Read about our project at: http://benjywright.elementfx.com/ataleofredwall/
This video shows the following:
1. The old stationary skybox, contrasted with various stages of the development of the new sky-dome system which produces more-realistic animate clouds. I know they are moving very quickly, that was just to help me to know which layers where which for debugging purposes. Those in the final will move realistically slow.
2. A camera malfunction after loading a new environment in mid-conversation. The reload took about 7 seconds and soon even the initial test environment will be loaded using this code which will allow for softer shadows on the terrain (as seen after the reload). Characters can also be loaded and/or reloaded using similar functions during a conversation. (please ignore the random floating house things, I am VERY aware that they are floating)
3. The video also shows some of the new mouse models and a variety of costumes. As we haven't been able to find a modeler who suits the needs of the project, I will be modeling one of each species of creature and making slight adjustments and texture changes to create a variety of characters. I would love to build 40-100 different models of comparable quality to Otterman, but there really isn't time. The project couldn't stay alive long enough to be completed if I spent 3-5 weeks (no school or work, just modeling, texturing and animation) on every single character, and since we can't delegate, using simpler character models is the ONLY option left. There is also the added benefit of quick loading times. My pre-in-program-testing suggests that the characters load time may be reduced to about 1%, by sharing the geometry and animations. I'm serious, it's that convenient. Due to the very long load times and framerate loss caused by the previous level of detail, several other parts of the preject may also undergo simplification.
4. After cycling through 7 mouse costumes, I wrote some primitive walking code so you can see 72 of the little guys walking around. There are also a few hares, and another mouse not shown in the previous clip.
There will not likely ever be 72 characters in the same place at one time. A more realistic estimate would be a maximum of ~25, give or take.
All of the music was composer by my brother Joseph "Agent Joe". The track titles are:
1. Intro Test (4)
2. Sunlight Through the Stained Glass Windows
3. Redwallian Celtic v.0.3b
4. Redwallian Orchard Test
He assures me that they'll all sound a lot better, but personally I think they're awesome already.
Anyhoo, hope you guys enjoy the long awaited update.
is that a game and if it is give me the link
penguinninja25 3 years ago
Its a work in progress, please read the FAQ as listed in my comments for any of the videos.
BenjyWright 3 years ago
That's pretty sweet man. Keep up the good work!!
I have a question. How did you do the cloud animation? Did you scroll the texture or someting like that?
I fell sorry about your shortage of modelers. Hope you find someone who can help. But you did a pretty good job of recycling the geometry and animations.
If you need my help at all, I would be happy to assist. Anyway, good luck!
~Shen
P.S. ur brothers music is still awesome!
rubysword11 3 years ago
Exactly. I made two domes and scrolled a ghosted texture over them.
As for modeling, I need to update the FAQ now that "Zac is back"! He was modeling an otter for us back in '06 if I remember, but his computer crashed and then everything else went wrong. He'll be helping out with props and non-nature scenery. The biggest plus about him is that he's more than familiar with all of the programs involved, so all he builds will be stable and completely usable. :D
Thank you for your compliments!
BenjyWright 3 years ago