Rogue Mission

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JeffR
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Steering Committee
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by JeffR » Sat Jan 13, 2018 3:19 am
Looking pretty noice!

You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:

http://www.manuelbastioni.com

I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)

Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.
Duion
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by Duion » Sat Jan 13, 2018 12:06 pm
That scene he has is by no means complex, multiply everything in there by 10 and then it may be halfway complex.
Jason Campbell
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by Jason Campbell » Sun Jan 14, 2018 4:42 pm
JeffR wrote:Looking pretty noice!

You may not have seen it, but the guy that started MakeHuman started up a new project that basically does a similar deal, but it's directly integrated into blender as an addon:

http://www.manuelbastioni.com

I think I prefer the meshwork it puts out compared to MakeHumans. May be useful to keep an eye on it :)

Performance is definitely a tricky thing to deal with for complex scenes in the current builds. We've got quite a few things cooking that should let you crunch a lot of static geometry really fast that you can probably capitalize on in the near future, but if there's any current spots giving you trouble, feel free to ask, may be some tricks you can use to optimize some trouble spots.


Thanks Jeff, I already have the plugin, just forgot about it. The characters I have in game are just a proof that it works with animations so when that time comes I'll definitely check this out. Optimization balance is definitely the name of the game now. Thanks for the offer to help but I bet you have things on your plate! Coding is going to be the hardest part for me I bet. So in a few months, look for annoying questions. :)

Duion wrote:That scene he has is by no means complex, multiply everything in there by 10 and then it may be halfway complex.


Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.
Duion
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by Duion » Sun Jan 14, 2018 8:20 pm
Jason Campbell wrote:
Right, well this is what I'm saying. If I were to add the complexity I want, it's going to be a real battle. I really want this game to look as good as I can make it.


Then you still have a long way to go. What you currently have is not bad, but kind of mediocre. I remember the Taik demo and it was kind a realistic, since he used baked lighting, so for interior levels you could go that route, but kind of work intensive. For outdoor levels, it is not that hard to make it look good, just add lots of HDR, bloom and stuff and make very dense vegetation and there you go.
Some time ago I made some tests and painted forest with a brush of every jungle forest object I had and it turned out like that http://www.moddb.com/games/uebergame/im ... -random-01
and this is just one random brush stroke and it already looks good, no talent needed, just a bunch of assets, in this case mostly from Pacific demo and the best part is, no problem regarding performance, if you do not make a super large level.
Happenstance
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by Happenstance » Mon Jan 15, 2018 1:24 am
This looks interesting, always room for a spy RPG. Looking forward to seeing more.

I hadn't heard of Top Secret so I looked it up - looks fun. There's a new version that just came out, might have to look into getting it.
Jason Campbell
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by Jason Campbell » Mon Jan 15, 2018 5:00 pm
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Duion

Trust me, I know I have a long way to go.

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Happenstance

That is awesome! I didn't even notice this. The original and SI version were so much fun.
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