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#1101 4/6/13 15:52

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Screenshots

Oni%25202013-06-04%252023-41-46-22.png.jpg


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#1102 4/6/13 17:31

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Hi Konoko and Rayman smile

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#1103 4/6/13 19:39

tens
Member
From: Dota 2
Registered: 27/4/13

Re: Screenshots

Cool!


What does it matter? Even if the odds are against me, I'll do it, it doesn't matter.

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#1104 19/6/13 10:07

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Screenshots

The custom character ladies
Oni%25202013-06-19%252018-05-06-25.jpg

Last edited by Samer (19/6/13 10:11)


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#1105 19/6/13 11:15

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Hey you forgot Kitana from Old China tongue

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#1106 19/6/13 12:03

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Screenshots

She's not in level0 so it's hard to shapeshift to her in other levels tongue
also missing grey fury, and blackops caren and alita and hydra ... I forgot them xD
hope you noticed the motoko changes btw tongue the mid/pelivs/chest are alligned together and i restored the previous pelivs and thighs and removed those sharp edges that made her wrinkly before. ^_^


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#1107 19/6/13 21:22

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Motoko is looking great!  Someday, we should use a real Lara Croft model and perhaps Faith from Mirror's Edge.

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#1108 23/6/13 21:33

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Trying to add a subway to the city smile  Making the bnv and ghost quads will be hard.

city_subway.jpg

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#1109 26/6/13 11:36

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

When your level has too many polygons (86,000+) things start breaking down...
city_too_many_polygons.jpg

I tried adding rooftops and TCTF2 models to the city, too much for the Oni engine...

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#1110 26/6/13 12:08

TOCS
Member
From: Denmark
Registered: 4/4/07

Re: Screenshots

And once again we're in desperate need of extending engine limits. :\ However it still looks sweet any way. smile

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#1111 26/6/13 13:25

Grey_sky
Member
Registered: 9/6/13

Re: Screenshots

Even with the break down ,it still looks incredible! .. maybe you could split the city into two different levels

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#1112 26/6/13 22:33

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Hmmm... Looks like I can have more polygons after all.  The previous screenshot was not an issue with the Oni engine but rather a problem with the 3D model.  Adding more stuff I'm up to 124,000 polygons and Oni is working fine...

My biggest issue is with Sketchup, instead of simply importing the textures as is, Sketchup breaks up the textures.  For example TCTF uses about 80 textures, but Sketchup breaks them up so now it uses over 3,000 textures!  Add rooftops and lab and now I'm close to 8,000 textures.  I can fix it, but it is time consuming and some textures don't wrap properly.

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#1113 1/7/13 9:34

Samer
Member
From: Lebanon
Registered: 4/9/09
Website

Re: Screenshots

Oni%25202013-07-01%252017-26-45-97_cr.jpg
Oni%25202013-07-01%252017-15-25-80_cr.jpg


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#1114 2/7/13 14:35

Loser
Member
From: somewhere in da Czech Republic
Registered: 14/1/07

Re: Screenshots

Cleavage of power ... me gusta ^_^.


"I am just a mere reflection of what I would be."

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#1115 3/7/13 17:05

Loser
Member
From: somewhere in da Czech Republic
Registered: 14/1/07

Re: Screenshots

2013 or 2007? Extra cookie to the one who manages to decipher this riddle ^_^
OCF_2013_2007.jpg


"I am just a mere reflection of what I would be."

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#1116 3/7/13 17:26

Lithium
Member
From: Colorado
Registered: 17/10/08

Re: Screenshots

Uh...


Oni IRC | Kumite! Kumite! Kumite!

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#1117 9/8/13 21:31

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Finally figured out a hack to view quad ghosts in Oni.

show_ghosts.jpg

I made another environment dae that had the ghosts quads, so I can make them visible or invisible with the command env_show.  This makes debugging a level much easier.

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#1118 10/8/13 5:58

tens
Member
From: Dota 2
Registered: 27/4/13

Re: Screenshots

@Loser, it's 2013. smile, cookie!!! please.


What does it matter? Even if the odds are against me, I'll do it, it doesn't matter.

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#1119 19/8/13 21:29

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Almost done with the BNVs and ghosts for the next part of the City level. 

Hideout_BNV.jpg

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#1120 20/8/13 6:53

Dirk Gently
Member
From: Boston, MA
Registered: 12/6/09
Website

Re: Screenshots

Holy crap awesome

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#1121 20/8/13 15:33

Iritscen
Moderator
From: NC, USA
Registered: 22/10/07

Re: Screenshots

Looks like a lot of work!  By the way, in case you don't see it, look at 'dox's recent edit on the wiki's BSL:Variables page w.r.t. env_show_ghostgqs; maybe you're the person to document how it works on Macs.


byproducts are fine, but where's the beef?

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#1122 20/8/13 22:29

tens
Member
From: Dota 2
Registered: 27/4/13

Re: Screenshots

OMG: wow, that is GIGANTIC!!!, reminds me of resident evil's(Movie) underground map. tongue did you take that as a reference ? Or was it all your imagination?


What does it matter? Even if the odds are against me, I'll do it, it doesn't matter.

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#1123 22/8/13 8:57

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Actually, the model was released before it is called the Hexagon level, but I am re-making the bnvs so there will be better pathfinding for the AIs.

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#1124 22/8/13 9:48

tens
Member
From: Dota 2
Registered: 27/4/13

Re: Screenshots

K, looking forward to it. I'll make a video next month 23rd.


What does it matter? Even if the odds are against me, I'll do it, it doesn't matter.

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#1125 3/9/13 10:26

EdT
Moderator
From: Los Angeles, CA
Registered: 13/1/07
Website

Re: Screenshots

Started experimenting with a nature level smile
islandpreview.jpg

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