Defining Awesome
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  • Written by . Posted at 5:38 am on November 10th, 2009

    The next step is adding something to achieve a radiosity effect for realistic shading. I call it a Dynamic Ambient Map. This simulates outdoor light coming through windows and destroyed walls.


    fullscreenshotambient

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    25 comments.

    1. light and shadows, correct?


    2. That’s starting to look pretty nice. The parts with which the player can interact should maybe somehow still be a bit more separated from the background.

      Btw what makes it so dynamic? (i.e. is it non-static?)


    3. The visuals of the parts with which the player can interact is a separate issue, please wait until I show my solution to it.

      //Btw what makes it so dynamic? (i.e. is it non-static?)

      It is static but it can be dynamic. The ambient map can be processed real-time, but its not right now, I guess its just a fancy name:)


    4. Looks cool and realistic, i like your aprooch, but a little hint would be to make it a bit brighter and more blurred. Remember that light is also reflected so the really dark parts should be only seen in corners. Also I think you should make it dynamic so players can specify TOD(and weather in the future if u’ll like it) when playing like in stalker for instance.


    5. Even more blurred? Hmm, yeah the corners should be actually pitch black.


    6. more blurred or the gradient between dark > light should be longer.
      The contrast you have now is too big. Let’s say that the alpha of it is around 95% and it should be 30-40.


    7. niko šveikovsky

      whoever thinks that image has too much contrast should reconsider. think about the actual dynamic range of real life. if one takes a picture of the inside of a house (which is in shadow), the windows to the outdoors will be washed out, with very bright light shining in. on the other hand, if one takes a picture of the outside of a house (in full sunlight), the interior, visible through the windows, will be very dark, if not pitch black. think about how gorgeous the first lighting demo of link-dead looked.

      read up: http://en.wikipedia.org/wiki/High_dynamic_range_rendering


    8. It looks ultra-neat.
      Gostek sux.


    9. Very cool, but there still isn’t enough of a difference between objects in the foreground and background.


    10. awesome its me remember of Half Life 2 at Chapter “Follow Freeman!” and Chapter Anticitizen One very nice i’m loving your work i’m too lazy for comenting at your posts but every day i’m cheking your blog keep with the good work

      sorry for the bad english :c


    11. can you implant your fog and lightning engine in this and show us a little vid ? thanks in forward : )

      i truly love it , keep on the good work, but, a bit of a wider palette would be welcome too 😛


    12. Looking good. Add to this the dynamic lighting you already had working and it should look rather impressive already. :)


    13. Yea show us a huge hi-res (No youtube bullshit) video of this game with everything you have implemented so far. Kinda like a giant teaser trailer. Oh and add commentary.


    14. We need something to show our friends. “Hey take a look at this, this is the 2d equivalent to Crysis” Also can you add an edit button to the comment that we make.


    15. Looking great!


    16. Michal, minor question: will the game support widescreen resolutions?


    17. I think the scene ambiance starting to look better but what I don’t get is this squarish map. This is so limited in all forms.
      Can there be more variation in the stairs and walls as shapes? I would be pretty bored looking at the same thing over and over again.
      As Ekai commented, there is no real distinction what’s the foreground and what is the background.
      The procedural textures look really cool though. Do you have more tile-sets to show us? Would love to see a demo with the lights you used to have.
      Don’t forgot to make a game in the main while.


    18. Makes a fairly good case for the whole “artist is redundant” thing.

      I think that one reason the shadows might look funky is simply because it is either shadows or not shadows… with jaggies separating the two. If some nice artist-y shading could be added to make it less uniform, things would probably be better; then again, this is the first released image with shading, so stuff is good.

      Also, as mentioned before, the walls don’t have enough contrast. They should probably be drawn as something other than the same material as the background. I would imagine that with this system the material textures aren’t particularly difficult to change in any case, so again, things certainly look good.

      Procedural content is intriguing; it seems almost as if the reason bigger budget games don’t go the procedural route as much is so that they have more excuses to hire artists.

      Then again, you have procedural-ish systems like the weaponry in Borderlands showing up now. Which in the case of Borderlands, at least, corresponds with a load of awesome.


    19. We need something to show our friends. “Hey take a look at this, this is the 2d equivalent to Crysis” Also can you add an edit button to the comment that we make

      Sadly this is the only way to get some publicity and probably the only reason I’m doing this. If LD was just for me I would do Star Guard style graphics.


    20. simply offtopic
      “Hunter Hunted” good old 2d game
      http://www.youtube.com/watch?v=usgJt31se4E&feature=player_embedded#at=284
      maybe youll find there smth interesting


    21. Another way to gain publicity is to dedicate your game to the starving people in Africa but you would have to change the game’s theme a bit.

      We could have 2 factions the : Ethiopians and The Meat-men locked in an eternal battle for survival.

      Another another way is to go commercial when you have a finished product.

      BTW I don’t really care about graphics as long as the game has a good artistic direction.


    22. If you could get Soldat to be one of WCG games this would draw TONZ of attention to you :)


    23. Great idea about the ethippians I’ll use it.

      Whats WCG? A tournament? I think this is what fans should do, not me. If they get 10,000 requests they’ll include Soldat.


    24. Looks incredibly atmospheric. Not only the textures, but also the feel of a huge desolate house where every floor looks almost the same – stuff that nightmares are made of.


    25. I have happened to be seeking all around for this particular info. Good thing I just uncovered it on Bing.


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