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Here's a few screenshots from Strange Days

by ChrisG · in Game Design and Creative Issues · 08/05/2006 (8:47 pm) · 13 replies

These are a couple of screenshots from the game I'm working on called 'Strange Days'. This is done using Quark6 and TGE 1.4 with TLK.
www.colab-aktiv.com/strangeDays/screenshots/medium/cntlRoomLvl1.jpgwww.colab-aktiv.com/strangeDays/screenshots/medium/storeroom1.jpgwww.colab-aktiv.com/strangeDays/screenshots/medium/storeroom2.jpgI really like the texture on the red tool box - this was from a photo with the colour tweaked in photoshop.

#1
08/05/2006 (8:54 pm)
Is that a mixture of DTS and DIF objects, or all DIF objects? I've been curious how detailed people get with their interiors. So far, I've only been building the actual 'walls' and such in quark, and putting in the 'furniture' as dts objects. But without TLK, I have no shadows on my DTS's, unlike the far more consisent shadowing I'm seeing in your screenshots.

Is that what I'm seeing, or is that all done in quark?
#2
08/05/2006 (9:05 pm)
Looks good
#3
08/05/2006 (9:52 pm)
@Brian: This is all done in Quark - no DTS objects.

TLK does offer some really nice shadowing although I'm using a combination of Quark and TLK lighting. (Quark lights are easier to place esp. with duplicators.

The store room uses TLK only, the control room at the top uses 2 or 3 TLK lights to give the diffuse light, and 2 Quark lights per fluro, one to create the brightness near the fluro, the other to illuminate the room creating shadows under the desks etc.

The lighting has definately been most difficult aspect requiring a lot of experimentation.
#4
08/05/2006 (10:47 pm)
Looks good - nice lighting.
#5
08/06/2006 (6:02 am)
I really like what you have done, but there is one thing throwing it off for me the green tint to the lights texture. Keep the updates coming.
#6
08/06/2006 (6:52 am)
1) Add dirt to your textures.
2) Add DTS clutter to the rooms (smaller very low poly objects).

Looking good so far though.
#7
08/06/2006 (7:04 pm)
@Grim - You're right about that green tint on the fluros - I'll be fixing that one

@Westy - The walls do have grim marks on them, though they're subtle in the control room and can't be seen on the screenshot. In the storeroom it's too dark to really be seen from the angle of the screenshot. It's a bit more apparat on the screenshot below.

I'm currently looking for someone to work with who wants to do the DTS objects. I'm a programer with photoshop skills. I've only been mapping for 6 months. I had a go at 3DS but the learning curve is too step for the amount of time I have to dedicate to this project.

www.colab-aktiv.com/strangeDays/screenshots/medium/carpark5.jpg
#8
08/06/2006 (7:49 pm)
Hmmm, I could probably help you with some DTS models if you could tell me what you need.
#9
08/06/2006 (8:08 pm)
@Grim: I'll shoot you an email tonight to the email address in your bio - (let me know if this isn't ok). I could give a whole list of stuff but some obvious things are office chairs, desk clutter, some cars for the carpark...

BTW: I'm in Australia so tonight my time about 7 hours away
#10
08/07/2006 (9:58 am)
This one deserves more exposure. screens are lookin sweet Chris. I always say the main problem with most interiors done with torque is the lighting. taking the extra time to add a few more lights and the corresponding shadows goes a long way to producing a nice interior. good work! you should post this as a dev snapshot.
#11
08/07/2006 (6:25 pm)
@Sean: thanks for the feedback. I thought I'd do a dev snapshot for the next update when I've finished some more rooms and got some more info on my website.
#12
08/09/2006 (1:18 pm)
Ah, a fellow QuArK user! Nice job, though some of the textures do need a little more detail, I think. Also, you might want to make the control room darker, because it really doesn't match the rest of it(but I might not have to).
#13
08/29/2006 (4:40 am)
Yeah... i like this... verry techno immersive atmoshpere...

i agree with Sean, this one needs a lil more exposure...

--Mike