2010 Apr 24 -- Release Candidate 3
Download RC3 of DM-HardFall at:
http://dl.dropbox.com/u/4156719/DM-HardFall-RC3.zip
This version includes crisper shadowing and a number of other tweaks.
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PREVIOUS POST (2010 Jan 20) ...
Changes include a few more pieces of deco and small adjustments to pathing, lighting, post-processing, kismet, and collision.
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PREVIOUS POST (2010 Jan 9) ...
RC1 has been available since Dec 22 from page 5 of the thread. I just hadn't updated this first post yet. I plan to upload an RC2 with a few changes I wanted, but the changes are small. Unless anyone finds problems, RC2 will become the final release.
Here are some screenshots from the latest build.
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PREVIOUS POST (2009 Sep 22) ...
This includes significant improvements to item placement and flow.
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PREVIOUS POST (2009 Sep 16) ...
This version includes changes based on feedback and a number of other small changes. One of the more visible changes is my rework of an adjacent building seen here.
The brown building is the old version. My main goal when creating it was to keep the polygon count low. In this respect it was a success, and I used materials to try to compensate, but it still looked too plain and fake to me. Therefore I decided to add a little to the poly count and redo it in a different style.
____________________________________________________________
PREVIOUS POST (2009 Sep 12) ...
This is a near-final version. I expect any changes from here will be small or will be extras such as moving traffic. The changes since the last release include, among other things, detailing of the "radio" building and work on the surrounding buildings.
At this point I am looking for feedback on anything and everything. Here are a couple particular questions I have...
I recently added a sniper perch to an adjacent building. One of the jump pads on the dark-side ledge of the garden building leads to it. It has a single pick-up of sniper ammo but no health and no sniper rifle. The rifle is on the other side of the level. The idea is to make sniping be a planned activity, but I think this might be overkill. After all, the view from the sniper area is good but not great.
I'd also like any feedback on sound. I just have a pair of headphones, so I don't know if things sound right on higher-end systems. Furthermore, ambient sounds are quiet for me from the in-editor game, but they sound louder in the full game, so I'd like to know if the balance of sound volume is good for others.
Any other feedback on item quantity/placement, sounds, appearance, performance, etc is appreciated. Thanks.
Screenshots...
This is an overview showing one end of the garden building along with the updated radio building and other surrounding buildings.
An interior shot of the radio building.
A stairwell in the radio building. In the background there is a yellow generator/engine. I tweaked the texture of it to make it appear to shake. It just seemed unnatural for it to make an engine sound without any sign of motion.
A lift in the center of the radio building. The lift itself is a custom mesh I created within the UT3 editor.
This hallway has a moving dust effect. The light cones are pretty standard, but there is also a subtle dust/fog effect through the rest of the hall. I used a grid of sheets with a material that disappears at shallow angles and as you get close. I also used DepthBiasedAlpha to prevent hard edges where it intersects geometry. The way this differs from most fog effects is that it actually catches the light by using the diffuse and transmissive channels rather than just being emmisive.
An exterior shot of the radio building.
This is what I used for the in-game preview image (cropped down to 2x1 of course).
Looking down on the garden building. You can see the newly added sniper perch on the under-construction building in the foreground. As mentioned above, I currently have the sniper rifle on the other side of the level so that sniping must be a planned activity.
____________________________________________________________
PREVIOUS POST ...
This version includes a lot more detail for the garden building... including sounds. Here are some screenshots.
____________________________________________________________
ORIGINAL POST ...
Need a pick-me-up for your 3DBuzz Contest hangover? Well here you go. This is one that didn't make the deadline, so I've picked up work on it again and have a play-test download.
More information is available at http://www.3dbuzz.com/vbforum/showthread.php?t=167492&page=5
www.flickr.com/photos/15292857@N08/2932200249
www.flickr.com/photos/15292857@N08/2932200227
www.flickr.com/photos/15292857@N08/2613653487
www.flickr.com/photos/15292857@N08/2614486446
www.flickr.com/photos/15292857@N08/2613653345
Download RC3 of DM-HardFall at:
http://dl.dropbox.com/u/4156719/DM-HardFall-RC3.zip
This version includes crisper shadowing and a number of other tweaks.
____________________________________________________________
PREVIOUS POST (2010 Jan 20) ...
Changes include a few more pieces of deco and small adjustments to pathing, lighting, post-processing, kismet, and collision.
____________________________________________________________
PREVIOUS POST (2010 Jan 9) ...
RC1 has been available since Dec 22 from page 5 of the thread. I just hadn't updated this first post yet. I plan to upload an RC2 with a few changes I wanted, but the changes are small. Unless anyone finds problems, RC2 will become the final release.
Here are some screenshots from the latest build.






____________________________________________________________
PREVIOUS POST (2009 Sep 22) ...
This includes significant improvements to item placement and flow.
____________________________________________________________
PREVIOUS POST (2009 Sep 16) ...
This version includes changes based on feedback and a number of other small changes. One of the more visible changes is my rework of an adjacent building seen here.


The brown building is the old version. My main goal when creating it was to keep the polygon count low. In this respect it was a success, and I used materials to try to compensate, but it still looked too plain and fake to me. Therefore I decided to add a little to the poly count and redo it in a different style.
____________________________________________________________
PREVIOUS POST (2009 Sep 12) ...
This is a near-final version. I expect any changes from here will be small or will be extras such as moving traffic. The changes since the last release include, among other things, detailing of the "radio" building and work on the surrounding buildings.
At this point I am looking for feedback on anything and everything. Here are a couple particular questions I have...
I recently added a sniper perch to an adjacent building. One of the jump pads on the dark-side ledge of the garden building leads to it. It has a single pick-up of sniper ammo but no health and no sniper rifle. The rifle is on the other side of the level. The idea is to make sniping be a planned activity, but I think this might be overkill. After all, the view from the sniper area is good but not great.
I'd also like any feedback on sound. I just have a pair of headphones, so I don't know if things sound right on higher-end systems. Furthermore, ambient sounds are quiet for me from the in-editor game, but they sound louder in the full game, so I'd like to know if the balance of sound volume is good for others.
Any other feedback on item quantity/placement, sounds, appearance, performance, etc is appreciated. Thanks.
Screenshots...
This is an overview showing one end of the garden building along with the updated radio building and other surrounding buildings.

An interior shot of the radio building.

A stairwell in the radio building. In the background there is a yellow generator/engine. I tweaked the texture of it to make it appear to shake. It just seemed unnatural for it to make an engine sound without any sign of motion.

A lift in the center of the radio building. The lift itself is a custom mesh I created within the UT3 editor.

This hallway has a moving dust effect. The light cones are pretty standard, but there is also a subtle dust/fog effect through the rest of the hall. I used a grid of sheets with a material that disappears at shallow angles and as you get close. I also used DepthBiasedAlpha to prevent hard edges where it intersects geometry. The way this differs from most fog effects is that it actually catches the light by using the diffuse and transmissive channels rather than just being emmisive.

An exterior shot of the radio building.

This is what I used for the in-game preview image (cropped down to 2x1 of course).

Looking down on the garden building. You can see the newly added sniper perch on the under-construction building in the foreground. As mentioned above, I currently have the sniper rifle on the other side of the level so that sniping must be a planned activity.

____________________________________________________________
PREVIOUS POST ...
This version includes a lot more detail for the garden building... including sounds. Here are some screenshots.






____________________________________________________________
ORIGINAL POST ...
Need a pick-me-up for your 3DBuzz Contest hangover? Well here you go. This is one that didn't make the deadline, so I've picked up work on it again and have a play-test download.
More information is available at http://www.3dbuzz.com/vbforum/showthread.php?t=167492&page=5
www.flickr.com/photos/15292857@N08/2932200249
www.flickr.com/photos/15292857@N08/2932200227
www.flickr.com/photos/15292857@N08/2613653487
www.flickr.com/photos/15292857@N08/2614486446
www.flickr.com/photos/15292857@N08/2613653345
Last edited: