Game Development Community

ORKVALE - Stronghold - Preorders

by Apparatus · in General Discussion · 12/01/2005 (6:22 pm) · 98 replies

Howdy,

I was just putting all the stuff together from my old Mapping Kit project (tutorials + source files + app to walk around and see w your own eyes). But since i work alone I'd like some kind of feedback for this; As I mentioned here some time ago this will be some kind of live tutorial with all the files and lessons in it; with the power of tge 1.4 my work suddenly took a fast curve and i am almost finished; please take a look at the shots and give some feedback on how you might want it; :)

Note that this Demo level keeps the architecture of the old Stronghold intact, only the level design and modeling and prop placement and such are others; Mapping Kit comes with a few mapping solutions (like collisions for outdoor structures made inside World Editor);

Thank you !

i35.photobucket.com/albums/d184/floatingapparatus/screenshot_004-00004.png
i35.photobucket.com/albums/d184/floatingapparatus/screenshot_005-00001.png
i35.photobucket.com/albums/d184/floatingapparatus/screenshot_004-00005.png
and some models currently in the Demo Map:

i35.photobucket.com/albums/d184/floatingapparatus/models.jpg
#21
12/02/2005 (8:36 pm)
It won't be so bad actually; But besides art assets the starter.fps perhaps should have an example of each feature from TGE, such as triggers, audio, 2 weapons, inventory (on display - hud - as well) and so on; i am almost done with most of this part and i'll move into atmosphere for this demo/kit - ambient sounds, ambient animations (sails moving in the wind slightly, water hitting the body of the boat and such);

Oh, not to mention that ive some orkbuggy's ideas but the starter.fps should include mounting a player to a vehicle for that; i'll see what i can do about this one, cause i'd love it :)

The point is TGE can absolutelly be reliable for any decent game, be it multiplayer deathmatch, race game, adventure, you name it.
#22
12/02/2005 (10:06 pm)
It looks like your doing your houses as DTS instead of BSP...?
any reason why?
Whats this do to your frame rate vs. doing them in BSP?
#23
12/02/2005 (10:15 pm)
:)

The interiors without gameplay relevance (can't get in) are made DTS. Intricate interiors are BSP (separate chapter in this KIT); Other than that, I can use AS MANY COLLISION MESHES I want on a DTS file. Wait for the release and a full tutorial about this (and a few more);

In 1600x1200 i never drop under 70-60 fps; Bare in mind at this moment none of my DTS files have LODs; Iwill get to that when Orkvale prototyping and modeling (texturing, sounds, animation) is done;

edit: all textures (but on terrain) are 512x512;
#24
12/02/2005 (11:32 pm)
This is a great work, feel free to post more screenshors :)
#25
12/03/2005 (2:34 am)
Terrific work! This should be really helpful for learning mapping basics. And it just looks fantastic!
#26
12/03/2005 (3:02 pm)
It never ends; I was about to quickly resume the Port area of the level and it turned out to be more extended than I thought; Such zone may require more dependencies than a simple settlement (burows on land); so i had to do more stuff on all sorts of pillars, docks, buckets, fish containers, road to a warehouse, a warehouse (for storing the fish, i am currently working on it), large trunks to define the strongholds' defences, large rocks used as roads, edged by trunks asides and so on and so forth. But I enjoy doing it :)

i35.photobucket.com/albums/d184/floatingapparatus/0e8bb762.jpg
i35.photobucket.com/albums/d184/floatingapparatus/2.jpg
i35.photobucket.com/albums/d184/floatingapparatus/3.jpg
and finally, the ork fishing boat, a bit updated;

i35.photobucket.com/albums/d184/floatingapparatus/boat100.png
#27
12/03/2005 (3:42 pm)
I really enjoy how that looks :)
#28
12/03/2005 (7:06 pm)
Very nice...very nice indeEd :]
#29
12/03/2005 (8:01 pm)
Man, this is nice stuff.
I agree, this should work as the new starter.fps demo :)
excellent art, demoing all the different aspects of stuff....love it :)
excellent work.(any way we can get some larger screenies?)
#30
12/03/2005 (8:11 pm)
I am redoing some of my homeworks, working on foliage textures and the warehouse / watch towers; if one knows a better upload website for images, please tell me:)

I currently use photobucketcom
#31
12/04/2005 (8:42 am)
Great work! The eerie lighting really sets everything up nicely.
#32
12/04/2005 (1:32 pm)
Quik preview, same old stuff, but enhanced vissually with some trees, flowers, foliage:

i35.photobucket.com/albums/d184/floatingapparatus/qwe1.jpg
i35.photobucket.com/albums/d184/floatingapparatus/qwe.jpg
i35.photobucket.com/albums/d184/floatingapparatus/qwe4.jpg
i35.photobucket.com/albums/d184/floatingapparatus/qwe5.jpg
I also added the watch towers and pretty soon we'll get a car to our ork (read: orkbuggy) :)

not sure anyone noticed, all the buildings are alike, but in size; those are temporary placements for the actual buildings
Regards,
#33
12/04/2005 (2:08 pm)
Woah nice stuff.....
#34
12/05/2005 (11:42 am)
Looks lovely :)
#35
12/05/2005 (9:35 pm)
I knew Torque has hidden treasures..and I keep finding one at a time :)

Here's my new Orkvale environment - anyone can achieve it with the default sky's settings:

i35.photobucket.com/albums/d184/floatingapparatus/screenshot_009-00004.png
i35.photobucket.com/albums/d184/floatingapparatus/screenshot_009-00002.png
i simply love it
#36
12/05/2005 (11:34 pm)
This is very exciting stuph...
#37
12/05/2005 (11:41 pm)
That crossbow is Sweet!!
#38
12/05/2005 (11:43 pm)
Default weapon.

:)
#39
12/05/2005 (11:48 pm)
Fluffy needs an Axe...
#40
12/05/2005 (11:50 pm)
An axe is on the way, as a secondary (melee) weapon :)