up high in the sky on top of one huge building. You have to get down to street level
which is miles below you. This level is really just an excuse to show off. You'll notice a gradual change in architecure,
texturing etc. as you make your way towards the lower levels of the city.
Level 2 is a minilevel. I cannot say much more about it, as it's not built yet. The idea behind it is great.
Level 3 is a lot like level 1, but it's a lot more action-packed. In level one you can walk around at your leisure, admiring
the sights etc. In level 3 you won't take your finger off the shift key, because you'll be running all the time. This level
probably won't be as visually striking as level 1, nor will it be as large, but it will a lot more adventurous.
Level 4 is the legendary Xizor's Palace, and Patrick is taking care of that. It's far from finished, but he's told me some of
the ideas he has planned, and it sounds like it'll be great/ I can tell you that there will be a boss at the end, and from
what I can gather, it's going to be a pretty epic battle.
I spent today messing with the pal and cmp files for level 1. The colours used in df are so muted and dull, so I decided to
add some new colours. We now have hot pinks, deep purples, vivid yellows and aquamarines. The main reason behind all this is
that this level is absolutely saturated with signs, adverts, holograms, and neon. In order for all this to stand out it has
to be very bright.
We currently have 385 custom textures in level 1 alone. I wonder if this is a record. Custom textures are so important to
this level. We are more familiar with how Coruscant looks because of The Phantom Menace and Attack of the Clones, as well as
games such as Bounty Hunter, so it's important that this level look as accurate to the movies as possible. The only way we
could do that was by creating lots and lots of new textures. Yes the gob file is really large (I don't want to say how large)
but that doesn't bother me. I can't imagine the final zip being over 10mb, and that's including cutscenes.
80% of the textures used are custom textures. I like to avoid using any of the Dark Forces textures whenever possible.
Some of the textures, in terms of dimensions, are really big. There's one sky texture which is a panoramic view and it also
stretches from the very top to the very bottom of your field of vision. Bear in mind that this level will probably use about
3 or 4 different sky textures for different parts of the city.
Level 1 is very vertical. It's all about moving downwards, and once you get to the bottom, moving up again. Level 3 is the
opposite. It's really horizontal and really linear. Most areas in level 3 are fairly simple. You enter one end and you must
exit the other. There are no mazes or puzzles to contend with, just the entire Imperial army :0
Well anyway I have to go. Here are a few little bits of information to keep you going until next time.
* I said that in level 3 you have to face the enite Imperial army, well that's not too far from the truth. Remember where the
level is set. The heart of the Empire. The capitol of the galaxy. Prepare to be chased by ATSTs (yup, in this one they
actually walk, rather than hop ) bombed by Tie Bombers (remember level 7 in Jedi Knight?) menaced by speederbikes as well
as a plethora of imperial troops that just won't ever stop coming.
* This mission pack will keep up the tradition of featuring little cameos. Who will we see? I won't say.
*The events which take place in this mission do so at the same time as the events in Shadows of the Empire, so don't be
surprised if you find a few little references to that story, as well as plot intersections.
*level 1 features some interesting lateral thinking puzzles, as well as interaction with other characters. There's definitely
an rpg element to it.
*level 3 features dancing wookiees.
*There are plenty of civilians, they walk, they talk, they go about their own business. Originally the player was able to
kill all civilians, but I got rid of this feature for a few reasons. In my last level, Boba Fett part I, you were able to
kill the civilians, but Kyle is not like Boba Fett, he wouldn't massacre innocent bystanders, in fact he can't. Any shots fired at these people magically pass right by them without hurting them at all. Maybe it's the will of the force.
I don't know, maybe somebody will find this interesting. I hope so anyway.
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The MAZZTer Death Star

Joined: 25 Sep 2003
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 13, 2003 17:37 Post subject: |
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Barry Brien wrote:
Dt4 is actually a lot smaller than it looks. 1091 sectors and 8666 walls in level 1. 468 textures are used in the level, about 380 of which are custom textures. This might give you the impression that the level is massive, but the actual physical area taken up is pretty small, maybe roughly 640x800x830 dfus.
That's quite a sector density, as far as I know... The first of my two levels-in-progress has little more than 300 sectors left, with nearly 4000 walls. The sectors occupy an area roughly 1000x2400x500 DFUs. Also, that vertical extent (830 DFUs) very well be the second greatest yet to be seen!
Barry Brien wrote:
We currently have 385 custom textures in level 1 alone. I wonder if this is a record.
It probably is... I think the current record holder is DT I, followed by DT II, PtHD, and Ironfort.
Barry Brien wrote:
Yes the gob file is really large (I don't want to say how large) but that doesn't bother me. I can't imagine the final zip being over 10mb, and that's including cutscenes. 80% of the textures used are custom textures. I like to avoid using any of the Dark Forces textures whenever possible.
I have my doubts that the complete ZIP will be under 10MB... Episodes 1&2 each took well over 10MB ZIPped. Especially with your comments on new textures, I predict that the GOB alone will ZIP down to somewhere between 6-14MB. I estimate the LFD will be between 5-10MB.
Barry Brien wrote:
Prepare to be chased by ATSTs (yup, in this one they actually walk, rather than hop ) bombed by Tie Bombers (remember level 7 in Jedi Knight?) menaced by speederbikes as well as a plethora of imperial troops that just won't ever stop coming.
You mean you're going from INF to VUEs for the movement?! I thought it was laziness that had INF used in DT II, resulting in the only flaw.
Barry Brien wrote:
This mission pack will keep up the tradition of featuring little cameos. Who will we see? I won't say.
I hope you've done away with Moff Rebus...
Barry Brien wrote:
level 1 features some interesting lateral thinking puzzles, as well as interaction with other characters. There's definitely an rpg element to it.
That would definitely add to it. I've been waiting for a level that has something besides shooting action to get to the next objective, since my projects may never finish...
Barry Brien wrote:
level 3 features dancing wookiees.
Since you said you wouldn't tell us about any of the cameos, does that mean they will dominate the level?!
Barry Brien wrote:
There are plenty of civilians, they walk, they talk, they go about their own business. Originally the player was able to kill all civilians, but I got rid of this feature for a few reasons. In my last level, Boba Fett part I, you were able to kill the civilians, but Kyle is not like Boba Fett, he wouldn't massacre innocent bystanders, in fact he can't. Any shots fired at these people magically pass right by them without hurting them at all. Maybe it's the will of the force.
Darn. There goes one of my favorite activities... My favorite was still your Anchor head level, with the line, "I killed Windy! Mission failed."
Barry Brien wrote:
I don't know, maybe somebody will find this interesting. I hope so anyway.
Apparently, I find it interesting...
_________________ Wake up, George Lucas... The Matrix has you.. |
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Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
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Posted: Oct 13, 2003 17:56 Post subject: |
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Glad you like it NTK. My gobfile size estimate is based on the fact that all the current work, zipped up comes to about 5mb, unzipped the gob file is 25mb. I've compressed a lot of the larger textures using DF2.exe. Does anybody else use the compression commands? They are really helpful.
I'm sorry to announce that we have no plans to feature Moff Rebus in DT4, though when you do see who does make an appearance, you won't be disappointed.
The ATST and the ATAT in DT2 are on vues as far as I know, but the guys didn't feel like talking apart the 3dos and writing vues for each seperate part. Well I did, and it was a pain in the arse, but it was worth it. Seeing a fully articulated ATST running straight at you is pretty cool.
Anyway, here are 3 bms that I made today. They are based on 3 signs seen in AoTC, in the scene where Jango Fett gives Zam Wessel those nasty centipedes. I had made earlier versions, but these ones incorporate the new colours I put in the pal file.
  
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Nottheking Kell Dragon
Joined: 29 Sep 2003
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Posted: Oct 13, 2003 19:30 Post subject: |
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Barry Brien wrote:
Glad you like it NTK. My gobfile size estimate is based on the fact that all the current work, zipped up comes to about 5mb, unzipped the gob file is 25mb. I've compressed a lot of the larger textures using DF2.exe. Does anybody else use the compression commands? They are really helpful.
I didn't even know they really existed... That makes the small ZIP size make a lot more sense, and I believe that DT I&II don't use it; am I correct here?
Barry Brien wrote:
I'm sorry to announce that we have no plans to feature Moff Rebus in DT4, though when you do see who does make an appearance, you won't be disappointed.
I'm not disapointed... But who DOES make an appearance? Max? Sam? The Dopefish?
Barry Brien wrote:
The ATST and the ATAT in DT2 are on vues as far as I know, but the guys didn't feel like talking apart the 3dos and writing vues for each seperate part. Well I did, and it was a pain in the arse, but it was worth it. Seeing a fully articulated ATST running straight at you is pretty cool.
Sweet! I know how much of a pain that would be, but I know the end result will be worth it! However, I'm a tad disapointed that Matt's perfectionism isn't that great...
_________________ Wake up, George Lucas... The Matrix has you.. |
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