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well my latest work (not ready yet)
http://imageshack.us/a/img715/2713/updateonkonoko.jpg
And something I'm working on...(with geyser)
That cell-shading konoko model looks great.
The other image looks like another level.
Last edited by s10k (1/11/12 5:45)
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Just wondering if there's any new progress on the BGI level / apartment you were making or on any of the characters u were making .. Armored tctf, and the other tctf mecha, female ninjas, konoko's scout outfit, the tctf snipers etc ...
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There are.
I also have done the BGI Droop ship.
The levels will change probably. at some point..but not drastically (still don't know many things yet..and thous will be connected to particular graphics and design styles)
For example one from many ideas is to place BGI hq underground ..but I don't want spoil to much so players will be somehow nicely surprised by thous things.
The apartment will be done too, but will look different. The actual its to small (as test shows) to create nice encounter on the oni engine(read to many problems with camera / h2h glitches etc).
I'm now experimenting with different graphical styles and light maps for levels(from cartoon like to more realistic).
Last edited by ltemplar (5/1/13 8:15)
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ltemplar may I use your w47_ra model ?
edit: sorry never mind .. used something else instead
Last edited by Samer (2/3/13 4:58)
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As I wrote at the begging of the topic about copyright issue:
All models, textures , weapons, etc are free to use.
Last edited by ltemplar (2/3/13 8:52)
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1)So to big texture size produces slowdowns? That's not an optimistic thing to hear. Farewell the easy shadow map creation method....hlip.So only way to get this effect is to use vertex color tool?That's bad
Not to mention this tiny fact that only 2-3 textures in HD per char will be a lot easier to produce than 12.
2)So if I use 2 lods instead of one then this bufer overflow+slowdown thing will not happen? Or I get something wrong.
Just continuing the discussion on your thread.
1) According to Samer's post, PC users are not affected by 512x512 textures, in that case, go ahead and use the large textures. It will be cool to see your shadow map creation. If needed we can always reduce the size of the textures as a Mac only option.
2) Regarding the lod and buffer overflow issue:
Even with the updated hd konoko that was given lower lods, i still get buffer overflow when she does rising fury punch while wearing a forcefield or phase cloak near other hd models or particles .. Example i get it near lasers or the fog .. So avoid giving it any moves with motion blur as well.
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1) According to Samer's post, PC users are not affected by 512x512 textures, in that case, go ahead and use the large textures. It will be cool to see your shadow map creation. If needed we can always reduce the size of the textures as a Mac only option.
1)Heh..Some time ago i even had discussion witch Geyser about it, and we were talking about possibility, to use even larger resolution for textures than 512x512 px (1024x1024 px for example). BUt if this will have such huge impact on the performance for Mac users . then probably it's better to wait for the new engine or a serious upgrade to the existing one.
2)But what's the limit for number of polygons that can be used for one non main char(6k, 7k)? For example I plan to do (even started) a huge graphical upgrade for TCTF and sindicate(both models and textures), but if thous errors will still happen then maybe that's a bad idea to do it in the first place. What do you think?Worth the risk or not?
Ltemplar.
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1) Honestly, I say go for the 512x512 textures, it could simply be my machine. Funny thing, the Mac version of Oni can handle 1024x1024 textures, perhaps this can be something that can be fixed on the PC.
2) My suggestion make one HD character (model and texture) and test it on your machine. Spawn several copies of the model and see what happens. You could also allow a couple of others to test it on their machines, if you don't want to make a public release of the first model.
My thinking (correct me if I'm wrong) is that if you make a HD model and texture, it is easier to convert it to lower quality than going from low to high. I believe VR made his textures at 1024x1024, then scaled them to 512x512.
So why not take the risk and see how far we can push Oni's engine 
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