11 Dias a Ixtlan: Dia 4
by Gibby · 10/19/2012 (8:34 am) · 3 comments
In the game universe of TolTech, Pyramids play a signifigant role as a recurring archetypal theme as well as a strategic asset, much as they were to my Nahuatl ancestors. To this end, I've had to spend much of Day Four setting some of them up for game-specific roles. I had most of the strategic elements placed in Day Three. I added a cheetah car to the level and began driving around with the framerate counter running. Turns out one of the ball bases I was using had some geometry that was killing my framerate. In addition, one of the pyramid shapes had some strange texture rendering issues after being exported from 3DS Max. I also realized I'd placed my team spawn areas too close to a 'control point' in the level that could upset the balance of gameplay.
First the errant pyramid was re-rendered without the texture issues and two versions were exported, one without the temple at the top to use as a team base, and the other setup with a number of additional nodes, mainly for AFX-powered effects I plan to attach to it. Think of the AFX 'Fire in the Sky' with a real AI brain controlling it. I'd forgotten to poly-reduce the ball base stucture I was using, fixing the framerate loss.
Here's the modded Ball Temple with two characters for scale. "Let me introduce you to my little friend...":

Here's the Vehicle Temple:

And the Sky Temple:

A view of the Green base, showing it's team Temples:

Now the level geometry is pretty much all done, including the functional pieces I need for the 'Ultilama' game mode. Initial framerate tests using FRAPS average 80-97 fps, about the same as the 'Empty Terrain' level, despite the complex rock geometry I've added. Tomorrow we begin to loose the orange 'metro' grid and start texturing...
Edit: For Kory, here's a vid of the pyramid in use - I'm too busy to add the afx effectrons and extra greebles, but you get the idea...
Day 3
Day 5 & 6
First the errant pyramid was re-rendered without the texture issues and two versions were exported, one without the temple at the top to use as a team base, and the other setup with a number of additional nodes, mainly for AFX-powered effects I plan to attach to it. Think of the AFX 'Fire in the Sky' with a real AI brain controlling it. I'd forgotten to poly-reduce the ball base stucture I was using, fixing the framerate loss.
Here's the modded Ball Temple with two characters for scale. "Let me introduce you to my little friend...":

Here's the Vehicle Temple:

And the Sky Temple:

A view of the Green base, showing it's team Temples:

Now the level geometry is pretty much all done, including the functional pieces I need for the 'Ultilama' game mode. Initial framerate tests using FRAPS average 80-97 fps, about the same as the 'Empty Terrain' level, despite the complex rock geometry I've added. Tomorrow we begin to loose the orange 'metro' grid and start texturing...
Edit: For Kory, here's a vid of the pyramid in use - I'm too busy to add the afx effectrons and extra greebles, but you get the idea...
Day 3
Day 5 & 6
#2
FYI it in the video it's setup as a non-grav/space vehicle, but works as a hovercraft as well. I'll be attaching afx effectrons to the bottom of it to simulate the 'magic lift'...
10/19/2012 (1:17 pm)
@Kory: Thanks! I'm basing mine off of the same Maya myth that big TableTop company in Nottingham England used, except that the pilots of mine are Maya Warriors and not robots...FYI it in the video it's setup as a non-grav/space vehicle, but works as a hovercraft as well. I'll be attaching afx effectrons to the bottom of it to simulate the 'magic lift'...
#3
10/19/2012 (11:48 pm)
Quote:that big TableTop company in Nottingham EnglandOh, I totally get that. I didn't think of Monoliths at first but now I get what you're going for. That's way cool.

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