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Messages - SpooX

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326
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-29 22:53:27 »
An evening stroll (?) at the station, not much progress on these scenes, been busy doing other things....



and a few meters further on...


and a little hint on something else....  8)


take a guess......

327
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-12 00:52:54 »
...In the mean time lets get busy

Okidoki... :|

Some more details and materials....

328
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-11 07:53:24 »
Unfortunately i also agree...
I was thinking about it a bit more and it might be a bit more complex then just optimizing models and textures.
Also there should be taking in account what kind of camera options there should be in case of RT-3D-FFVII....3rdperson,1stperson or fixed, or all options.
for large scenes....well background data streaming etc. etc.

For now, as i already try to optimize the models as much as possible (to lower render times) it might be not that difficult to change, however as pointed out before the texturing in my case is not really optimized for games, just for rendering.

so let's stick to 2d-backgrounds and 3d battlefields. :-D

329
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-10 22:40:28 »
that should not be that difficult....
Q-gears is built to use the Ogre engine, there are Ogre3D exporters available for all 3d apps...(see svn)
the image i posted was a screendump from ogremax-win utility.
I think these would be at least usefull for the battle-scenes in order to create more detailed geometry and apply the mappings correctly.

330
Q-Gears / Re: What's left to be done?
« on: 2010-06-10 22:32:49 »
Now that's interesting, how is the poly count on this model?

Too much on my opinion. It can be a lot of simpler and it doesn't reduce quality. For render it's ok. Though it's harder to skin it =)
I agree, but if we're going to give this a go as a proof of concept we need the poly-budget.

I'm sure the creative and skilled minds within Team Avalanche could eventually adapt to creating such great looking grapics. However, the only problem I see here is the time scale of it all.

Of course, scenes such as the one depicted in that image require more complicated 3D techniques. This means the Team Avalanche graphic artists including myself would have to adapt to the new techniques, and amost all previous work on the scenes would need to be started from scratch.
I don't think you'll have to start from scratch...

If someone here can create 3d like here on this image then I gladly spend all my time to add this features. But I don't believe in this.

ps: I really hope I mistakes and we can produce ffvii levels at such quality.
How tempting.....:-D Is it real time rendered?

331
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-10 22:15:10 »
It's just a WIP shot to show that it's possible, I don't think you need to worry about whether your PC can handle it anytime soon :P
If we do decide to go down this road, we'll almost definately totally remodel and optimise the scenes for perfect utilisation of the new engine.

that's most defenately true...


A little part exported to Ogre....( = q-gears render engine) 8-)
just to see how it's gonna look,
need some review on materials i think...

332
Q-Gears / Re: What's left to be done?
« on: 2010-06-10 20:07:55 »
Now that's interesting, how is the poly count on this model?

333
Team Avalanche / [WIP] New Project: Bombing Mission!
« on: 2010-06-10 08:48:54 »
Spoox they are nmkin_1 to nmkin_5 for the inside reactor scenes.
theses are the Field files(.dat) which i know,
I mean the files of the battle background which are located in the directories STAGE1 and STAGE2
(STAGE00.LZS......STAGEn.LZS)
I work with the psx version, so i don't know how it is on the pc version. :?

334
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-09 23:32:52 »
I was about to start work on that field file. Good job I didn't cause that looks fugging sick

Please feel free to join the fun! as I stated before it is a huge challange....(and there is more then enough to model from midgar.... ::))
If you want to try it in Max i can give you some pointers....if you like.

Damn Spoox, you work fast

hmmm... it doesn't feel like fast....

spoox woah man! You continue to blow my mind!

We aim to please.... :-D

335
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-06-09 20:08:07 »


way not finished, it is almost like a painting of Escher :? ::)
But it's a start...
It's been a while since I worked on this, I've been looking into possibilities of the stage1 and stage2 directories, but the mappings of the texture still remains a bit of a mystery.

(is there a list where one can find which stage file corresponds to which scene?) :?

336
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-30 21:44:16 »
Small update, some detailing, some lighting, some materials...


Any comments?

337
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-26 12:03:54 »
shouldn't the aspect ratio be altered from within the engine? :|

(see also http://forums.qhimm.com/index.php?topic=6274.0)

338
Q-Gears / Re: What's left to be done?
« on: 2010-05-19 20:47:06 »
Main goal of this project is create engine that can be used to create games like FFVII, Xenogears, FFIX, FFX and so on and bunch of converters to convert data from this games to engine. I even think we can enhance things. For example now I play with nmkin5 field location made by Team Avalanche. =) Fully 3d FFVII =)

We need to see a video of my scene in 3d.  ;D

What 3d format is needed for the engine? and yes a video would be a nice boost for the Avalanche project i think.

339
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-12 22:59:26 »
So i was told to put some progress in here...
been skipping around through various field files, I thought I'd show some compilation. Not everything is exactly Bombing Mission related (however the intro movie does have a huge camera move over Midgar)...

For a full size (1920x1200) click the image


Some info:
the image top-left took some 30 minutes to render (modeling took a bit longer  :-D )
only the train-pillar and the other pillars (with the stairs) are more detailed, the rest is still low-poly to be used as a template.
not a single pixel of material is on there.
program used: 3d Max

Hope you like it.

340
Team Avalanche / Re: New Project: Bombing Mission!
« on: 2010-05-05 08:38:06 »
Full quality render with good quality occlusion takes an hour to render.

for example:

regular render (draft quality) - 35 secs
regular render (production quality) - 5 mins
render with occlusion (draft quality) - 12 mins
render with occlusion (production quality) - 1:05 mins
This all depending on the program you use, hardware, render-engine and scene complexity of course.

341
Just a little update....

MD1_1:

MD1_2:


Hope you like it....

342
SpooX that looks great!  I didnt compare to riginal for a ton of detail, but it looks like you have the form and details on the right track. Is that in sketchup?
Thanx, No it is not in sketchup, it's 3d Max (my favorite 3d package)

Things to keep in mind - Try to model as many details in as you can, and make sure yer camera angle is right. - to check, make a render and stick it in photoshop or something, and on another layer put the original, whilst playing with the opacity, you can see the inconsitencies change.
The camera should be spot on... you can check it out, the render is the same resolution...

I look forward to seeing more! (and animating it all when its done :P)

Now that is defenitly a huge challenge, I'v been trying to match the camera of the intro movie, but noy quite succesfull (yet).
Also the modelling involved in doing the complete midgar.....hmmm that could take some time...

343
Rendering can be any size, so basically whatever is needed is what is rendered.
...We are recreating those models within a reasonable tolerance of error, and rendering them at probably somewhere around 4x to 8x the original size so they don't look pixelated in-game.

If you want to help, pick your favorite place and have at it.

FFVII doesn't do variable or semi-transparency at all, so we simply have "opaque" or "transparent" pixels to worry about.
...
The only real issue is getting the scenes rendered at the same FOV and angle as the originals.
Okay, here goes...
I've been working on
  • MD1_1.DAT
  • MD2_2.DAT
  • MD1STIN.DAT
Overview (sortof...)

MD1_1 camera:


anything usefull?


344
Hello all,
I've been following the progress of this project for some time now and I've got a few questions;

I've been wondering, is there any logic in this? ( I don't mean the 3d-fication of the backgrounds) but I see some models of scenes, however,
which scenes are in progress and what is their status?
Isuggest putting up a list of the file names and who is working on them in order to prevent different people starting on the same scene, also complement the list with some sort of status (like modeling, texturing and rendered (perhaps with a percentage of completion along with it).
Also what's not quite clear to me is the resolution of the desired rendering...
and finally, how do you take count for the different layers (sprites for lights within the original backgrounds)?

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