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Moodydata

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Everything posted by Moodydata

  1. AC1 , since then played and own all of em , every itteration , not missed one single one.
  2. depends what people want really , if anyone has any suggestions I can take em and encorperate them into the build before I start doing the 3d work that way it will be easier.
  3. Gonna get to work soon on the Hanger/garage properly , just wanted to know what you guys think of trying to mix and match between the styles of the LR Garage and the Chrome Hounds hanger? http://img213.imageshack.us/img213/9945/breeztu1.jpg http://img39.imageshack.us/img39/5893/1144364124.jpg
  4. Major props for recommending this place Terminator , its great for feedback , which is just what I need. As for the ammount of parts and specs , I hope to include all the ones I listed on another forum , I think totally so far I have like 26 or something in high detail , and I still need to to ... 1 or 2 more heads 2 more cores 3-4 more sets of legs and then i think i am done with the demo content , then i can work on getting the low poly stuff done , via experimentation with normal maps , then its pure code all the way baby lol
  5. Not at the moment , I estimate that it may NOT be in the GBs
  6. Hey everyone , Thanks for the replys, its great to see feedback. I just wanted to address some concerns and answer some questions, that way things will be more clear for everyone . Everything at the moment is a test base , I am merely experimenting to see what works the best and what does not , for instance I just learned normal mapping which is why the models are so detailed and yet can still keep that detail ingame. As for making a game , it is indeed a very difficult feat, but I do have prior modding experiance myself from other games that comes in handy, and I have yet to ask for help with the code from Unreals forums, as I am going to actually look into the coding abit more , there are obvious little bits that can be tweaked to get the desired effect i want already , but for other things i am going to have to go abit further with the coding. As for the controls, they are just a place holder version really lol. I am working to get a small test ver of the Last Raven Garage ingame just to see how the normal maps work , and if they work how I want then everythings gonna be sweet .
  7. Hey all, Think I had better introduce myself and this project. I am Dave I go commonly by the name Moodydata online, Im a graduate from Uni, my field was video games design. Now seeing as I can hardly find any jobs going anywhere, I work on various 3d game projects and just recently I started up one, based on an old model i made a while back, anyways I have been adding to it constantly, and making new parts from what reference I can gather so I figured I would find an AC community to give me feed back and well .... here I am. This is some of the progress so far. Limit Release Design Doc One Sentence Description Armored Core, old style with high detail Short Summary The demo I want to create will basically handle like the old series of Armored Core games 1-Last Raven, but will be more detailed and built from the ground up on a more up todate game engine than what the original producers used. Target Audience Armored Core fans,Mecha fans and generally anyone thats interested in giant robots blowing stuff up. Platform Windows Unique Selling Points - High Detail - Customizability - Free - Multiplayer - Co-op Game Mechanics Controls - Mouse to look around , left mouse is primary fire , right is alt fire , scroll wheel scrolled is sniper zoom. - Tab is scroll through weapons. - A,W,S,D are normal move functions for moving fowards , backwards and strafing, jump is spacebar , boost is double spacebar(in mid air), crouch is C, floor boosting is spacebar and fowards when on floor. - F is Melee , used for lazer blades. - E is use , mainly for opening doors and activating things. - Q is Extension , used on extension parts if any are equipped. - V is Night Vision/Flash light depending on the mission - M is Map view, showing the entire map. Score System After each mission , your score is based on how many enemys you killed , how much damage you took , and how much ammo you spent afterwards its all totalled up and your given your score based on the average of all the various factors above. Win and Lose conditions During each mission or multiplayer match , you can win and loose in a number of ways , you Win if you .. - Complete the mission - Destroy the enemy unit (multiplayer) To loose you ... - Go out of the designated area of operations - Get Destroyed by loosing all your Health Visual Style The visual style is reminicent of the old armored core, just with higher detail on an upgraded engine. Assets Needed High Detail Meshes AC Related : 2 Extra Choices of Head : 1 Extra set of light arms : 4 Extra sets of legs 1 of each type (light,Heavy,Quad,Reverse Joint) : 2 Extra core choices 1 light 1 heavy : 2 Extra choice of booster 1 light 1 heavy : 2 Extra Extension Parts 1 shield , 1 mobility : 3 Energy weapons , Karasawa , Lazer Rifle , and Pulse gun : 1 Flame Thrower : 1 Sniper Rifle : 4 Extra smaller weapons , 2 blades 2 shields MT Related : 1 Walker type MT : 1 Crawler type MT : 2 Flying type MT Other Assets : 3 types of turret , 1 long range , 1 SAM , 1 short range (All assets need to be high detailed then reduced via normal mapping methods to low poly) Audio Style I plan on borrowing Audio from the older Armored Core games to complete the Audio Section , that includes music , voice overs and SFX. Dev Work http://img25.imageshack.us/img25/8803/ac1lb.jpg http://img15.imageshack.us/img15/7708/ac2d.jpg http://img40.imageshack.us/img40/6056/lulwut.jpg http://img229.imageshack.us/img229/5356/karasawa.jpg http://img710.imageshack.us/img710/7160/machinegunarms.jpg http://img9.imageshack.us/img9/6152/lazerrifle3.jpg http://img233.imageshack.us/img233/8233/hangerf.jpg Project Details What I aim to do is create a short 2 level demo for the game featuring some random parts that can be put together to form various varitys of ACs, similar to AC1s demo on the original Playstation , all hopefully made in Unreal Development Kit, the high detailed stuff you see at the moment is going to be normal mapped onto lower detailed meshes to keep the detail but provide smoother frame rates. I would like to note that you DO NOT actually need UT3 for this modification , even though its under the UT3 section in moddb, its actually being made on Unreal Development Kit , which is a free standalone version and thus meaning you dont need to purchase anything. All that is required as a computer with the right specs to run the final version, and then the download will be placed online for the installer, thats the beauty of doing this project in UDK its all free and great technology wise. The whole aim of the project is to push my own limits of what I can do in 3d anyway,but also to get all those old style AC`s everyones already seen in a more up todate engine with higher resolution textures, and more upclose detail so that people can enjoy them more.The textures themselfs will be done eventually the plan is to do the low detail meshes after all the high detail ones you see now are done, then bake the detail onto the lower detail meshes so that it runs alot smoother frame rate wise. Its a smart trick and if I get it right will bring out all the detail in those old style ACs. As for the Vanguard Unit , that was a last min thing, I have been playing AC4A for ages now , and uptil this point had never thought of it, until I decided lets give modeling one ago.I completed it in high detail and then decided I could use it instead of the carriers you see in the normal AC games, as I didnt have any good reference of those unfortunately, so I thought it would be a good way of bridging the gap between Sega and Ubisofts versions and Software and Agetechs versions. As for implementing Cannons, I could possibly do it the same way that one of the vehicles does in Unreal 3, its a siege tank style unit which has to deploy to fire, I would just need to see if I could get it working for bipeds (<- Fancy talk for characters), As I am not doing any coding or scripting in Unreal as of the moment, just purely working on the models and concepts so when I finally get round to it we`ll see what can be done. The basic controls where partly borrowed from Halo for the PC as I used to play it alot anyway, so I thought about what was most comfortable from that game , and easy to get to when key binded and then went from there when thinking about all the things an AC has to do ingame. I have been trying to learn how to use normal maps, since after I left university cause they didnt teach it there for some stupid reason. But today I finally made a break through.. http://img64.imageshack.us/img64/8044/wowqk.jpg This is a very low detailed version of the Karasawa, the trick to it is that for those who dont know , Normal maps take all the detail off my high poly stuff and put it onto the low poly stuff to make the frame rate more stable and smooth, the only problem so far is that i am rendering these at 2048-2048 and ingame they are not coming out that size due to compression so I am trying to find a way around that at the moment , because I am sure it will make it tons better looking ingame. As for more updates , I have the entire normal map pipe line on the blog , and for those who dont want to visit there , I made a video on youtube , so take your pick. http://limitrelease.blogspot.com/ http://www.youtube.c...h?v=MiLcBS955mM -Dave
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