51

Re: Level props and other gimmicks

David184 wrote:
Andrew75 wrote:

Thanks to a little of bit of Xaklse's programming knowledge we now have fan physics that function much better than what we had before !

**Picutres**

Those fans are great! also another question about the water. will water continue infinitely into the background? so it will look like that water is not a big chunk of water. since far away i can see that the water ends there.


I'm not sure what I'll be doing with the water and background right now to be honest. I have a few things that I'd like to try with it to see what looks good and is not super high poly.

AXSX Lead

52

Re: Level props and other gimmicks

AXSX Water 1440P ( With Youtube's Crap 30 FPS)
Youtube's Missing frames of animation really makes the water scrolling effect nearly vanish, so I had to slow it down when recording this video, the shimmering pixel effect still looks very broken here)


The AXSX Video Scene has been dry for awhile now , so I thought you guys may like to check out some of our water development progress! I feel its a good start but still needs some work. In the future we can all look back and compare this to the final version of water.
[youtube]http://youtu.be/bMU422jUh3U[/youtube]

AXSX Lead

53

Re: Level props and other gimmicks

And now for a screen with Sonic running!
"please enjoy"
http://I.imgur.com/00ytWRF.png

AXSX Lead

54

Re: Level props and other gimmicks

I thought Youtube allowed 60fps videos now (at least for 720p and 1080p).
Though it looks like the water kind of looks like sky--is it easier to see in-game as being water?

55

Re: Level props and other gimmicks

Still working hard on AXSX assets!
Currently sitting at 23960 Modular block shapes, each with 2 UV sets. 1 UV for textures and the other for light maps if we so chose to use them. ( a kind of futureproofing so blocks can be used in other future sonic projects )
http://I.imgur.com/Is34lAw.png

And as you can see various loop types can be produced. This block set here is Loop block set B, UV_Variation_2(Bv2) out of A,B,C, and D which allow 4 different loop types. ( each loop Group has 2 UV variations for the Visual UV texture. ( so that's 8 sets of blocks for loop flexability) with Av2 Bv2 Cv2 and Dv2.
and keep in mind many shapes can be produced with each block set. (Loop block sets are there for maximum creative flexibility without having to go back into a modeling package)
http://I.imgur.com/eldNdWU.png

This screen shows a random modular Loop block cluster which allow for quick copy pasting into levels, The level layout artist can than delete blocks off the main shape to create a normal looking loops or swap sections of the loop out, for example: the bottoms and top clusters can be swapped to create a loop orientated to accommodate an upside down rotated, or side ways rotated play area for a level. ( arrows show UV map direction)
http://I.imgur.com/SMJnbEI.png

And these next 2 images shows a upside down Loop made by moving blocks starting with the above pictured loop. ( also fisheye applied here with 2 custom textures)
http://I.imgur.com/JfAHurx.png
http://I.imgur.com/hsdB5mL.png

And for this next image, I applied an aditional random animated texture that I made ( making 2 count of textures for some blocks)
Anyways ... this means blocks can allow individual textures( shaders) for each face up to 6 different textures(shaders) per block.
http://I.imgur.com/2ErcgI9.gif

I'm now at the point where I don't think we need any new core block shapes. I can start to make clusters out of the base block shapes to make assets like slopes and other level geometry.
Holy bat shit folks, that means the real fun stuff begins now ! ( level layouts)

AXSX Lead

56

Re: Level props and other gimmicks

Cool, thx for the update.

57

Re: Level props and other gimmicks

Recap again!

Every block for AXSX had to be prepared in a specific manor, each having 2 UV sets, 1 for visual texture and the second UV set for UDK's light mapping functions.  I don't know if we'll use light mapping for AXSX, The plan is to reuse the blocks for other Sonic projects in the future which may use the lightmaps.( a sort of future proofing)
Also each block has its own material ID per face.(meaning each face can get a new texture assigned per ID up to 6 ids to a block)
All the slope angles are all pre set so that we wouldn't need to fuddle around with re-producing slope face angles each time one is needed.

Using the completed blocks we can build quick level cluster templates to form loops, hills, walls, similar to what had been done with the genesis games using tiles. We can than re-use the cluster templates to form level layouts by cloning them. But unlike the Genesis games, a cluster's textures can be re-assigned on the fly.

Here is a blank loop cluster formed from my Loop, slope, and standard cube sets.
The default cube texture is an alignment texture which was used during the UV mapping procedure when the blocks were being made.
http://i.imgur.com/h4H36by.png


Pictured below are some base wall clusters which were tossed together.
The secret room behind bars was quickly produced by moving some of the blocks back deeper ( for the back wall) and than cloning others from within the same block cluster to form the side walls, floor, and ceiling of said secret room.
Texture materials were tossed on randomly to give a general look and feel of possible level aesthetics.
http://i.imgur.com/GQaw4jj.png

Micro cluster template to make larger clusters.
http://i.imgur.com/8HIVDfc.png

AXSX Lead

58

Re: Level props and other gimmicks

wow. nice work andrew. if you want cirtan unobtainable texturers remade. i can recreate em if you want tongue

its nice to see how our favorite games evolved from conception to reality

59

Re: Level props and other gimmicks

I'm fine with textures for now. thanks though !

AXSX Lead

60

Re: Level props and other gimmicks

This Project is Still Alive? I'm so Thankful and Impressed.  smile

61

Re: Level props and other gimmicks

yeah. we all thought it died a bit. im guessing you got some free time andrew XD

its nice to see how our favorite games evolved from conception to reality

62

Re: Level props and other gimmicks

Yeah free time for AXSX , I was working with Xeniczone on the website briefly, but switched gears to work on the game, sorry Xeniczone man !

AXSX Lead

63 (edited by darkspire17 2016-02-24 23:40:34)

Re: Level props and other gimmicks

nice to see ya online. without you this place would be dead.
also any progress on CD remix? im also wondering if your using cd's misic or remixes? cus id be into producing some new tracks for it tongue

its nice to see how our favorite games evolved from conception to reality

64

Re: Level props and other gimmicks

darkspire17 wrote:

nice to see ya online. without you this place would be dead.
also any progress on CD remix? im also wondering if your using cd's misic or remixes? cus id be into producing some new tracks for it tongue

CD remix is on hold indefinitely till x-treme gets far enough to where I'm happy with it

AXSX Lead

65

Re: Level props and other gimmicks

Andrew75 wrote:
darkspire17 wrote:

nice to see ya online. without you this place would be dead.
also any progress on CD remix? im also wondering if your using cd's misic or remixes? cus id be into producing some new tracks for it tongue

CD remix is on hold indefinitely till x-treme gets far enough to where I'm happy with it

ok. but i dont know why but i have been remixing tracks from cd recently XD

its nice to see how our favorite games evolved from conception to reality

66

Re: Level props and other gimmicks

I completely forgot to answer the other part of your question darkspire17! it was like 4 AM , and had just finished up a new 700 something cube set for AXSX.
For CD Remix I would probably use the original game's soundtrack both JP and US, but hoped to get some new tracks made as a 3ed soundtrack, or use music that I liked. A fourth option would be to have something set up so that people could load their own music somehow.

AXSX Lead

67

Re: Level props and other gimmicks

Andrew75 wrote:

I completely forgot to answer the other part of your question darkspire17! it was like 4 AM , and had just finished up a new 700 something cube set for AXSX.
For CD Remix I would probably use the original game's soundtrack both JP and US, but hoped to get some new tracks made as a 3ed soundtrack, or use music that I liked. A fourth option would be to have something set up so that people could load their own music somehow.

use the tracks from SONIC BOOM (cd remix album from 93) some of thoes tracks are amazing especialy little plannet

its nice to see how our favorite games evolved from conception to reality

68

Re: Level props and other gimmicks

Good idea!

AXSX Lead

69

Re: Level props and other gimmicks

the only tracks you would have to redo is the past tracks (wich i could easily do)
if you want me to send variousfiles from the remix ablum i sure can tongue

its nice to see how our favorite games evolved from conception to reality

70

Re: Level props and other gimmicks

Things are shaping up !
http://i.imgur.com/EX17613.png
http://i.imgur.com/NLba7p4.png

And presenting! My Discord friend, Meinukey's Screenshot Mods Volume 1
http://i.imgur.com/FDu2qOZ.png
http://i.imgur.com/Ha0OQh8.png

AXSX Lead

71

Re: Level props and other gimmicks

Andrew75 wrote:

Things are shaping up !
http://i.imgur.com/EX17613.png
http://i.imgur.com/NLba7p4.png

And presenting! My Discord friend, Meinukey's Screenshot Mods Volume 1
http://i.imgur.com/FDu2qOZ.png
http://i.imgur.com/Ha0OQh8.png

"hot"

- My Discord friend SeanPai

toG E T H E R
insert lyrics here

72

Re: Level props and other gimmicks

dude cool

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