Author Topic: ATCS on a better engine (Screenshots)  (Read 24185 times)

Drag222

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ATCS on a better engine (Screenshots)
« on: January 23, 2011, 08:27:39 pm »
Wel first, let me tell you that it's the first map I ever madde on any engine, but the editor of this engine is so easy to use that I was able to barely do it.
It's made on the Natural Selection 2 engine, and since this game is set in the same context as Tremulous, I didn't need any new assets.

The map is not over Yet, i'd say it's 50% done, I still have to do the outside and add more details (like fans turning with dynamic shadows :D)
But It takes me a long time and I don't know when it'll be 100% done so I'll show you the human side :)
Also, note that i'm not happy at all with the lighting, but hey, I'm a noob mapper and so a noob light user... I don't know how to have a good lighting.
But everything is dynamic =)

This will give you a nice Idea about what tremulous could look like in your dreams =D
Also I know it's not proportionally the same as tremulous, but it's very hard to keep the same proportions especially for a noob mapper :(

Now after all this talk, here are the screenshots :






I hope that you like it =]

F50

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Re: ATCS on a better engine (Screenshots)
« Reply #1 on: January 23, 2011, 08:37:51 pm »
Hrm. Alternate ATCS textures are becoming common these days. Thankfully, they are also becoming awesome. Looks great.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #2 on: January 23, 2011, 08:53:13 pm »
Hrm. Alternate ATCS textures are becoming common these days. Thankfully, they are also becoming awesome. Looks great.
It's not alternate ATCS textures, it's ATCS on another engine, it's written everywhere, even in the title.

CATAHA

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Re: ATCS on a better engine (Screenshots)
« Reply #3 on: January 23, 2011, 08:54:42 pm »
I wish such engine possibilities in Trem. =\
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #4 on: January 23, 2011, 08:58:48 pm »
I wish such engine possibilities in Trem. =\
I made this just to make people drowl :D

CreatureofHell

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Re: ATCS on a better engine (Screenshots)
« Reply #5 on: January 23, 2011, 09:42:26 pm »
If Tremulous looked like this in my dreams then I would be having a nightmare.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #6 on: January 23, 2011, 09:49:31 pm »
Bad lighting wreaks the best scenes.

Cadynum

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Re: ATCS on a better engine (Screenshots)
« Reply #7 on: January 24, 2011, 02:14:09 am »
The textures and the gun looks nice but what the hell is up with the light?

cron

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Re: ATCS on a better engine (Screenshots)
« Reply #8 on: January 24, 2011, 03:25:02 am »
The textures and the gun looks nice but what the hell is up with the light?

i'm not happy at all with the lighting, but hey, I'm a noob mapper and so a noob light user... I don't know how to have a good lighting.

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #9 on: January 24, 2011, 04:39:43 am »
I know cron.
But I was more or less saying it would be much better with better lighting.
If this engine was open source it would be a choice but it's not so I see this as a dead issue.
However it does show what trem can look like!

Nux

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Re: ATCS on a better engine (Screenshots)
« Reply #10 on: January 24, 2011, 06:07:00 am »
Is it just me who doesn't mind the graphical capabilities of trem and would at best like to see better assets (models, textures etc.) on the existing engine?

KillerWhale

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Re: ATCS on a better engine (Screenshots)
« Reply #11 on: January 24, 2011, 06:35:52 am »
I made all of ATCS in Minecraft once, but I didn't have the paid version, so I couldn't save it.

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #12 on: January 24, 2011, 07:32:13 am »
I'll do it in Blender maybe?
Just got the game engines shaders under foot as I've been primarily focused with gameplay stuff.

F50

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Re: ATCS on a better engine (Screenshots)
« Reply #13 on: January 24, 2011, 07:52:37 am »
Is it just me who doesn't mind the graphical capabilities of trem and would at best like to see better assets (models, textures etc.) on the existing engine?

No, its not just you. Graphics are merely the cherry on top, so to speak.
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Aviator

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Re: ATCS on a better engine (Screenshots)
« Reply #14 on: January 24, 2011, 07:53:02 am »
Is it just me who doesn't mind the graphical capabilities of trem and would at best like to see better assets (models, textures etc.) on the existing engine?
Yes. Because some people (such as me) don't have high end computers.

CATAHA

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Re: ATCS on a better engine (Screenshots)
« Reply #15 on: January 24, 2011, 01:21:59 pm »
Is it just me who doesn't mind the graphical capabilities of trem and would at best like to see better assets (models, textures etc.) on the existing engine?
If I understood you correctly, then you should read the specifications of ioQ3, because the current engine is very easily lead to the limit of its possibilities. =] Not so easy to greatly improve the current engine with a still normal performance.

Yes. Because some people (such as me) don't have high end computers.
Can be used Odin's quote:
Like I've said 9,001 times before: you port it to XreaL, and make the assets later(or hell, let the community go nuts). You'll have a ton of features and speed improvements. Yes, you'll alienate a bunch of people who have ancient hardware. In my opinion, it's not fair that the entire community has to suffer at the expense of people who can't be bothered to enter the 21st century in terms of gaming computing. If anything, the devs could use a switch in the code to disable everything XreaL and release two binaries, one that's for ancient clunkers, and one that's for people who want to actually use their hardware.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

gimhael

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Re: ATCS on a better engine (Screenshots)
« Reply #16 on: January 24, 2011, 02:03:35 pm »
If I understood you correctly, then you should read the specifications of ioQ3, because the current engine is very easily lead to the limit of its possibilities. =] Not so easy to greatly improve the current engine with a still normal performance.

You have to understand that the Tremulous devs are interested in game development, not engine development. If you want engine improvements you have to either bother the ioquake developers/maintainers or switch to a completely different engine.

Switching engines probably means that the new and the old client will not be compatible. Even Xreal which is the closest engine to ioquake3 has (afaik) different cgame traps, shader syntax etc, so that having two 100% compatible clients for the low and high end is not easy at all.

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #17 on: January 24, 2011, 02:32:42 pm »
Is it just me who doesn't mind the graphical capabilities of trem and would at best like to see better assets (models, textures etc.) on the existing engine?
Ah, another weirdo who, like me, doesn't believe that the current state of trem's assets is pushing the limits of ioq3's abilities, don't let cataha see you say this.
my knees by my face and my ass is being hammered

CATAHA

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Re: ATCS on a better engine (Screenshots)
« Reply #18 on: January 24, 2011, 02:40:21 pm »
You have to understand that the Tremulous devs are interested in game development, not engine development. If you want engine improvements you have to either bother the ioquake developers/maintainers or switch to a completely different engine.

Switching engines probably means that the new and the old client will not be compatible. Even Xreal which is the closest engine to ioquake3 has (afaik) different cgame traps, shader syntax etc, so that having two 100% compatible clients for the low and high end is not easy at all.
1st - not engine development. Devs dont need develop own engine since a lot of ready exist.
2nd - is 1.2 client compartable with 1.1? =D
In any case... We're talking about ioQ3 limitations, not about engine upgrade right now. ioQ3 have it limits, so talking about 'more detailed models and textures' as Nux its just generally wasting of time. =D

Note 2 Tremulant: Im not saying current Trem state reached limits. It just fact that with every 'improved' model, etc we're getting much closer to it limits. And put on a 'huge uncompressed TGA`s and more-poly models' its just purchasing of minor improvements for the incredible price. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Qrntz

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Re: ATCS on a better engine (Screenshots)
« Reply #19 on: January 24, 2011, 03:05:26 pm »
Oh my, did someone else notice THAT IS A REAL IN-GAME FLASHLIGHT?

You make up Qrntz, u always angry, just calmdown. :police:
I am stupid idiot who dares to open mouth and start debating

Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #20 on: January 24, 2011, 03:31:13 pm »
Oh my, did someone else notice THAT IS A REAL IN-GAME FLASHLIGHT?
Yeah, I did notice that ! Did you notice that, even if the lighting is shitty as hell, and it's just screenshot, it's all realtime?

And to the others, if you could give constructive crit, what you think is totally wrong in the lighting, how to make it look better, I'd appreciate. Maybe I could make it look good :D

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #21 on: January 24, 2011, 06:10:36 pm »
Baking it(well if it actually uses some nice lighting algorithm that can't normally be done real time) will help because you can do much more advanced lighting calculations like raytracing.
In the end you'd get color bleed and more realism.


« Last Edit: January 24, 2011, 06:15:27 pm by jm82792 »

Drag222

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Re: ATCS on a better engine (Screenshots)
« Reply #22 on: January 24, 2011, 07:18:05 pm »
Baking it(well if it actually uses some nice lighting algorithm that can't normally be done real time) will help because you can do much more advanced lighting calculations like raytracing.
In the end you'd get color bleed and more realism.

Yep I agree, but still, it's a realtime engine, I can't change that.

DraZiLoX

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Re: ATCS on a better engine (Screenshots)
« Reply #23 on: January 24, 2011, 07:59:08 pm »
* DraZiLoX drools at those picz!

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #24 on: January 24, 2011, 08:40:57 pm »
Read up on lighting and you'll get the hang of it.
« Last Edit: January 24, 2011, 10:26:11 pm by jm82792 »

swamp-cecil

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Re: ATCS on a better engine (Screenshots)
« Reply #25 on: January 24, 2011, 10:23:59 pm »
Epic! Also: The lighting ruins it. Trem should consider making it a legit game online. Wait...Im going off topic.
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

DeadMeat

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Re: ATCS on a better engine (Screenshots)
« Reply #26 on: January 25, 2011, 04:09:50 am »
it looks good. now you can go and buy it.

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #27 on: January 25, 2011, 04:19:37 am »
Unfortunately other than showing doubters nice looking stuff your wasting your time :(
Blender game engine anyone?
Not that bad.

Tremulant

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Re: ATCS on a better engine (Screenshots)
« Reply #28 on: January 25, 2011, 04:50:39 am »
Blender game engine anyone?
Not that bad.
Seriously? Why's the BGE version of Yo frankie so unbelievably half-arsed and shitty, then? are there any decent games out there that use it?
my knees by my face and my ass is being hammered

jm82792

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Re: ATCS on a better engine (Screenshots)
« Reply #29 on: January 25, 2011, 05:13:24 am »
Blender game engine anyone?
Not that bad.
Seriously? Why's the BGE version of Yo frankie so unbelievably half-arsed and shitty, then? are there any decent games out there that use it?

I know what you mean, it was a demo kind of thing that was done 2(?) years ago and it doesn't look bad but it's a bad idea going for organics when you can make inorganic (trem stuff, indoors, metal, glass, etc) look much better with more ease.

No gameplay for YoFrankie that's worth mentioning, for games there have been a few commercial ones...
From what I've noticed from my testing(and hours of online reading) it can run fast on a newer computer(or disable settings), it does have networking capacity and finally it can look really good.