Archive for August, 2009

Progress Report 8-30-09

Posted by Alexander Smith on August 30th, 2009

Hello folks! I’m knee deep in college, but I have some cool pics of the latest weapon in Infested.

The……

Alien Weapon!

Okay, to be perfectly honest, my intention was to finish the Enforcer, and post some screenshots of that. But I’m kind of behind on my schedule, and I have AI to test, so that didn’t really work out. I hope these pics temporarily satisfy your thirst.

Oh, and the internet connection problem is kinda sorta fixed. My brand new router is giving me pains. And I’m having to deal with this worthless ZyXEL modem/router. Sometimes I hate technology (haha).

See you next week.

Progress Report 8-24-09

Posted by Alexander Smith on August 24th, 2009

:(

No update today folks. My DSL connection has been very spotty the past few days, and I spent a lot of Sunday trying to fix it, rather than work on Infested. I apologize for the lack of an update. Hopefully my connection will remain steady from now on, so I’ll be able to post my stuff. I’m trying to catch up on lost work now, and I’ll try and get a good update out next week.

Progress Report 8-16-09

Posted by Alexander Smith on August 16th, 2009

Hello folks! Tonight I bring you some awesome new screenshots of two brand-spankin’ new Survival maps, plus, a screenshot and a an explanation of how I make my lightmaps (for those who use dim3).

First the Survival maps. The monsters here are still pretty WIP as far as textures and animations are concerned, but many of the effects and projectiles are final.

Survival Map #1:

Survival Map #2:

Marathon: Infested Lightmapping process:

First of all, if you’re doing this in Blender, the settings for AO is on the right. These settings bring excellent results on most maps. Yes, shadow baking is important of course, but AO is what really brings out the edges and detail in your map. This is what I do to make a lightmap-

  1. Import final UV mapped version of the map into another Blender file, usually MAPNAME_lightmap.
  2. Duplicate that UV mapped mesh (UV mapped for tiling textures btw, not the lightmap).
  3. Take the duplicate, go to Edit Mode, select the whole thing, and do “Mark Seam” on it. EVERY seam should be cut, otherwise you get nasty UV problems, and loads of work ahead of you.
  4. Right-Click, Unwrap, “Smart Projection”. Default settings are fine, except change the distance between islands to .150, or .100.
  5. Go to Ambient Occlusion settings, and change them to what the screenshot above shows. However, you should use 6 Samples instead of 32 samples for testing the AO, only use 32 for the final bake. It takes a while.
  6. After baking, save a 2048×2048 (or higher) res PNG file of your lightmap.
  7. After this, I just use dim3 lights, no real ray-traced type shadows, except what the AO does. However, if you want shadows, simply duplicate your model, add lights, and do Bake>>Shadows. Add this to your AO layer is PS or similar program.

Now, to give you an idea of what’s really left to do, here are my outstanding to-dos/bugs.

  • AI is working great, but still needs plenty of tweaking, and better node setup.
  • Slightly modified arm model, and rig is needed for all weapons.
  • Finish Survival maps (I’m going about 1 per 1.5 days now!).
  • Finish up animations for all weapons and monsters.
  • Multiplayer stuff like game-modes and such.
  • Various weapon and monster bugs need to be fixed.
  • Complete re-do of all main/loading/prefs/mp screens. Not in-game.
  • HUD work to be done.

Good night, and thanks for reading.

-Alexander

Progress Report 8-9-09

Posted by Alexander Smith on August 9th, 2009

Hello everyone. :)

Boy am I excited today. A very great guy on the dim3 forum, who goes by the name “ccccc” or “c^5″, answered me request for a basic AI script. He made a really good one in about 2 days. The script is very thorough, and easy to use. It still needs work, but it functions amazingly well already. Once I get the AI solid, and the Survival maps finished, and polish things a bit, I will see about doing a trailer of some kind

Btw, I wanted to tell you people, my college classes start on the August 21, but I will be back home at about 1400, which means I have LOTS of time to work on Infested. I don’t do that much work in the morning anyway. So don’t worry, development won’t slow.

See you next time!

Progress Report 8-3-09

Posted by Alexander Smith on August 3rd, 2009

Howdy folks. Welcome to the month of August! This month is special for many reasons. 1st, I start college this month, and I am very happy about that. 2nd, this is the month of lightmaps. I have finished every lightmap required for the 10 MP maps in Infested. They look great, and I’ve figured out a great new way of lightmapping inside areas. With those lightmaps out of the way, I can make the 5 Survival maps, and then get back to work on other stuff. Right now, my biggest problems are AI (not too hard, but it takes a while) animation, and misc. bugs. Besides that, things are going smoothly. I’m sorry I couldn’t show some pics of lightmaps, but Brian hasn’t released the latest version of the dim3 beta, which contains some fixes I need, as well as some important shaders.

I’ll see you next week.