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Space Shooter - WIP

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    That's awesome! keep working man!

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      @zibipod: Thanks. :-)

      @ScriptingScrub: What scale is your ship relative to the Cicada mesh? And what max/effective speed does it have?

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        The Art departement is checking in!
        I am currently working with Hired together to create new assets with a new workflow.
        This is the current prototype i am working on.
        We are now switching to atlastexturing to make the workflow easier and faster (aside other good stuff).

        The model has around 8.5k tris and uses a 4k atlastexture (wich will be used on almost every asset for the game later) and a 2k paintoverlay texture, which is in early wip stages.

        I hope i will find some more time soon to create new assets for slot5. Have to keep that gameart going

        [shot]http://i.imgur.com/TdHcoX5.jpg[/shot]

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          @linolafett: Finally ;-) The wait has been worth it.

          @Scripting Scrub: I've have measured a complete flight from west to east, it takes about 7 minutes at my normal traveling speed.

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            Our Sundaymeeting was productive, we solved some issues. I also worked a bit on the metal shader, maybe a bit to shiny, but its okay for now.
            [shot]http://www.blendpolis.de/download/file.php?id=91340&mode=view[/shot]
            [shot]http://www.blendpolis.de/download/file.php?id=91341&mode=view[/shot]
            [shot]http://www.blendpolis.de/download/file.php?id=91342&mode=view[/shot]

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              Finally got the tractor beam working.

              The secondary mode, the blue long beam, works like a grapple hook.


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                Currently I'm trying to solve two materials issues that I came across when working with multiple UV layers and an atlas texture:

                1) Translucent Material Won't Compile With UV Coordinate Index > 2
                2) Material - Can't Replace a Single Vertex Color

                Any ideas are appreciated. ;-)

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                  We managed to solve the issue of replacing a sinlge vertex color,
                  that's why I proudly present the newest addition to our fleet: The Zero.

                  This fast and agile ship has been developed by Linolafettatnet and uses a new shader and new damage effects.

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                    Nice work! The character in the cockpit with the cockpit animation looks really nice.

                    For the ship engine exhaust, is part of the material actually brightening and then turning off with the engine? How did you get that to work if you don't mind sharing?

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                      Thanks, the character and his animation are still placeholders tough.

                      Yes, a part of the material is actually brightening depending on the engine. We used a material group for each engine with its own material instance. The engine emissive of each material instances is changed with a scalar parameter updated in UnrealScript.

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                        Originally posted by Hiredicespecter View Post
                        We used a material group for each engine with its own material instance. The engine emissive of each material instances is changed with a scalar parameter updated in UnrealScript.
                        Good to know, thanks. I will need to look into doing this with my ships eventually. I kind of did a similar thing but its much more of a hack job at the moment

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                          Ships!!!!!

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