Interested in donating gun/player models for a new game?

FictiousWill

Newbie
Joined
Jul 22, 2003
Messages
2,658
Reaction score
1
I am developing a standalone game, click here to see:
http://www.angelfire.com/alt2/alcatraz/dark.htm

I can code decently, but I fall short on modeling. The feeble attempt at a beretta in the screenshots in that link is about the best I can do. I snagged the half-life slave model mesh and reskinned it and rigged it in 3ds max. The world is a large extruded plane. The Dark engine is capable or rendering very complex models and it seems a shame to restrict it to my meager modelling skills.

If you would like to submit a weapon model (preferably skinned) or player model, it would be greatly appreciated, and you will be well credited in the game. A reply here or email would be greatly appreciated.

Thanks,
Will
 
It's lookin' good....... I'll see if I have something in my files...... :sniper: :afro:
 
The Dark engine is coded by William R.C. Smith and uses Microsoft DirectX 8.

It's Will Smith! sporry, had to say it :(
 
I dont have any models but that looks like it will be a good game. :thumbs:
 
I hope not to get too off topic, but where did you learn to code for Direct X etc...? I am interesting in doing so myself! The engine looks great, excellent job on the shadows, especially from the monster, it looks VERY realistic(besides the sharpness of it, but I'm sure you will implement some sort of blending)!
What kind of weapons will the hunters have? Knives? Claws? Will they be animals or... humans or something else? Maybe I can crank a model out for you! Best of luck, it looks to be an ambitious project, I hope you can finish it!

P.S.
What is the target polycount for player models, and for world weapon models, and for player weapon models?
 
babywax said:
I hope not to get too off topic, but where did you learn to code for Direct X etc...? I am interesting in doing so myself! The engine looks great, excellent job on the shadows, especially from the monster, it looks VERY realistic(besides the sharpness of it, but I'm sure you will implement some sort of blending)!
What kind of weapons will the hunters have? Knives? Claws? Will they be animals or... humans or something else? Maybe I can crank a model out for you! Best of luck, it looks to be an ambitious project, I hope you can finish it!

P.S.
What is the target polycount for player models, and for world weapon models, and for player weapon models?



I'm making these numbers off the top of my head here, so don't let polycounts stop you from suggesting a model. You define the system requirements here! :E

[guess]Player weapon models would be nice in the 900-1300 range, world weapon models should probably be more around 500-1000. Player models around 1500 would be fine[/guess]

I want to get some normal mapping code in soon to lower polycounts significantly, that should help a lot later on.


About the game and the hunters, the hunters will only have claws (so far), and while the idea of monsters converting humans into monsters or the monsters being some sort of human is cool, I think I'll keep is simple and keep humans and monsters separate. I want to really stress the light and dark advantages, with not just flashlights and gunflashes, but different types of flashlights (standard, high-beam, infrared, etc) and perhaps even a remote camera system like in HL2 (albeit simplified significantly), that produce different portions of the simulated spectrum, same as the flashlights. Before I do that and the other things I'm thinking of (like proximity warning tools, alarm trip wires, and blacklight flares) I want to finish up the engine, but I'm at the point where some game media can come in.



Thanks for the compliments on the raycasted lighting system, I am working on blending it right now. I thought I'd leave it as is, but you're right, a blended look would be better.


About coding with DirectX, DirectX (or rather Direct3D) coding is fairly simple to set up, there're many free tutorials for your programming language of choice available all over the internet. The latest DirectX sdk, plus I think the DX 7 and 8 sdk are available for free to download from Microsoft. I'd check the liscense stuff to be sure, but as far as I know, the DirectX libraries (that allow universal access to video cards and make hardware accelerated 3d programming viable) are genuinely free, even if you want to sell what you create with them. Where Microsoft make money is that DirectX only works under windows. It may work under emulators, I don't know - I've never looked into that. As far as I'm concerned though, being windows only is probably not going to restrict a game much. About specific sites where you can find information on how to get started, gamedev.net has a good DirectX starting page, they often link to gamasutra.com, which mostly deals with game programming theory (which is often 80% of the trouble incoding a game!)
 
Nobody has any of their models they want to see in a standalone game?
 
I have also a feeble model that I made myself, its not skinned or assigned with any bones.
You can DL it here: http://www.csm.sndev.com/st0lve/stuff/sword.zip
Picture:
sword.jpg

Its only 284 polys, and its not must to say about it; Its just a sword based on a miniature model.
Feel free to use it in anyway (NO NOT YOU GAME FUSION!), as long as you do not sell it ;)

btw. Gang War needs another coder :p
 
Thank you, that's certainly a very unique knife design. Unfortunately I don't think the game will feature bladed melee weapons. Gun and player models would be best.
 
Anything militaristic, pistol sidearms, submachineguns, assault rifles, that sort of thing. I haven't got any gun models from anybody yet, so I'll take what I can get. What would you prefer to fight a monster in the dark with? These soldiers are trapped in ancient ruins with an intelligent and deadly nocternal predator. Hell, a soldier player model would be very cool to have too.
 
I put together a demo for you folks. There's no enemy to kill, just walk around and admire the... uh, potential for great ingame models.

Quick demo Q and A:

Q: It looks boxy.
A: Yes the environment looks boxy. This is a design decision, not a technical limitation. Hell, it's a design limitation. The engine can do curved surface collision just fine, I just can't model levels for crap.

Q: Controls?
A: Controls are WASD and mouse. No jump/crawl/lean/reload/etc controls yet. Press E to take control of the creature, press E again to return to player control.

Q: The stencil shadows are terrible!
A: Yeah the stencil shadows look like crap. For the amount of work they were to implement, they're not really worth it. I'm trying to blend them, but that's still in the works. They actually look great when I bump up the number of raycasts, but then I get 3 to 4 fps. Not good. The raycasted shadows are a turn-offable setting in the launcher.

Q: I can see through some walls when I run into them
A: Collision detection errors. Sorry. There are a few walls that you can get too close too and see through. Still working on that. When you hit a wall you stop, you don't slide along it. Working on that too.

Q: I can't kill the monster!
A: Neither can I. At least not until the monster gets some health code and death animations.

Q: Where's this fabled multiplayer?
A: Not here yet. Engine first, netcode later.

Q: This model [insert model name here] looks shitty!
A: Read the thread title.

And without further ado:

http://www.angelfire.com/alt2/alcatraz/Dark_Alpha_1.4.zip

Have fun. There's a lot more work in there than you may realize.

edit: I read up on polycounts and I think that while the polycount numbers I gave for weapon models were reasonable, I'll take up to 2000 max for a player model. This is aimed at mid-range computers after all.
 
Sorry about all the posts, 25 min edit limit was up. I made another .exe that does the raytrace shadow from one side instead of from the player.

http://www.angelfire.com/alt2/alcatraz/Dark_Alpha_1.4.1_Shadow_exe.zip
(just put in in the same directory next to the original exe, no need to delete the original)

Now the effect can be seen in it's full (albeit rather ugly) glory. Downside is now the shadow and your light don't match up. That's a problem with raytraced shadows in general. You can't see the shadow too well because it's, well, behind what you're pointing at.

I'll probably include both the shadow generated from the player and from the side as hokey eye-candy settings in the final version. I need to get down to business now and write some health and death code.
 
Hey Will, your engine looks pro, i've been programming DX for almost a year now and as of yet havent found the time or the motivation to finish the engine I have in the works. I see yours look very good so im wondering, could you anwser a few questions for me?

How did you program the vertex buffers in? One thing thats been bothering me is dynamic VBs, im not sure if setting the VB to say 4 verts (I know this is absurd but just to show my point) and I have a model with 10 verts, will it show the model ok or will there be seams where the VB flushed then started recieving more vertex data.

Another thing is what map format did you use or did you just make one up, i've been working with XML to make simple custom formats I can build my mesh classes around, just wondering what you went with.

Those are the only questions I can think of right now, im programming my engine in C# just cuz I like the language better. Looking very good
 
Nostradamus said:
I wouldn't say it, sucks. You know, a really easy way of improving that one without increasing the poly count of it. Would be to do a very very very high poly version, modeling all the details into it, then generate a normal map from that and wrap it onto that low poly one there. Add color maps and so on to it and then animate it in a believable way and it would probably look pretty good. Though the polygons aren't really setup for animation.
 
Well I'm no good at doin 3d stuff, but If you need help with some 2d art, your welcome to ask. I really needa get some experience behind my belt. BTW is that "Hunter" A modified alien slave?
 
When i run the demo i get a fps meter in the corner andcrosshairs but i cant see anything. Anyone else geting this?

EDIT: I only downloaded the second file and forgot the first one :)
 
MadMechWarrior, I use a modified .x file format and use a tweaked DirectX api call to load the meshes, so I don't work with vertex buffers directly except when tweening animation, when I use the code-generated ones. Very little of the engine is hardcoded to restrict the vertex buffers, or any of the game arrays, so the only limitations are really the computer the game's running on.

Nostradamus, that's a nice model but I don't think it really fits the theme of the game, I can't really see that model flitting over walls in a spider-like fashion. The hunter isn't really meant to be humaniod at all.

Snowball - Go nuts! The theme is weathered ancient ruins. Any textures of size 128x128 and up would be fantastc and of course credited to you.
 
Back
Top