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Zeq2lite Something to get ready for Pandora''s launch!

#16 User is offline   JayFoxRox

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Posted 17 May 2009 - 06:24 PM

Sorry, I don't like it.
I don't really like DragonBall so you can't really count my vote, but I worked with numerous cel-shaded graphic demos. Why do you need high-res textures for this? And how comes that your terrain renderer is so slow (35k are not much at all)?
And I'm missing outlines on the terrain - I just checked some dragonball videos and they clearly had more details on the ground and outlines in the distance
PS: If it really is that slow I would think about switching the engine.

This post has been edited by JayFoxRox: 17 May 2009 - 06:25 PM


#17 User is offline   MDave

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Posted 17 May 2009 - 07:54 PM

QUOTE (JayFoxRox @ May 17 2009, 07:24 PM) <{POST_SNAPBACK}>
Sorry, I don't like it.
I don't really like DragonBall so you can't really count my vote, but I worked with numerous cel-shaded graphic demos. Why do you need high-res textures for this? And how comes that your terrain renderer is so slow (35k are not much at all)?
And I'm missing outlines on the terrain - I just checked some dragonball videos and they clearly had more details on the ground and outlines in the distance
PS: If it really is that slow I would think about switching the engine.


You don't have to be a dragonball z fan to enjoy the game.

35K not a lot no, but it is when you can see the whole scene at once, like you can with that particular map. And that screenshot doesn't show even a quarter of the map. I wouldn't go judging this when you haven't seen it properly yet. This is quake 3 here, not crysis.
Why shouldn't you need high res textures? We need them so the black lines and other details stay nice and sharp on the character models when up close. Yeah outlines on the maps is possible, but it means drawing the whole map again, effectively reducing the frame rate. I'm sorry but I feel some amount of ignorance reading your post. tongue.gif

Here is a screenshot of it at a much higher resolution with 4xAA and outlines on the map. This won't be playable on the pandora with outlines tongue.gif

I should let you know that the scale of the map compared to the player is this: MASSIVE.

This post has been edited by MDave: 17 May 2009 - 07:54 PM


#18 User is offline   JayFoxRox

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Posted 17 May 2009 - 08:18 PM

Yeh, I'm ignorant and better don't take my posts too serious. But still: try to understand my point tongue.gif.

Can't you use some sort of streaming for the map? (There are whole books written on that topic after all)

I thought you were using flipped triangles for the outline - this makes perfect sense to me, but why would you need high-res textures then? There are not too many details on your character - I don't see a problem here, just draw those with an extra texture and use something like mip-mapping for it.

And for the map I wouldn't go with outlines like that neither, you are right: By far too much geometry. You can probably use a fragment shader for edge-detection. I haven't tested this on the Pandora yet, but on the PSP even the CPU can handle that in realtime.

(Also I don't see where your terrain is massive. I'm writing a game myself right now which has a huge 3D terrain - A few kilometres visible in every direction from the players location I would say - and its still fast)

#19 User is offline   fusion_power

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Posted 17 May 2009 - 08:31 PM

QUOTE (MDave @ May 17 2009, 08:02 PM) <{POST_SNAPBACK}>
Hehe, the graphics may seem not as detailed as quake 3's, but the maps are hundreds of times larger then your typical quake 3 map smile.gif The character models are also a lot more detailed, using much higher polycounts and texture sizes too. The first post in this thread, that picture was taken ingame wink.gif The map thats in that screenshot is about 35000 triangles alone tongue.gif I don't think that map will run at an acceptable frame rate at all on the pandora. So I think we will need to make some smaller, more pandora friendly maps for the pandora wink.gif

Optimizing is fun. wink.gif I don't think we need high Polycount Models onto the Pandora-Version. Maybe the engine can scale down or just using low detail settings. Maybe the Chara Outlines can be drawn per realtime hardware command and not straight into a texture...Maybe some Map Optimizing can also reduce the Polycount. Distance-fog or a good LOD system, BSP trees... I don't know.

QUOTE (MDave @ May 17 2009, 08:02 PM) <{POST_SNAPBACK}>
Yeah we plan to have bots in, although don't expect much from them initially, nothing much more then standing still (at least to test the combat and other things on them) tongue.gif

*sigh* nobody wants to code a good AI those days... sad.gif

This post has been edited by fusion_power: 17 May 2009 - 08:40 PM


#20 User is offline   cb88

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Posted 17 May 2009 - 08:33 PM

Well I imagine it would be slow if you were trying to render all the triangles in the map... but for instance in saurbraten they aren't rendered only the ones you are close enough to are fully rendered (unless you CPU can render it all then it does) my Geforce 2 is acutally slow enough I can actually notice this happening a bit in some levels with lots of textures and geometry but hey it works and isn't too noticable

Im not sure if quake3 does that though

hey you can always limit visibility

This post has been edited by cb88: 17 May 2009 - 08:34 PM


#21 User is offline   Esn

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Posted 17 May 2009 - 08:46 PM

This looks really nice.

I look forward to trying it out when I get my Pandora. In 2 months. wink.gif

#22 User is offline   Pickle

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Posted 17 May 2009 - 10:06 PM

how much was done on the render shared lib? MDave could you use the iphone renderer library combined with your client binary and game shared library?

#23 User is offline   Nilsiboy

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Posted 17 May 2009 - 10:08 PM

I reallly like the way this is looking, but most of the screenshots look like they're missing some structure to achieve that "hand-drawn" feeling (if you're going for that in the first place biggrin.gif)...

I'm not exactly sure how you achieve the Cel Shading, because there was talk about it being in the textures, but then you showed that screenshot where you apparently "enabled" Cel Shading for the surroundings...

Anyway, I think something like NPRQuake has done would be a really cool addition to this. I especially like the "brush" effect smile.gif
If it was ported to the Quake 3 engine (that's a huge if, I'm sure) and expanded to include textures and colors, I believe that effect would work reallly well with the DBZ theme. I have no clue how much CPU/GPU/DSP overhead it would add though, so maybe it's just a pipe dream.

#24 User is offline   Logokas

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Posted 17 May 2009 - 10:13 PM

1. Epic. I've been waiting for another Bid For Power project. This one looks better than the last.
2. There's a problem exactly because of that. Some may not know, but BFP was given a Cease and Desist, because the mod contained copyrighted material. Zeq2Lite has been lucky so far because there hasn't been any published material other than a few screenshots, no webpage and no videos. Keep it that way, and you'll float right under the radar until release time. But once you're there, you better make sure that you either A) Can not be located and/or sued, B ) Get super lucky and nobody from the copyright department will notice/give a crap.

Good luck.

This post has been edited by Logokas: 17 May 2009 - 10:35 PM


#25 User is offline   MDave

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Posted 18 May 2009 - 12:03 AM

QUOTE (Pickle @ May 17 2009, 11:06 PM) <{POST_SNAPBACK}>
how much was done on the render shared lib? MDave could you use the iphone renderer library combined with your client binary and game shared library?


Ah I haven't done any work yet on the renderer. To be honest, it might be easier to just work with the standard quake 3 engine you have already worked on, instead of ioquake3. There is really not a lot changed for the renderer specific to zeq2lite. Only reason we're using ioquake3 is because of the png and ogg support it has, we could convert the content back into formats quake3 understands but that kind of makes the game very large tongue.gif Perhaps it might be possible to take ioquake3's png and ogg support into standard quake3 smile.gif Then we get the best of both worlds.

I'm not much of a coder myself, only know the basics and some intermediate skills, I'm mainly an animation artist for the game tongue.gif The majority of the code done for zeq2lite was done by someone years ago, and just recently he's coming back to help with the game code smile.gif Me and my other friends have been working with the game code since a few months ago, when we proposed to finish what we started years ago tongue.gif

#26 User is offline   Prometheus

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Posted 18 May 2009 - 04:03 AM

Though I was always a bit of a tomboy, I never was able to stick with DragonBall Z all the way through (mainly because it always struck me that it got a bit ridiculous later on laugh.gif ). That said, this looks *incredibly* professional, and sounds like a lot of fun - it looks and sounds like it really captures the essence of its source material.

Also, those screenshots look like something out of some sort of highly-funded commercial project (and I mean that in a good way, of course smile.gif). Major kudos to all of you who've worked on it.

Though I can't contribute anything of use, I'm very much looking forward to trying this out.

#27 User is offline   MDave

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Posted 05 July 2009 - 08:39 PM

Here is a quick and dirty video I made to show how it's coming along. Work In Progress of course. :)

http://www.youtube.c...h?v=x95sAvaUgIw

This is the PC version though, not the Pandora one so don't expect the graphics (or frame rate) to be as good as that video, but who knows! :D

#28 User is offline   Xian Long

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Posted 05 July 2009 - 08:48 PM

looks fabulous so far. i'm looking forward to button mashing mayhem!

#29 User is offline   gp2.eXe

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Posted 05 July 2009 - 08:50 PM

Wow, looking AWESOME!

#30 User is offline   Nataku

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Posted 05 July 2009 - 09:13 PM

Looks awesome!

Can you give a rundown on features, characters, maps, attacks, etc...? (What is planned or at least what is done so far?)

This post has been edited by Nataku: 05 July 2009 - 09:14 PM


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