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BLOG REMOVED

by Ron Kapaun · 01/27/2013 (10:45 am) · 15 comments

THIS BLOG IS REMOVED BY THE AUTHOR. THANK YOU FOR VIEWING, SHARING AND DEBATING GAMES AND GAME DEVELOPMENT FOR NEARLY A DECADE. THANK YOU FOR YOUR TIME AND EFFORT OVER THE YEARS. I SEND YOU ALL A MESSAGE OF HOPE THAT EVERYTHING YOU WISH TO ACCOMPLISH WILL COME TO PASS. I TRULY DO. GOOD LUCK, GOD SPEED AND MAY THE BUGS BE EASY TO HUNT, TRACK AND ELIMINATE. I WISH YOU ALL THE BEST OF LUCK. MAY ALL OF YOU ENJOY SUCCESS AND TRULY ENJOY GAME DEVELOPMENT FOR AS LONG AND AS FAR AS YOUR DREAMS, HOPES AND SKILLS CAN CARRY YOU.
RON

#1
01/27/2013 (11:49 am)
Thanks Ron. Nice visuals and the Jetty / Buildings will come in handy - any destructive states on them? Look forward to downloading that update when its ready.
#2
01/27/2013 (2:40 pm)
Great news ron,thank you.
#3
01/27/2013 (3:57 pm)
Awesome stuff, Ron. Also I really like those water settings!
#4
01/27/2013 (5:05 pm)
Very detailed textures! it looks awesome. And yes, the water settings are nice.
#5
01/28/2013 (5:13 am)
@Jules Thanks and no destructive states on the buildings and stuff...yet. I have been working on a few experiments though.

@David Thank you

@Steve Thanks, I like the water surface...not so thrilled with the underwater stuff. I am thinking a new water fog shader in the near future might fix that.

@ D Thanks. Where you at on your sea creature/underwater environment? Have not seen an update in a while.
#6
01/29/2013 (1:37 am)
Awesome update Ron! Cheers. One thing though..... Coconuts?
#7
01/29/2013 (9:38 am)
@Dan.... LOL yes there will be coconuts but, you will have to wait for the release video to see them :-)
#8
01/29/2013 (11:41 am)
That's really beautiful stuff!
#9
01/29/2013 (3:52 pm)
when will the update be ready in the store :) I can't wait to get it
#10
01/29/2013 (3:56 pm)
Maybe I should finsh reading befor I post :) feb 04 can't wait Great job Ron
#11
01/29/2013 (4:14 pm)
Terry,

Feb 04. I am hoping. It all depends on how busy garage games staff is and such. I am packing up the new demo and stuff tonight and sending out to my testers tomorrow. With luck, I can submit it to the store on Friday. From there, it's up to GG, and I know they are pretty busy lately. As of today I have added 10 new models, redone nearly all of the textures, and I have been working on the demo layout so that everything looks right. Should be a really good update.



Ron
#12
01/29/2013 (7:53 pm)
Thanks Ron I am really looking forward to it I love the one I have now ur doing a Great Job Keep it up :)
#13
01/29/2013 (8:12 pm)
@Terry
Thanks, I do try (not always perfect, but I am trying :-))

In fact, just for you're and everyone's apparent interest, here are a couple of new shots developed today (Tuesday 29 Jan.).
.
3tdstudios.com/images/BlogUpdate/screenshot_035-00001.png.
3tdstudios.com/images/BlogUpdate/screenshot_035-00010.png
All the palms are redone, plus many new models and such. This does not show the new 'interior' jungle models of course. I am just jazzed about all the new stuff. I think I have made this pack (that was lacking, honestly) a real contender!

Ron
#14
01/29/2013 (11:45 pm)
Just an FYI for anyone who may be interested. I told Ron a while ago that there was a lighting issue on his trees. I said that the ambient light wasn't dark enough compared with the ambient light on everything else. Made the trees seem to glow on a dark environment. I'm happy to see from these screens that the issue is now solved, and the trees are lit very nicely now. I think baking the AO into the diffuse maps is a beautiful thing.

@Ron, I'm so happy to see the buildings you've included in this update! I'm making a map based on Far Cry 3 (from an environment art angle) and these new props will help a great deal! D. Fasel's Neptune Pack will go nicely with this, as will RRGTS' Cambodia Pack.

Now all we need is a model for our kelp forests..... :D
#15
01/30/2013 (3:56 am)
@Dan, yep thanks for mentioning the ambient light issue,(in fact you can see it on the first image in this blog, the trees are not rendered correctly farther down the beach!) I forgot to mention that. For anyone interested, the issue stemmed from UV mapping coordinates getting set funny when various LODs were created. (For 3D Max users, this is common when you reset your X-form) So the distant trees were lit strangely. Causing the 'glow' issue that Dan was talking about. It was a simple fix to go in and reset all the UV coordinates on the model LOD levels. Additionally, you can't see this so much in still shots, but I added additional LOD levels to the larger models as well, this makes the annoying pop-in less noticeable and makes things run a bit smoother overall.

Ron