Project Showoff
Re: Project Showoff
its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.
So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
Re: Project Showoff
If you need to upload an image and don't want to use the built in uploader, please use Imgur:
http://imgur.com/
http://imgur.com/
Re: Project Showoff
Fire would be particles with a self-illuminated shader. Light sources are difficult ATM, since there's nothing but the sun, and the engine hasn't been made to work with in-door lights. Unlike modern FPS games, which often take place indoors and have artificial lighting, Overgrowth will mostly take place outside.Alpharius wrote:its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.
So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
In short, fire and illumination are difficult, but fire might already be doable.
The anvil is easy, I can post the one I made (once I get back to my computer in a few days). I think I have some sort of texture for the anvil in the previous image, and I'm going to texture all that stuff this spring any way. That should give you all kinds of forge props, eventually. I'm not good at texturing, so it will take some time - on the other hand, it's school stuff so I might be working on that 6+ hours a day.
Re: Project Showoff
ah ok. Yeah i think fire is doable. This guy did it right? viewtopic.php?f=13&t=6940Endoperez wrote:Fire would be particles with a self-illuminated shader. Light sources are difficult ATM, since there's nothing but the sun, and the engine hasn't been made to work with in-door lights. Unlike modern FPS games, which often take place indoors and have artificial lighting, Overgrowth will mostly take place outside.Alpharius wrote:its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.
So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
In short, fire and illumination are difficult, but fire might already be doable.
The anvil is easy, I can post the one I made (once I get back to my computer in a few days). I think I have some sort of texture for the anvil in the previous image, and I'm going to texture all that stuff this spring any way. That should give you all kinds of forge props, eventually. I'm not good at texturing, so it will take some time - on the other hand, it's school stuff so I might be working on that 6+ hours a day.
Anyway, more forge props would be great. I guess i'd better get to recreating my map, seeing as this stupid error message is preventing me from accessing my original level.....
Re: Project Showoff
Working on a new urban map..... Anybody use the banners yet? I dont want my file to start giving me errors like my custom objects did... this is the bottom part of the map, and i'm still working on the hillside which i have yet to show. Just a little bit at a time 
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Scorpion1122
- Posts: 28
- Joined: Thu Dec 02, 2010 1:19 am
Re: Project Showoff
Nice stuff i see in here if you guys finish upload it
walking around is beter then a screenshot
But here is my little showoff. Its a little script adjustment to make the fighting a little bit like super smash bros. Everytime a character (including yourself) gets hit the force and the damage applied to that character increases. Thus increasing how far you will be thrown and how fast you will die. But if you want to live a little longer.. every succesfull block adds a small portion of your health back and brings the force and damage applied to you down. And if you did not understand that try it out yourself.
Download the attachment (aschar.as) and place inside the Scripts folder (backup the old one).
Path: Overgrowth/Data/Scripts/aschar.as *added fall damage (damage is applied to your temporary health, so it regenerates)
Have fun
PS: this is for Alpha 112, 113
But here is my little showoff. Its a little script adjustment to make the fighting a little bit like super smash bros. Everytime a character (including yourself) gets hit the force and the damage applied to that character increases. Thus increasing how far you will be thrown and how fast you will die. But if you want to live a little longer.. every succesfull block adds a small portion of your health back and brings the force and damage applied to you down. And if you did not understand that try it out yourself.
Download the attachment (aschar.as) and place inside the Scripts folder (backup the old one).
Path: Overgrowth/Data/Scripts/aschar.as *added fall damage (damage is applied to your temporary health, so it regenerates)
Have fun
PS: this is for Alpha 112, 113
Last edited by Scorpion1122 on Tue Jan 11, 2011 3:22 am, edited 2 times in total.
Re: Project Showoff
So I'm still kinda working on a level, but had a funny moment last night, thought you might enjoy...
My level is still pretty far from complete, but you guys can mess around with it if you want... Anton's Level
My level is still pretty far from complete, but you guys can mess around with it if you want... Anton's Level
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Scorpion1122
- Posts: 28
- Joined: Thu Dec 02, 2010 1:19 am
Re: Project Showoff
I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.ariehl wrote:So I'm still kinda working on a level, but had a funny moment last night, thought you might enjoy...
My level is still pretty far from complete, but you guys can mess around with it if you want... Anton's Level
Re: Project Showoff
I'm back to school and started practicing my texturing skills. I managed to do a surprisingly decent wood diffuse map just by using Photoshop filters. Clouds, diff clouds, noise, fibers...

Next I'll probably try to do some metallic textures, and learn more about bump and spec maps.

Next I'll probably try to do some metallic textures, and learn more about bump and spec maps.
Re: Project Showoff
Yeah the scale is still something I'm working on, and there is still a lot of detail I want to add. I've never made a map before, so this level is just experimentation for me.Scorpion1122 wrote:I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.
Re: Project Showoff
same here. lots of trial and errorariehl wrote:Yeah the scale is still something I'm working on, and there is still a lot of detail I want to add. I've never made a map before, so this level is just experimentation for me.Scorpion1122 wrote:I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.
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Robo_Leader
- Posts: 14
- Joined: Mon Jan 10, 2011 2:46 pm
- Location: Seattle
- Contact:
Re: Project Showoff
Presently modeling a character from a project I'm working on. If all goes well with the process and the engine satisfies the requirements for what I have in mind, given the time I may begin a total conversion when the final version of Overgrowth and the Phoenix engine are ready. For now though, it's nice to have something to tinker with and apply/learn new skills.

Keeping it low-poly until I'm sure that it will work. Since this is actually my first model with Blender, and the first I've made with any program without following a tutorial, I'm actually really proud of myself for even getting this far. Here's an image of what the final product should look something like for comparison: http://www.systems17.net/section3finaldrawing.jpg

Keeping it low-poly until I'm sure that it will work. Since this is actually my first model with Blender, and the first I've made with any program without following a tutorial, I'm actually really proud of myself for even getting this far. Here's an image of what the final product should look something like for comparison: http://www.systems17.net/section3finaldrawing.jpg
Re: Project Showoff
Not a bad start. Plan out the shoulders and the elbows, and hips and knees, on paper before attempting to model them. Those can cause trouble when you start animating unless they're designed well.
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Robo_Leader
- Posts: 14
- Joined: Mon Jan 10, 2011 2:46 pm
- Location: Seattle
- Contact:
Re: Project Showoff
I've spend a good deal of time working out this character's design. It won't have the complete range of human motion, bit it will come close enough that it shouldn't be a major concern. The only place where I might have a problem would be the shoulders, since I'm not 100% sure about Overgrowth's flexibility with custom player animations without a good deal of extra work, but I have an alternate design for those from a previous iteration of the character, so it shouldn't be too much of a problem.Endoperez wrote:Not a bad start. Plan out the shoulders and the elbows, and hips and knees, on paper before attempting to model them. Those can cause trouble when you start animating unless they're designed well.
On a related note, got the model to load into the engine on the first try:
Now that it's in-engine I can see some proportional issues that for some reason are really hard to spot in Blender, so I'm glad I took the time to test that. Also I just found out that the rigging editor has been disabled for a while, which is kind of sad. I was a bit excited at the thought of making it wiggle around a bit.
EDIT: Ahhh, perspective view explains a lot. Wish I had found out about that earlier.
Double edit: Proportion issues fixed. Insert airplane noises here.
Edit number 3, since I don't see the point in a new post for minor updates. Animation test with semi-broken mesh and LOOK OUT IT'S ARMED!
Last edited by Robo_Leader on Thu Jan 13, 2011 7:57 pm, edited 2 times in total.
Re: Project Showoff
I thought that was the problem as soon as I read the last few sentences. Yeah, it can be very annoying!Robo_Leader wrote:EDIT: Ahhh, perspective view explains a lot. Wish I had found out about that earlier.
If you're confused by the Blender mouse, you can change that in the settings so that left-click selects (instead of right-click), and right-click places the 3D cursor. If you haven't figured out what to do with the 3D cursor, you can press comma ',' and dot '.' to change how the object is scaled or rotated. There are more than those two options, but usually you want to use either the object's center, or rotate the object as if there was a hinge at the cursor's location. That should be very handy with the robot parts.