Project Showoff
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Re: Project Showoff
Unfortunately no, it would need more coconut for that.
I forgot to mention it but don't step on the cake. The game can't take the fact that you stepped on such a marvelous cake and begins to lag (from 120 fps to 13fps). It's probably the small objects on the top that do this.
I forgot to mention it but don't step on the cake. The game can't take the fact that you stepped on such a marvelous cake and begins to lag (from 120 fps to 13fps). It's probably the small objects on the top that do this.
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Re: Project Showoff
I have created a map that I call "hex_01", because it's my first map using the hex models made by Aubrey and I didn't feel like coming up with a cool name . This platforming level should be easy enough for anyone to finish. It has instructions for every obstacle, so it's much like a tutorial level where you'll learn about the basic obstacles that might show up in eventual future hex maps.
It should only take a few minutes to get through, even if you haven't played OG before. So please try it out and let me know what you think!
Download:
Enjoy
It should only take a few minutes to get through, even if you haven't played OG before. So please try it out and let me know what you think!
Code: Select all
To install:
Unzip the Data folder into your Overgrowth directory, merging the contents of it with your current Data folder. No files should be replaced.
To play:
Start the game and in the "load custom level" box, type "hex_01.xml" without the quotation marks. Make sure you remember the .xml at the end.
I suggest you calculate lighting before playing for the best experience, to do that go to the Edit tab in the game and press the "calculate shadows" button. When that is done press ctrl + S (cmd + S on Mac) to save the calculated shadows so you won't have to do it again.
You can also calculate ambient occlusion there if you want to, it does make it look at little bit better, but nothing huge, and it takes a bit longer than calculating the shadows, so it might not be worth it for some people. Remember to save the map with ctrl + S (cmd + S on Mac) after doing this so you won't have to do it again.
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Re: Project Showoff
It was a nice simple map, and the prize is great. I might want to wall my maze later and make a platforming map next. I made the maze too big, and I can't wall it without either having undetailed walls or lag from the abundance of blocks. I would probably need about 200-300 blocks to wall the maze normally, lowering the fps from 110 to an unplayable level.
For reference I run hex_01 at 120 fps on average.
For reference I run hex_01 at 120 fps on average.
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Re: Project Showoff
Thanks Arcana!
You could use a model that has a detail texture so the texture doesn't stretch when you upsize it, but instead just tiles.
You could use a model that has a detail texture so the texture doesn't stretch when you upsize it, but instead just tiles.
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Re: Project Showoff
Thanks for the suggestion, but which square shaped objects have detailed textures? I am currently using standard crete blocks. You can see that it is stretched, but it still has a detail texture file. If this is cleared up I may just be able to post the map, have no lag, and still have it look alright.
I still will have a bit of delay on posting the map from swapping the models to homework and papers I have a fair amount of things to do. I'll post it eventually though.
I still will have a bit of delay on posting the map from swapping the models to homework and papers I have a fair amount of things to do. I'll post it eventually though.
Re: Project Showoff
Blue Shards:
http://www.markstockton.com/forum/BlueShards.zip
Instuctions: merge with your data folder, no files should be overwritten.
level name: "BlueShards.xml"
(takes a long time to load, 3-4 mins)
http://www.markstockton.com/forum/BlueShards.zip
Instuctions: merge with your data folder, no files should be overwritten.
level name: "BlueShards.xml"
(takes a long time to load, 3-4 mins)
Last edited by Markuss on Sat Mar 05, 2011 9:55 pm, edited 2 times in total.
Re: Project Showoff
That's amazing markuss =) very original!
Re: Project Showoff
omg that is so cool. badazz skybox! downloading right nowMarkuss wrote:Blue Shards:
http://www.markstockton.com/forum/BlueShards.zip
Instuctions: merge with your data folder, no files should be overwritten.
level name: "BlueShards.xml"
(takes a long time to load, 3-4 mins)
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Re: Project Showoff
Really beautiful work, and good use of the new hexagonal column. I especially liked how the lightmapping on the "sprouting" clusters resembled subsurface scattering from some angles.
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Re: Project Showoff
Now this is beautiful. If a level were chosen to show off of what landscaping should be in level design this would be the the one. Keep up the good work.
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Re: Project Showoff
This should be in the gameMarkuss wrote:Blue Shards:
http://www.markstockton.com/forum/BlueShards.zip
Instuctions: merge with your data folder, no files should be overwritten.
level name: "BlueShards.xml"
(takes a long time to load, 3-4 mins)
Re: Project Showoff
anybody know how I can change the skybox? I would like to see how the Blue Shards skybox looks on my new map
Re: Project Showoff
You can change it in the xml file, just open up the blueshards level, and find the sky section, then copy and paste that into your level's file. You will also need to change to the night shader (according to Marcuss) but I don't know how to do that...Alpharius wrote:anybody know how I can change the skybox? I would like to see how the Blue Shards skybox looks on my new map
Re: Project Showoff
did that. plus, i was originally working on the painted desert(night) map, so the shader is already on night. when i load the map i get a series of error messages, it switches to "defalt textures' and the whole sky is blank, which i dont understand because i've already moved all of the Marcuss files to the proper overgrowth files. But the Blue shards map works just fine, so i'm kinda lost.ariehl wrote:You can change it in the xml file, just open up the blueshards level, and find the sky section, then copy and paste that into your level's file. You will also need to change to the night shader (according to Marcuss) but I don't know how to do that...Alpharius wrote:anybody know how I can change the skybox? I would like to see how the Blue Shards skybox looks on my new map
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- Posts: 67
- Joined: Fri Feb 18, 2011 7:41 am
- Location: Central Canada
Re: Project Showoff
I'm not really all that good when it comes to programming, but I think you just need to copy and paste his sky DomeTexture line into the xml of a new map. Here is his Sky box text (as far as I can tell):
<Sky>
<DomeTexture>Data/Custom/Markuss/BlueShards/Sky.tga</DomeTexture>
<SunAngularRad>0.164759</SunAngularRad>
<SunColorAngle>313.404</SunColorAngle>
<RayToSun r0="-0.084527" r1="0.491242" r2="0.866912" />
<ExtraAO>1</ExtraAO>
</Sky>
The spacing isn't actually shown but the first indented line (DomeTexture) should be what you are after. Just be sure that the 3 Sky.tga files are still there. I haven't tested it, but I hope that works.
<Sky>
<DomeTexture>Data/Custom/Markuss/BlueShards/Sky.tga</DomeTexture>
<SunAngularRad>0.164759</SunAngularRad>
<SunColorAngle>313.404</SunColorAngle>
<RayToSun r0="-0.084527" r1="0.491242" r2="0.866912" />
<ExtraAO>1</ExtraAO>
</Sky>
The spacing isn't actually shown but the first indented line (DomeTexture) should be what you are after. Just be sure that the 3 Sky.tga files are still there. I haven't tested it, but I hope that works.