Portalized - Back and Better Than Ever - Scalable Movable Portals
885 replies, posted
Null, I don't know if you tested my player model already, did you? I plan to actually make it again from scratch, because I opened it now and it's completely unable to animate... I completely fucked the topology of it's mesh up... Oh, and I can make other models too, just tell me what you need.
I noticed that the soft shadows are made of little squares, and it doesn't look good... is it a bug? Or just your graphics card? Are you going to fix it?
[QUOTE=GrandeVinale]
I noticed that the soft shadows are made of little squares, and it doesn't look good... is it a bug? Or just your graphics card? Are you going to fix it?[/QUOTE]
Dev. build used brute-force box-filter PCF. Version 0.4 (current: 0.41) of the engine uses a different technique.
@ everyone: Yeah, I'm dying for some game[b]play[/b] myself... So, yeah, I'll probably end up releasing something not entirely finished, but playable, since I want to actually "play" stuff myself.
Damn, this looks way too epic! You really need to get the good public release out fast once you've fixed bugs and added working features. If anything, I suggest that you add a level selection screen. Maybe even make a main menu. The main menu should be all you need to add from now excluding story. And maybe if it gets popular enough, you could take donations and use that to host a multiplayer server. Though that might kill off computers due to LAG.
Anyways, great project so far! Can't wait to see it finish!
[QUOTE=ijyt V4]I have one word for you sir:
Holy crap.[/QUOTE]
That's too words :raise:
I think I would have 'gasmed watching that vid had you not raped that song for all it was worth before leaving it to die in a pool of your semen.
Wow nullsquared, just wow. :)
Awesome.
So, what Scene Manager are you using/modifying/whatever?
This is going to be HUGE when it's released. If you're not on the map now, you will be. All the best.
Haha.. I remember this thread. I was one of the first to show up in it :P.
Stumbled on this thread purely trying to find a new game to play, I'm bored out of my skull..
(Might've been on my account "RubberDuckeh", I'm not sure.)
need someone to voice-act for the singleplayer campaign? :P free tutorial voiceover as well!
a value of free for the price of free!
buy today!
(i don't have paypal so internet shit = no pay)
WOW light rendering through portals! AWESOME!
Null, what collision detection method does your physics engine use? (priori/posteriori)
Also, is there any chance to implement constraints like in GMod? I mean ballsocket, weld, ropes, things like that... so, any chance?
Any progress?
[QUOTE=nullsquared]Screenshots, eh?
Ok, to regain all of your trust in waiting for the goods:
[img]http://img402.imageshack.us/img402/8914/ptpshadowing0pd7.jpg[/img]
What does the above look like to you?
:D[/QUOTE]
Sex converted into code?
In my opinion the shadows are too sharp. Especially the player model.
I can't type the " in the console. Nothing happens when I press that key :( Why?
use [[ and ]]
Any more progress, Null?
[img]http://img160.imageshack.us/img160/4818/ssao3ap4.jpg[/img]
I'm not going to post any progress. All I can say is that in my new team of 2 (Svenstaro and I), Portalized is no longer just a technical portal show off, but a complete game with a story, game play, and everything. We setup up a gigantic wiki and forums (private), with private beta testers and everything. Planning on making this great, wait until we release.
(yes, that would be a robust implementation of SSAO)
Pretty cool to watch this evolve, I hope this turns out well!
[QUOTE=Caboose866]Pretty cool to watch this evolve, I hope this turns out well![/QUOTE]
We're actually aiming for commercial quality. We'll have to see what happens, though, commercial quality games have lots of heavily-experienced man power, while here it's just two teenagers.
[QUOTE=nullsquared]We're actually aiming for commercial quality. We'll have to see what happens, though, commercial quality games have lots of heavily-experienced man power, while here it's just two teenagers.[/QUOTE]
Far more innovative things come from the minds of the young than that of the minds of corporate driven individuals who care not to stray from the norm.
[/deepthoughtfulposting]
Null, is that image you just posted... ambient occlusion? Oh god, I think Portal just got owned... again. PLEASE post some more of it, I love AO and yours looks awesome. Can you explain how does it work in realtime? I know more or less how it is rendered in Blender and other 3d apps, but I don't think you're tracing every single photon to see where does it land?
I think shader based AO uses depth maps or something. Blender has a quick AO method wich is pretty much the same.
I just get a black screen with the console :(
PentD 2.7GHz
8800 GT
2gb Ram
EDIT
sorry.
[quote]4) run release/disorder.exe
5) in the console, type in dofile(dd.."test_lua.lua") and press enter[/quote]
[QUOTE=GrandeVinale]Null, is that image you just posted... ambient occlusion? Oh god, I think Portal just got owned... again. PLEASE post some more of it, I love AO and yours looks awesome. Can you explain how does it work in realtime? I know more or less how it is rendered in Blender and other 3d apps, but I don't think you're tracing every single photon to see where does it land?[/QUOTE]
[img]http://img502.imageshack.us/img502/5480/ssao1pp7.jpg[/img]
(notice how you can see the features of the Ogre3D head with just plain old ambient lighting, which normally produces flat, ugly results)
I'm doing what Crysis is basically doing, screen-space ambient occlusion in real time (SSAO). Lots of articles and what-not about, check out Google. Except I've hacked together my own version that doesn't quite follow the rules, since otherwise you get really ugly ghosting around the objects, or objects start to self occlude themselves (even flat walls).
You also get high-quality soft shadows for all of the scene lighting (and it dynamically "leaks" through portals and shadows in a rectangle due to the walls, just as if the portals were simply doors of adjacent space) - there is no pre-calculations going on like light mapping or anything.
Too bad this is only in the high spec rendering mode. High spec requires just about some 7950GT's in SLI to run at interactive frame rates, with the 8800 monsters running it at completely playable frame rates. Still, there are optimizations to be made, so nothing is set in stone.
That's why there is also the medium spec mode with per pixel lighting and other goodies like normal mapping. No SSAO on medium mode, though - high spec mode uses a completely difference rendering pipeline from medium mode, and SSAO has lots of available data to it in the high-spec rendering pipe line that it does *not* have in the medium-spec.
There's also a minimum mode. Minimum-spec rendering will work on just about an FX5200, and the Radeon 8000 series (but I warn you, it's ugly!)
[b]Edit:[/b] Note that I'm only stating technical aspects to the engine here - I'm not going to tell you any of the gameplay or story, you'll have to wait an see (it's actually getting quite big, with a few hundred source files and about 25 000 lines of code [not including shaders/scripts], which to a big project like nothing, but to me it sounds inspirational).
[QUOTE=Eklypse77]I just get a black screen with the console :(
PentD 2.7GHz
8800 GT
2gb Ram
EDIT
sorry.[/QUOTE]
Run the ugly dev. build if you want to, but don't ask me about it. I said I do not provide support for it (or want to hear about it), purely due to how old and ... plain stupid it is.
Hmmmmm, eye sex is good.
Who or what can I kill to become a beta tester?
[QUOTE=DieHardDeus]Who or what can I kill to become a beta tester?[/QUOTE]
No one and or nothing. We privately select beta testers based on quality of bug reporting (we have a whole "bug report drill" on the forums), and feasibility of "access" - meaning, if I have to wait a week for you to add some simplistic details to a
[code]"lol crash wtf?"[/code] bug report, you're not fit for the job. We currently have ourselves as beta testers (obviously), and Svenstaro's brother. (he has an SLI 7950GT machine, and that runs Portalized on all high!) We will add more beta testers as we grow to need them, as right now we are mostly ironing out the story, design, and game play. Also, keeping the "team" (beta testers included) as small as possible is always easiest on the management.
Hm. So, I guess the only incentive I have for you guys to wait for the release, is that we are definitely planning to release _BEFORE_ Portal 2.
[b]Edit:[/b]
Also, here's some more eye candy of a model (Athene) that comes with the Ogre examples:
[img]http://img297.imageshack.us/img297/3430/athenessaotz8.jpg[/img]
(ignore the background, placeholders)
Hey null, have you already forgotten about me? :v:
[QUOTE=Jaanus]Hey null, have you already forgotten about me? :v:[/QUOTE]
No offense, but things didn't work out.
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