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Atari Owl Project?


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#26 Atari_Owl OFFLINE  

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Posted Wed Sep 9, 2009 5:07 AM

I'm very grateful to everyone for the kind words.

I'd like to add now though that theres another post up, this time we are linking to our EXCEPTIONALLY talented musician.

Now she's not a part of the Jag community... so please don't scare her by showing her how crazy we all are :)

Edited by Atari_Owl, Wed Sep 9, 2009 5:46 AM.


#27 Isgoed OFFLINE  

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Posted Wed Sep 9, 2009 10:27 AM

I watched her youtube vid, very nice playing!

With that kind of music, you can create a great atmosphere in the game :)

#28 kool kitty89 OFFLINE  

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Posted Thu Sep 10, 2009 3:34 PM

So is your current re-write of the polygon renderer working with quads? (or flexible for both quads and triangles?)

Are you still using Affine mapping as well? I assume you tried many of the same tricks PlayStation programmers used to get around the perspective problem with affine mapping, and those were unsatisfactory? (ie using "subdivided" affine mapping) And I imagine using polygon "decals" in place of textures wasn't desirable either. (though in some places it could probably look ok, especially with selectively applied gouraud shading. (Iron Soldier II seems to have done a pretty good job with that)

Are you planning on doing some of the objects/environment with sprites as well? (I mean actual characters/enemies/objects/vehicles/buildings not just effects like explosions or weapons fire)

The voxel rendering looks great.

Edited by kool kitty89, Thu Sep 10, 2009 3:44 PM.


#29 Atari_Owl OFFLINE  

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Posted Thu Sep 10, 2009 4:48 PM

So is your current re-write of the polygon renderer working with quads? (or flexible for both quads and triangles?)

Are you still using Affine mapping as well? I assume you tried many of the same tricks PlayStation programmers used to get around the perspective problem with affine mapping, and those were unsatisfactory? (ie using "subdivided" affine mapping) And I imagine using polygon "decals" in place of textures wasn't desirable either. (though in some places it could probably look ok, especially with selectively applied gouraud shading. (Iron Soldier II seems to have done a pretty good job with that)

Are you planning on doing some of the objects/environment with sprites as well? (I mean actual characters/enemies/objects/vehicles/buildings not just effects like explosions or weapons fire)

The voxel rendering looks great.


OK :)

Yes - Quads & Trias

Yes - Affine still, Yes - i have tried many methods, Yes - the Decals don't work too well, the subdivision methods were slow.

No - landscape is voxels - objects, etc are polys (some MAY be sprites to save processing time, but not currently)

Glad you like the look - what is possibly going to be shown for JagFest is a significantly advanced from what is on the blog

Edited by Atari_Owl, Thu Sep 10, 2009 4:58 PM.


#30 sd32 OFFLINE  

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Posted Thu Sep 10, 2009 8:05 PM

[quote name='Atari_Owl' date='Thu Sep 10, 2009 4:48 PM' timestamp='1252622882' post='1835745']
[quote name='kool kitty89' date='Thu Sep 10, 2009 10:34 PM' timestamp='1252618472' post='1835692']
Glad you like the look - what is possibly going to be shown for JagFest is a significantly advanced from what is on the blog
[/quote]

Huh?, significantly more advanced?, thats pretty amazing. Cant wait to see it!

#31 kool kitty89 OFFLINE  

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Posted Fri Sep 11, 2009 2:10 AM

Yes - Quads & Trias


So actual 4-point quadrilateral primitives, not just 2 triangles pasted together like the blog shows?


No - landscape is voxels - objects, etc are polys (some MAY be sprites to save processing time, but not currently)


Interesting, Phase Zreo seems to use all sprites along with the voxel terrain, I think th esprites look good for trees and brush, but polygonal ships might have been nicer in that case too. (even just g-shaded models)

#32 Atari_Owl OFFLINE  

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Posted Fri Sep 11, 2009 2:53 AM

Yes - Quads & Trias


So actual 4-point quadrilateral primitives, not just 2 triangles pasted together like the blog shows?


No - landscape is voxels - objects, etc are polys (some MAY be sprites to save processing time, but not currently)


Interesting, Phase Zreo seems to use all sprites along with the voxel terrain, I think th esprites look good for trees and brush, but polygonal ships might have been nicer in that case too. (even just g-shaded models)


HI

Yes - actual four point quad primitives NOT 2 triangles pasted together

My trees are polys - personally i like that they thus look different from different angles, it helps one gain one's bearings.
One of the reasons Phase Zero has such high fps is because all it is handling is the voxels and sprites, this is just as well as its a far more kinetic game, but mine is doing a lot more work and hence won't have quite such a high fps - but is still comparable with other games of the type at the time.


Now I've been asked on JSII if Calico would be prepared to do music for other projects.
She's a very busy lady - but she will consider them (I was going to post her email but to save her from spambots picking up on a posted email, please just contact me and I'll put you in touch with her)

Edited by Atari_Owl, Fri Sep 11, 2009 3:16 AM.


#33 dreamcastrip OFFLINE  

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Posted Fri Sep 11, 2009 7:05 PM

[quote name='sd32' date='Fri Sep 11, 2009 3:05 AM' timestamp='1252634738' post='1835876']
[quote name='Atari_Owl' date='Thu Sep 10, 2009 4:48 PM' timestamp='1252622882' post='1835745']
[quote name='kool kitty89' date='Thu Sep 10, 2009 10:34 PM' timestamp='1252618472' post='1835692']
Glad you like the look - what is possibly going to be shown for JagFest is a significantly advanced from what is on the blog
[/quote]

Huh?, significantly more advanced?, thats pretty amazing. Cant wait to see it!
[/quote]
Same here! Reason 1001 as to why JagFest is gonna rock. :lust:

Edited by dreamcastrip, Fri Sep 11, 2009 7:06 PM.


#34 Atari_Owl OFFLINE  

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Posted Sun Sep 13, 2009 9:33 AM

I've had some ffedback about the blog - that perhaps its a little too technical.

To this end i've extended some of my explanations and introduced an easier way of grouping posts to history, announcements or technical (with some crossover).

Any feedback about content and how it could be improved would be very helpful.

#35 Atari_Owl OFFLINE  

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Posted Tue Sep 15, 2009 4:03 AM

I'd also like to make people aware that Raven now has a blog for her graphics work (both connected and unconnected with our game project)
http://ravens-graphics.blogspot.com/

#36 Atari_Owl OFFLINE  

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Posted Sun Sep 20, 2009 9:33 AM

Well the JagFest UK is over for another year - it was great to see all the old faces again as well as several new ones.

Also great to get a chance to talk shop with SubQMod and Crazyace.
Good also to see Many rare consoles and games in action, and *THREE* copies of MadBodies. It was also great to see Stephen Moss' PS2 controller adapteer reading the analog sticks and controlling the motors. It is absolutely my intention to support this controller in our project

As promised, the engine was demo'd and in a better condition than shown in the previous screenshots.

Attached Thumbnails

  • aop6.jpg


#37 BuddyBuddies OFFLINE  

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Posted Sun Sep 20, 2009 9:43 AM

Lookin' AWESOME! :lust:

#38 JagChris OFFLINE  

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Posted Sun Sep 20, 2009 10:41 AM

You should see SubQ mod gushing over AO's work that he actually saw in action.

Its really frustrating waiting for vids :P

#39 Atari_Owl OFFLINE  

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Posted Sun Sep 20, 2009 11:56 AM

After much soul searching I felt that perhaps it would defeat the purpose to show at E-Jagfest exactly what would be shown in a vid.

I ask everyone therefore to please bear with us until after E-Jagfest.
I shall revise the demo with some points I noticed at the JFUK event and then after E-jagfest I WILL make a properly acquired/capped vid file available for everyone to see.

I'm terribly sorry to add this delay - but it will be improved by then, but I feel it is the most sensible approach for E-JagFest.
And goodness knows there is still a long time before such a large project can be finished.

There WILL however be a little of omf's video taken at JFUK made available before that.

Edited by Atari_Owl, Sun Sep 20, 2009 11:57 AM.


#40 sd32 OFFLINE  

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Posted Sun Sep 20, 2009 12:51 PM

That last screenshot looks amazing, i was impressed with the previous ones, but that last one...WOW :lust:!
The textured mapped polygons look great (i would say some of the best seen on the Jag) and they really gel great with the voxel landsape, the combination looks better than i hoped, and i already had great expectations for the graphics!
Kudos for AtariOwl and anyone involved on the project. Man, Pier Solar for the Sega Genesis, and Owls project for the Jag are taking homebrew development on those consoles (my 2 favorite ones :love:) to a whole new level!

#41 nonner242 OFFLINE  

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Posted Sun Sep 20, 2009 1:45 PM

Sweetness!Posted Image

#42 iwan-iwanowitsch-goratschin OFFLINE  

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Posted Sun Sep 20, 2009 1:55 PM

Screenshots look :thumbsup: :thumbsup: :thumbsup: :thumbsup:

#43 The_Laird OFFLINE  

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Posted Sun Sep 20, 2009 2:35 PM

I have to say it was even better than I could have ever imagined it would be . . . .

#44 Pocket OFFLINE  

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Posted Sun Sep 20, 2009 5:56 PM

I like the new screenshot, and the look of the 3D models.

What's the blue thing on the screen ?

#45 nonner242 OFFLINE  

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Posted Sun Sep 20, 2009 6:50 PM

I like the new screenshot, and the look of the 3D models.

What's the blue thing on the screen ?


Its a person (female)in robe (dress).Posted Image
Put your Jag-glasses on.Posted Image

#46 sd32 OFFLINE  

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Posted Sun Sep 20, 2009 9:30 PM

I like the new screenshot, and the look of the 3D models.

What's the blue thing on the screen ?


Its a person (female)in robe (dress).Posted Image
Put your Jag-glasses on.Posted Image


Yeah, thats what i tought, your character its a sorceress, right?

#47 Atari_Owl OFFLINE  

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Posted Mon Sep 21, 2009 2:01 AM

Close Enough :)

Unfortunately i had not got her textured at this point, i hope to have that done before too long though, then she will look somewhat more interesting than at present.

I will point out that she is constructed from polygons and despite her current fixed position WILL be animated eventually.

#48 Tyrant OFFLINE  

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Posted Mon Sep 21, 2009 11:06 AM

Screenshots really can't do this game justice. It's really smooth, the texture mapping looks gorgeous, the voxel landscape looks even better, and the lighting will really give you a feeling of being in the world.

#49 nonner242 OFFLINE  

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Posted Mon Sep 21, 2009 7:25 PM

Screenshots really can't do this game justice. It's really smooth, the texture mapping looks gorgeous, the voxel landscape looks even better, and the lighting will really give you a feeling of being in the world.


Cant wait for a Video.Posted Image

#50 Pocket OFFLINE  

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Posted Tue Sep 22, 2009 4:59 AM

I like the new screenshot, and the look of the 3D models.

What's the blue thing on the screen ?


Its a person (female)in robe (dress).Posted Image
Put your Jag-glasses on.Posted Image


ok, sorry, now I see better :P

I didn't see the head first.




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