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Registered Member #79
Joined: Thu Feb 09 2006, 11:35AM
Location: Arkansas
Posts: 673
Here is rendering of my first DRSSTC created in Blender3D. Then I added streamers in Corel cheapo-shop.
I think this would be a good place to show off your stuff, and maybe invoke some friendly competetion. Anybody else like to Animate? I would like to get into humans, but that is a little too much for me right now.
Registered Member #49
Joined: Thu Feb 09 2006, 04:05AM
Location: Bigass Pile of Penguins
Posts: 362
Some members have already seen this about a year and a half ago, but this is a little video I was making... mostly for fun, but also as a way to promote my site. I lost the model files during a reformat, so this is the video as its going to stay. I was making it up as I went, so it may not make much sense.
Registered Member #105
Joined: Thu Feb 09 2006, 08:54PM
Location:
Posts: 408
I haven't decided to actually start construction yet, btu i designed a faceplate anyway if i get around to a DRSSTC: Here it is, it wil be made out of aluminum, milled on the schools CNC mill.
Registered Member #63
Joined: Thu Feb 09 2006, 06:18AM
Location:
Posts: 1425
When I used to be involved in the game-development community (specifically half-life 1), I did a few coding and mapping experiments:
Sure these images look low-polygon, poor texture detail and simplistic. Remember, they're not raytraced - these are lit environments that needed to be rendered on a computer from the 90s, sixty times a second without hardware acceleration! :)
I didn't think they were too bad considering the limitations at the time.
Some were just vehicles or environments.. others just bad, ah well...
Just remember the half-life engine was never designed to do open spaces very well (think of all those visibility matrix issues with HL1 and why they never let you go outdoors ;))
==================
This is a shot of some of the fire effects I was able to create using a particle engine I developed (yes, to run in half-life). Certainly made a whole lot of eye-candy possible; namely fountains, fire, smoke, rivers, dust storms, grass, weeds etc.
I tried to make some fire that looked like it was from max payne in this shot - at the time, I distinctly remembered the max-payne particle-driven fire to be very impressive, specifically with axial ROTATION of sprites, but I had some issues getting half-life to do that with sprites that were supposed to be perpendicular to the axis of view (i.e. normal sprites )
==================
It was possible to compile C for graphics support into the half-life DLLs and use Cg (C for graphics) shaders... providing your video card was new enough...
this shot had an overbrightening effect applied to the sky texture, turned right up so it would blow through the trees. I think I had the blur set a little TOO high, however, as it whites out just about everything in this shot.
And yes, that's supposed to be a tank, forgive the low-resolution textures, please hehe
This glow effect was (I think) first implemented in Tron 2... and someone coined the term "a tron2-esque glow"... its pretty much standard now in most games, e.g. HL2, unreal tournament 2004 etc...
==============
ok, I'm having problems getting the images to appear inline, but the first three descriptions match the first three images.
...oh, and the last one? I dunno, I guess that's Gordon Freeman playing pool with an, ummm, semitransparent cue. In a bar, with a particle fire and spotlightning. pah.
OK, that was just crap. ALL the images disappeared after I previewed and posted. :-/ And I can't edit the post to attach more pictures, nor can I make a new post and delete the old one.
hey, even have a browse of the folder (there's a bit of other stuff there) and tell me what you think. Remember, not raytraced - had to be rendered in realtime by an old computer, preferably at 60fps ;)
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