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Posted: Tue Jun 27, 2006 12:38 am
by Ninjas
Edit: Sectaurs beat me to it-

Sub-d means you use a low resolution control mesh to model a higher poly meshsmoothed version fo the same object. The low rez mesh is often called the control mesh.

I have mostly been using print screen for capturing images of models. Anything that renders in real-time in the viewport can run in the game engine.

These look like ray traced renders, and you can set up things like specular and reflection in the material editor for this. It really has nothing to do with realtime asset production.

Posted: Tue Jun 27, 2006 12:40 am
by Sectaurs
I win :P

Posted: Fri Jun 30, 2006 6:41 am
by pyros soul
A suggestion for a Pause screen:

00000000000000000000000000
l continue l
l items l
l health l
l Status l
l back to main menu l
00000000000000000000000000


Anything else I am missing :?:

Posted: Fri Jun 30, 2006 11:42 am
by Jeff
Thanks, but I think we have the pause screen under control :)

Posted: Fri Jun 30, 2006 12:45 pm
by rudel_ic
:lol: This makes me giggle, SCNR.

It's interesting how everyone struggles to contribute to Lugaru 2 in some way or the other.

Posted: Fri Jun 30, 2006 4:18 pm
by Renegade_Turner
I don't. I wouldn't struggle to contribute something that would almost surely make the game worse. :lol:

Posted: Sun Jul 16, 2006 8:56 am
by NightDevil
OK,OK but theres ome more thing. When is the game gonna be released?
:?: :?: :?:

Posted: Wed Jul 26, 2006 8:39 am
by lpod100
I was surfing the web when I found this. It talks a little about the procedurally generated forests in Oblivion. I remember that David is making trees grow by themselves. Does this also imply the use of procedurally generated landscapes, or is the whole map (I'm assuming there is one big map) going to be hand-made (also, are these two things compatible with one-another?)? More over, is procedural animation and generation supported by all setups?

Posted: Wed Jul 26, 2006 1:03 pm
by Jeff
lpod100 wrote:I was surfing the web when I found this. It talks a little about the procedurally generated forests in Oblivion. I remember that David is making trees grow by themselves. Does this also imply the use of procedurally generated landscapes, or is the whole map (I'm assuming there is one big map) going to be hand-made (also, are these two things compatible with one-another?)? More over, is procedural animation and generation supported by all setups?
A more pertinent question is whether they will be generated at runtime or generated when we design the world. The answer is that they will probably be procedurally generated once when we are designing the world. I don't really see the advantage of having a new random scattering of trees every single time you leave a portion of the map.

The procedural animation system is supported by all setups... it doesn't need a physics card or something, if that is what you're asking. Procedural generation of content (which is not realtime) is a non-issue.

eh

Posted: Mon Jul 31, 2006 1:32 pm
by champrjk
it would be cool to have ally species and other enemy species. Like squirrels or mice for allies and rats and stotes or polecats for enemies. You could get all sorts of forest animals in there. Of course this might be somewhat difficult. Also for a new weapon a sling would be cool or a crossbow. And maybe some new skins like armor. helmits and such. It would also be cool if you could pick things up. Like a rock or something and use it to defend yourself. Heh just thinking out loud.

Re: eh

Posted: Mon Jul 31, 2006 3:27 pm
by Sectaurs
champrjk wrote:it would be cool to have ally species and other enemy species. Like squirrels or mice for allies and rats and stotes or polecats for enemies. You could get all sorts of forest animals in there. Of course this might be somewhat difficult. Also for a new weapon a sling would be cool or a crossbow. And maybe some new skins like armor. helmits and such. It would also be cool if you could pick things up. Like a rock or something and use it to defend yourself. Heh just thinking out loud.
Stay tuned...

eh

Posted: Mon Jul 31, 2006 10:12 pm
by champrjk
oh i also think it would be cool if you could use a glider and fly with it. Or some sort of grappling hook that you can throw up to hook on rocks so you can climb up the rope.

Re: eh

Posted: Tue Aug 01, 2006 11:04 am
by zip
champrjk wrote:oh i also think it would be cool if you could use a glider and fly with it. Or some sort of grappling hook that you can throw up to hook on rocks so you can climb up the rope.
You people are obsessed with gliders O.o
The grappling hook sounds like a cool idea though.

Posted: Wed Aug 02, 2006 10:46 am
by Sage
Grappling hook mixed with my rope ideas... would just make the grappling hook a portable rope.

Fasten one end to a window and throw it across the way for instant zip-line :D. Or just go hand-over-hand if you have no cloth.

I'm just not in a suggestion-giving mood right now so I'll go blow stuff up in OFP:R

Posted: Wed Aug 02, 2006 12:56 pm
by Sartan
How about some of the original ideas? Alternate combat styles, knife throws switching between straight or spinning... Good stuff. :o