Author Topic: 1 month push for Outpost 3D  (Read 1295 times)

Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #25 on: September 18, 2017, 12:19:08 PM »
Day 4:

Fixed an issue with remote mining



1,2, and 3 bar common beacons and metal icons that replace minerals and vespane.
Mining beacons can now be surveyed and are given a Yield(1,2,3) and Variant(1,2,3) value

Mines with bars


Mining is finalized for now, it will need perfection in the future, but most likely will wait until better assets are available, the Previs assets aren't worth finessing



Tubes | _ and + are in, the logic behind making them attach isn't perfect, again this would be redone with better assets and with a set of tubes that include corners and T's
« Last Edit: September 18, 2017, 10:29:39 PM by Zhall »
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #26 on: September 19, 2017, 10:57:35 PM »
Day 5:

The first week is almost over and I'm pretty much on schedule
Today was slow because of some snafu's but the end of the day went well

I got the common ore smelter remade, made the command center from scratch and textured the tokamak, agridome, structure factory, and vehicle factory.

Also got the status indicators to appear, although they have no impact on the function of the buildings yet.



Oh and lucky me, I have a 1 bar in my base!

Although the common ore smelter is "idle" it still works.
« Last Edit: September 20, 2017, 11:08:17 AM by Zhall »
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Offline lordpalandus

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Re: 1 month push for Outpost 3D
« Reply #27 on: September 20, 2017, 10:21:55 AM »
Visually looks impressive.

Are all these your models? Because if so, that's a lot of visual detail to pack into a model in a days work!
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #28 on: September 20, 2017, 11:03:43 AM »
Most of them are Fenrisul's model from 2006.

I just happened to have them laying around still.

They are really helping speed things along.

Day 6:

Had some time this morning so I put a nursery together



University, with the U of E emblem


Lasers everywhere!


Got a rivalry going on!






And that concludes week 1!
I'll be taking a break tomorrow to work on something else, then it's back at it on Friday.




« Last Edit: September 21, 2017, 12:17:20 AM by Zhall »
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #29 on: September 25, 2017, 08:45:55 AM »
Day 11:

Imported 3 custom tile textures
Made a crude pie chart map



The project has been restructured to allow for testing at the end of this week.

Redid Kit handling, still not complete.
Added the new units to be able to be built.
Created a building ID system to track status, kits, etc.
« Last Edit: September 25, 2017, 10:01:01 PM by Zhall »
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #30 on: September 26, 2017, 10:37:02 AM »
Day 12:

Mining finally decided to work 99% of the time, so I went ahead and tried out building bases, as we all know that Dynamix one they give you is trash.





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Offline leeor_net

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Re: 1 month push for Outpost 3D
« Reply #31 on: September 26, 2017, 03:39:46 PM »
Have to say it, I'm finding this impressive. Keep up the good work!

I do have to ask though -- it seems like you have shaders completely turned off -- is this the case? Looks kinda bland without them... though I suppose gameplay is more important than shiny visuals. :)
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Offline lordpalandus

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Re: 1 month push for Outpost 3D
« Reply #32 on: September 26, 2017, 04:04:03 PM »
Its also possible that the models lack shadow maps; without shadow maps, shadows cannot be cast.
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Offline leeor_net

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Re: 1 month push for Outpost 3D
« Reply #33 on: September 26, 2017, 04:52:36 PM »
... That's not how that works. Quake 2 models and map geometry don't have 'shadow maps' and yet I have them casting shadows just fine: https://snag.gy/92d4J7.jpg (note edges of doorway and lamp)
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #34 on: September 26, 2017, 09:18:28 PM »
The models only have a diffuse map applied,  and im probably missing something when it comes to casting shadows.
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Offline lordpalandus

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Re: 1 month push for Outpost 3D
« Reply #35 on: September 26, 2017, 09:34:41 PM »
It depends entirely on the game actually leeor, and the rendering system used. In Skyrim, if you delete the shadow maps, you no longer can cast shadows. Quake 2 uses OpenGL, so it likely has a different system setup to control that. Some game engines, like UE4 for example, needs shadow UV maps otherwise it cannot build the lighting; might be different for objects that create dynamic lighting and thus dynamic shadows, but for fixed objects, you need shadow maps otherwise no shadows are built during lighting builds. 
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #36 on: September 27, 2017, 12:07:29 AM »


There are shadows being generated, just not onto the terrain for some reason.

I'll ask around as for why this is.
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #37 on: September 27, 2017, 12:11:11 AM »
Day 13:

When you make a vehicle it goes "Vehicle Ready" :D
Structure Factory Dialogs only add kit images if the matching SF is selected.
Convecs are detected if already docked.
« Last Edit: September 27, 2017, 01:02:39 AM by Zhall »
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Offline leeor_net

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Re: 1 month push for Outpost 3D
« Reply #38 on: September 27, 2017, 11:54:14 AM »
It depends entirely on the game actually leeor, and the rendering system used. In Skyrim, if you delete the shadow maps, you no longer can cast shadows. Quake 2 uses OpenGL, so it likely has a different system setup to control that. Some game engines, like UE4 for example, needs shadow UV maps otherwise it cannot build the lighting; might be different for objects that create dynamic lighting and thus dynamic shadows, but for fixed objects, you need shadow maps otherwise no shadows are built during lighting builds.

Quake 2 doesn't natively do dynamic lighting. That's something I added after the fact. I think we're talking about two different things. I'm talking about dynamic lights and real-time shadows. I think you're talking about light maps. These are precomputed radiosity maps and is a technology that isn't very widely used anymore (in fact I think it's safe to say that most games don't use light maps at all anymore).

But that's enough thread derailment. :)

Anyway, point being that it looks like StarCraft 2 without any of the shaders turned on which looks pretty bland (though runs really well on older hardware)... so it's a bit of a head scratcher.

Anyway, still looking good.
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #39 on: September 27, 2017, 03:59:05 PM »

Quake 2 doesn't natively do dynamic lighting. That's something I added after the fact. I think we're talking about two different things. I'm talking about dynamic lights and real-time shadows. I think you're talking about light maps. These are precomputed radiosity maps and is a technology that isn't very widely used anymore (in fact I think it's safe to say that most games don't use light maps at all anymore).

But that's enough thread derailment. :)

Anyway, point being that it looks like StarCraft 2 without any of the shaders turned on which looks pretty bland (though runs really well on older hardware)... so it's a bit of a head scratcher.

Anyway, still looking good.


It has been confirmed that this is an issue with the texture used for the ground.



There are multiple maps available for putting on models, diffuse, specular, to name a few.

I just don't see the point when they haven't even been textured properly, or fully modelled even.

Previs assets are previs assets.
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #40 on: September 27, 2017, 09:39:12 PM »
Day 13 cont:

Kits can be unloaded and swapped for other kits in the SF
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Offline dave_erald

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Re: 1 month push for Outpost 3D
« Reply #41 on: September 27, 2017, 11:40:48 PM »
Interested to see where this goes. Good job so far. Keep going
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Offline Hooman

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Re: 1 month push for Outpost 3D
« Reply #42 on: September 28, 2017, 08:46:29 AM »
Wow, you seem to be making rapid progress on this. Nice demos too. Very focused on each aspect of development, and shows the new features well. You're taking this little push quite seriously.

lol @leeor_net: It's always about the shaders with you. That's your hammer!  :P

Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #43 on: September 28, 2017, 11:42:58 AM »
Day 14:

Load/Unload animations for convec and SF
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #44 on: September 29, 2017, 10:14:19 PM »
Day 15:

End of Week 2



« Last Edit: September 29, 2017, 11:41:26 PM by Zhall »
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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #45 on: September 30, 2017, 03:51:04 PM »
If you ever wondered what outpost 3 in space would look like, here you go.

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Offline Hooman

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Re: 1 month push for Outpost 3D
« Reply #46 on: October 01, 2017, 12:13:01 AM »
That's really shaping up nicely.

Good job on the videos. How did you put them together? I'm really curious what tools you used, and how long it took to put the video sequence together.

Nicely narrated too!  :D

Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #47 on: October 01, 2017, 12:47:08 PM »
That's really shaping up nicely.

Good job on the videos. How did you put them together? I'm really curious what tools you used, and how long it took to put the video sequence together.

Nicely narrated too!  :D

I used Xsplit to record the video, Adobe Premiere to edit everything together.

The narration could be better, background noise wasn't minimized like I usually do, but I was trying to get it out as fast as possible.

I'd say it took about an hour to put both videos together.
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Offline Highlander

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Re: 1 month push for Outpost 3D
« Reply #48 on: October 02, 2017, 03:16:38 AM »
Well done!
*Applause*

I really like the terrain for some reason :)

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Offline Zhall

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Re: 1 month push for Outpost 3D
« Reply #49 on: October 02, 2017, 01:23:33 PM »
Well done!
*Applause*

I really like the terrain for some reason :)

Maybe because it's using Outpost 2 textures? :D
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