Monday, September 28, 2009

Asteroids

Here are some asteroids, try work on some other stuff during the week i.e more asteroids, debris and turret, can we have multiple gun barrels for the turrets?

Friday, September 25, 2009

GO3 footage

Hi all, just a quick post to ask if anyone has anything specific they'd want to be in the video for TAFE's GO3 booth?

Ive ordered the work in alphabetical (its the way after effects ordered it in the menu so I just stuck with it, it's easyer this way).

I've got lots of footage for some people but not much for others, I'm looking at you Adam, Josh, Scott and Stuart haha. I've used SOME bits and pieces I've found floating around in various files and off of the blog but I'd like it if you guys had some input into what I show of your work.

Scott and Josh, if you haven't received an email notifying you of a PM in the forums can I get you both to have a look please, you should both have a PM waiting for you detailing things I'd like from you.

OK that's about it for now.

Cya people.

Wednesday, September 23, 2009

Inventory sys 3D beta 5

First sorry for that I wasnt posting anything for such a long time. But anyway, I manage to import evrything to 3D without errors. So far inventory is acually not diplaying anything becasue some where on the track Im not passing any items to invntory, so no errors, but need this small fix. This will be starting point for actuall suiting our needs for game: design, functionality, mounting and unmounting items in this onto ships and human characters. For more detalied information please look up on garagegames under link: http://www.garagegames.com/community/forums/viewthread/101953

3d radar, update again mk2 :P

now it is almost 99% done...

thing i have done :
the blips read the team to assign colours, which are set on the control itself
the blips read from the datablock to the picture to use (or do a 'square' if empty)
the blips 'scale' colours(nb inc. alpha) set on the control, according to range
the blips scale size, with 3 variables on the control (overall size, close/far size)

things still to be done :

possibly more (or custom?) team colours (ie in the same way the blip pictures are atm)

anyway... so here is a picture to show an example
(the players have the radar plane as there picture, the vehicles have theres as the plane inverted and upside down, and the rocks have none, so is just a block for a blip)
(the teams are set in the object block, but can be changed as example there is one of each for each type here, but say in game, you would be asigned to team 1 or team 2, and have team 3 for debris/rocks/neutral/etc)


so yeah now you can have custom blip pictures, about another 4 or so hours worth of work... i will clean it up then post it on earth...

slightly cleaned up version put on ::
\\earth\projecttemp\supernova\3dradar

Project Update

The game is still in pieces on the half way mark; by the start of next semester we should be able to put it all together, hopefully! However, til then I would like everyone to work with it, and not overstep into the advanced side of the game.

As the battle in space is what we will demonstrate after the presentation it does need a lot more attention. I will do whatever I have to get it looking more interesting than blank space with a floating ball.

What the scene needs:
  • Capital Ships
  • Meteors
  • Debris
  • Full emcompassing skybox with more than dots (just having nebula on 2-3 of the sides is good enough... though not too much or itll look weird... I can do this if necessary. Just need nebula with transparency)
  • AI Fighter Ships
  • Turrets (I will post an art update on how these are made, as well as a wiki update)
  • Energy/Resource 'nodes' (to be picked up by the player for the team)

Sam is going to work on AI, and I suppose I will too. Setting up the battlefield strategies and objectives. This will most likely take a fair bit of time to get working somewhat well. We don't want to lose just because the AI goes and crashes into things; with the complexity of working AI in with the amount of flight-physics.. things will not be easy.

I will construct a placeholder capital ship for the battlefield, with parts to target and destroy; as well as resource/energy control points (such as generators and satelites); I posted earlier on how it was going to work, so I wont be redundant and reiterate - http://randomspacegame.blogspot.com/2009/09/battlefield-orbattlespace.html#comments


I will update this post once I realise how poorly it describes what I want to do.

Additionally, here's a quick warhammer inspired vehicle and control-point I made on the 22nd; and a satellite just now.

Models are less than 1,500 polys


Tuesday, September 22, 2009

3dradar ... erm.... again!

so a revisit was in order to move the colours and such, away from person/vehicle to 'team' number...

on that branch i put in code to draw a picture for the blip on the radar, if the radar had one...

the radar reads the team from the datablock, (atm just checking for 0/1) then i moved the radar blip picture to checking the class for the bitmap, and drawing it if its there or just drawing a box (like before)...

all working, except for one problem i have at the moment, where everything is drawing, as though it is a player... (ie has a bitmap), so this may need even more work...

Monday, September 21, 2009

Here is junkdog and its weapons with the nodes

Sunday, September 20, 2009

Models



Been a few weeks, lately I've been working on my 3d Garlack model and more recently, the market area for the ground part of the game, I forgot to get a render of the market building so I'll post again when I get a render or so.

lvl 1 ghetto update

so far i have 2 buildings 1 will get an inside(guess which one) and the is just for looks
in total i am wanting 1-2 more smaller non enter-able building and 1 last unique building with an inside

Saturday, September 19, 2009

Skybox

Here are some possible skybox backgrounds for the game. I managed to find a skybox tutorial pdf on garagegames.com, and a short photoshop tutorial on creating nebula. Lens flare can be removed.

I also rendered out a skybox set for the first background. The "down" perspective of the skybox isnt actually seen because terrain should be in the way.All that was needed was a small black dot texture, which was already in the Torque 1.6.1 scriptsandassets/data/skies folder.

Also working on concepts and a model for the Space Dock on the first level. Will post later on.











Friday, September 18, 2009

models update



Here's my building so far (power plant) it's up to 7,940 polys it's the window frames that jumped up my poly count up, I haven't done the pipes and silo's yet, I guess I am going to go over my limit, but hopefully not too much. In regards with my spaceship the modelling is done and the texture as well the only thing left is the nodes. With my character going to start the hi-poly detail soon for my normals map





Space pirates

need i say more? We are now down to buisness on the first level of the game and we all have our own parts to play i have the part of junkyard builder so far i have done alittle bit of game art of what the level may look like and also made a model of what the junkyard will look like. here you go.

Thursday, September 17, 2009

Galaxy Map

Here is what I've come up with for the "Galaxy Map."

Made using Blender and photoshop, took a few hours, though most of that was spent trying to get the particles to look more spiral like.

Let me know what you all think.

Wednesday, September 16, 2009

Level_Map

Vincent's idea for level 1

the mulitmedia team are now currently working on creating this area

docks - scott
pirate base - andrew
control tower - stuart
power plant - vincent
storage yard - Aaron
markets - mitch
ghetto - josh

Hud update - for Tim

Here is the HUD as of 31/08 - 16/09

Merry Christmas!


Tuesday, September 15, 2009

The start of the game.


This is what the multimedia crew suggested.


Cut scene of pictures of the war. (Slideshow)


Goes to black then...


You Wake up in your ship and you are suddenly engaged in a fight in wild space with one of the enemies’ fighters


You take them out but they make a transmission to there capital ship telling them your location.


In the fight you take a lot of damage


The capital ship then exits hyperspace near you.


You decide have to make an emergency landing on the nearest planet before you get owned... bad!


-----------------------------------------------------------------------------------------


Your land on a destroyed spaceport on the nearest planet. (Neutral), Occupied by pirates who are hostile


The ship puts a nav point on your map which you have to go to because a part that you need to repair your ship is there.


Along the way you encounter pirates and you eventually find some more pirates scavaging a destroyed ship, you kill the pirates and take the part.


You return it at you ship.


Your ship then will give you a new nav point for the next part which is being held at a space pirate camp. You retrieve the part with some difficulty, repair your ship and fly away from the planet.

Monday, September 14, 2009

Opening sequence - concept storyboards 001

I came up with a very quick concept of what might pass for an opening sequence to the single player aspect of the game, it would require extra modeling and such but cant expect such a thing to NOT require some extra work. Only problems I can think of so far are: the hologram projectors wont be in the same place each ship, so programming will be required by you guys, should be as simple as "move origin to here" I'm guessing?
The other problem... Fire, realistic or semi-realistic, how could we achieve this to act in the way I've drawn it out?

I think I managed to get in the majority of the story ideas we came up with today (as well as the old Supernova name idea).

Anyway, cockpit, this would obviously need to change depending on the players ship selection, assuming we get that far, I mean, I suppose a fairly good 2d image would even pass as a cockpit.

That is all I can think of that may or may not be a challenge to the team.

Anyway, comment with your thoughts.


AI Testing

Okay i have completed the AI Flight code and the bots seem to fly using 3d co ordinates.
However, everytime i tell the AI to move somewhere (using setMoveDestination and getTransform) they seem to spiral downwards and continuously fire into oblivion, which to me is slightly crazy.

I am not sure whether its the resource or something i have done wrong in torque script but i shall investigate and keep you posted

Sam

Game Concept

Here is some details for the game concept, as discussed 14/09/09

  • Major War destroyed 80% population of both factions long ago
  • Still fighting generations later
  • Material/Human/Entity resources depleted
  • Reason for war now unknown
  • Major Tech lost( communications)
  • Both factions have no allies

List also available in Supernova folder on Earth.







Rafskins from the Planet Raftkin

Here is a model sheet and several drafts for my space game character.

The race is Rafskin, their planet is Raftkin (the "t" is silent) Influences came from:
Head: Tentacles from Squids and Octopi, Witch Doctor from Diablo 3.
Vest: Barney Rubble from the Flintstones
Shorts: Torn/ripped shorts.

They are an energetic, short tempered race, with skills in ground combat, and in the air, dogfighting and missile evasion.

Their fleet consists currently of two ships. Below are roughs of both the fighter ship (Heresy) and the Capital Ship (Jorge 2.0). Fighter ship is in shape of the Rafskin head, while Jorge 2.0 is modelled roughly after a zeppelin/aircraft carrier.

On the character concept, between 10 & 13 September, i spent about 3-4 hours from sketches to colour. this includes all other character sketches. All the ships i have created(3d, sketches) i spent all up about 3 hours.
I also have reference images for my influences.

On a final note, if we need a Blog header image made, we could briefly discuss this, as it isn't the most important thing. I was thinking of making the letters from character parts, other spaceships and planets, with a collection of insignia if we get to that.


Saturday, September 12, 2009

a little overdue post

i have been working on a login/auth server so that a user can switch between torque 3d servers and retain their characters and inventory. it uses a mysql database to store and retrieve information. its not really finished yet x.x;
currently you can:
  • log in.
  • receive your character.
  • request to join (login server sends you the ip of the server to join, torque receives character info from the login).
uses the TCPObject modification
uses the c++ mysql API from : http://tangentsoft.net/mysql++/
screenshot doesnt really show a lot.

Friday, September 11, 2009

I hit the camera and I am sorry

yes i did acidentally hit a motion sensor camera and yes travis did have to reset the whole thing again, i am very sorry. But here is what i have done this week, after my incident with the motion capture studio i went on to build my alien and on wednesday i also did a high detailed version of his head which didnt come out too well when i rendered it on my computer but any way here they are.


Thursday, September 10, 2009

aliens

i have started to do some work on an alien for our game and so far
i have this low poly super detailed textured head, all the models i do for the game from now on will have a high detail texture like the pic below