Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
deqer
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Joined: Mon Dec 28, 2009 6:30 pm

Re: Screenshots

Post by deqer »

I just watched all the videos, and i'm simply blown away...

It answers all my questions, so, thank you for showing me that URL.

I particularly enjoyed the music in the "Field Ops Animation Tests Part 2", and "Field Ops Animation Tests" videos. I'm tempted to rip it and make a loop .wav that I can listen to for a couple hours or so. Or if you could just send me the .mp3 or perhaps you have plans to produce a soundtrack that would not be free.

btw, in the starwars rambling clip, i just wanted to point out that the narrator should use "c'mon" for where you said "come on" there. just a note for next time. : )

impressive watch model. in "OverDose - And now for something completely differ"
i like that music too. sounds retro, comedic, cartoony and has no annoying singing in it.

I noticed that "OverDose Title Screen And New Menu Music" uses similar music to the music in the "Field Ops Animation" clips, but sounds a bit quicker and then kicks in some heavier music with the "bar hitting metal effect" --- totally reminded me of the music from one of my top 3 favourite composers, James Horner. the part in your music where it gets a bit heavy with the "bar hitting metal effect" immediately reminds me of the music from the movie, Aliens. one of my top 3 movies of all time.

I liked the "Apocalypse Action" tune as well.

"Suface Tension" is good too.

"OverDose Title Music" is okay, but maybe less heavy on the guitars. and need more catchyness. like that one tune in TF2 main menu screen with all the drums and tune builds up faster and faster or whatever. anyways, it's still good music what you have here now.

all the tunes were good.

good job.

---

i can see where this game is going, and it's going far. i can't imagine this being FREE based on what i've seen in these videos. i just know that the community is out there, and the demand will be there and thus easily sell this for at least $14.95

this game will certainly take off, and after about a year once it starts taking over all the other FPS titles including quakelive, then you can increase the price to $24.95

---

i would say the best video you have up there now is the "Field Ops Animation Tests Part 2" --- i think this video--exactly the way it is now, and with same music--will sell your product.

---

however, i could not see any evidence of there being single player campaign -- which is fine, but then you need to replace that with something else. bots.

i could not see any discussion about bots or AI. the fact that there are no bots means that someone can only really play/enjoy your game unless they have a bunch of friends to play with -- which is a little rare, given everyone's hectic schedules, etc. i think that will hurt the game a little bit.

but i understand it can take quite some time to do bots/AI and to have it be done well. if only this were a funded/sponsored project. if only sponsors knew how much potential this product has.

with the right marketing, and exposure, i believe this game can dominate the market. slap it on steam, and watch the gold come in.

---

p.s.
i want to make maps for this game.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

deqer wrote:I just watched all the videos, and i'm simply blown away... It answers all my questions, so, thank you for showing me that URL.

Cheers. Remembr its all id Tech 2, i.e. the Quake 2 engine. We get a lot of slack for how long we take, but it’s a free indie title, and we have ONE coder… So you know, things take time :p We have other sites:

http://www.team-blur-games.com/overdose/
http://www.team-blur-games.com/forums/
deqer wrote:I particularly enjoyed the music in the "Field Ops Animation Tests Part 2", and "Field Ops Animation Tests" videos. I'm tempted to rip it and make a loop .wav that I can listen to for a couple hours or so. Or if you could just send me the .mp3 or perhaps you have plans to produce a soundtrack that would not be free.
Theres no reason why I can’t upload the songs, I’ll see about that.
deqer wrote:btw, in the starwars rambling clip, i just wanted to point out that the narrator should use "c'mon" for where you said "come on" there. just a note for next time. : )
That’s me, lol! :p
deqer wrote:impressive watch model. in "OverDose - And now for something completely differ"i like that music too. sounds retro, comedic, cartoony and has no annoying singing in it.
Yeah it’s a classing tune we Brits know from Steptoe and Son :p The watch works in real time, and is on the CMC’s first person players arm. It doesn’t NEED to be in real time, but we like little things like that.
deqer wrote:I noticed that "OverDose Title Screen And New Menu Music" uses similar music to the music in the "Field Ops Animation" clips, but sounds a bit quicker and then kicks in some heavier music with the "bar hitting metal effect" --- totally reminded me of the music from one of my top 3 favourite composers, James Horner. the part in your music where it gets a bit heavy with the "bar hitting metal effect" immediately reminds me of the music from the movie, Aliens. one of my top 3 movies of all time.

I liked the "Apocalypse Action" tune as well.

"Suface Tension" is good too.

"OverDose Title Music" is okay, but maybe less heavy on the guitars. and need more catchyness. like that one tune in TF2 main menu screen with all the drums and tune builds up faster and faster or whatever. anyways, it's still good music what you have here now.

all the tunes were good.

good job.
Actually, we went for that style on purpose. A lot of the actual music tracks in the game are lite, until you get into combat at then the heavier tracks kick in. But we looked at classics like Aliens and Terminator to get a feel for some classic action music.
deqer wrote:i can see where this game is going, and it's going far. i can't imagine this being FREE based on what i've seen in these videos. i just know that the community is out there, and the demand will be there and thus easily sell this for at least $14.95

this game will certainly take off, and after about a year once it starts taking over all the other FPS titles including quakelive, then you can increase the price to $24.95
Its free, yeah, at least for the beta. After that we may look into more options, but that requires buying a licence from id Software. But if we are serious about selling ti then that’s no big issue anyway.
deqer wrote:i would say the best video you have up there now is the "Field Ops Animation Tests Part 2" --- i think this video--exactly the way it is now, and with same music--will sell your product.
Theres… A lot more… Coming. That’s all I can say.
deqer wrote:however, i could not see any evidence of there being single player campaign -- which is fine, but then you need to replace that with something else. bots.
OverDose is purely multiplayer, team/class based at that. We like to think of it as a spirtitual successor to RtCW MP. We have looked into single player content but at the moment, its all MP. Maybe if OverDose takes off, we can work on our single player plans. I have a coop based single player design doc that’s just itching to be worked on, lol.

i could not see any discussion about bots or AI. the fact that there are no bots means that someone can only really play/enjoy your game unless they have a bunch of friends to play with -- which is a little rare, given everyone's hectic schedules, etc. i think that will hurt the game a little bit.

but i understand it can take quite some time to do bots/AI and to have it be done well. if only this were a funded/sponsored project. if only sponsors knew how much potential this product has. [/quote]

OverDose is purely multiplayer, team/class based at that. We like to think of it as a spirtitual successor to RtCW MP. We have looked into single player content but at the moment, its all MP. Maybe if OverDose takes off, we can work on our single player plans. I have a coop based single player design doc that’s just itching to be worked on, lol. But plenty of games are MP only these days and it doesn’t hurt.
deqer wrote:with the right marketing, and exposure, i believe this game can dominate the market. slap it on steam, and watch the gold come in.
I wish that were true, but sadly, I don’t think so, not in this day and age :(
deqer wrote:p.s.
i want to make maps for this game.
Then go for it ;)
bludshot
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Re: Screenshots

Post by bludshot »

o'dium wrote:Its free, yeah, at least for the beta. After that we may look into more options, but that requires buying a licence from id Software.
No it doesn't?


I am also looking forward to this game! Maybe modding for it, we'll see.
o'dium
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Re: Screenshots

Post by o'dium »

bludshot wrote:
o'dium wrote:Its free, yeah, at least for the beta. After that we may look into more options, but that requires buying a licence from id Software.
No it doesn't?


I am also looking forward to this game! Maybe modding for it, we'll see.
Yeah it does. This isn't a mod, it uses the full source code, not the game code. You are free to make/do whatever you like with the full code, only you have to make the source available to everyody, which is a bit shitty when making a MP Game. So, if you ever decide you don't want that, or that you want to sell it, you have to BUY a licence. Its not that expensive in the long run, I mean, if you are serious about selling it then it makes sense.

But it hurts because what happens when we want a beta out there? We can't ask people to beta test, because the code needs to be released... And that opens up lots of doors for hackers.
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Eraser
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Re: Screenshots

Post by Eraser »

I don't think you actually need to pro-actively make the code public. I only think you are obliged to make the code available to those who are interested in it, which means that if someone mails you about wanting the code, you're supposed to give the relevant GPL-ed bits to them.

As for your fears of hackers and cheaters, I wouldn't worry too much about that. Three reasons. First: If the flaws are there, the flaws are there and they will be exposed anyway eventually.
Second: if there are people interested in going through the source code to find possible weaknesses then there are probably people interested in improving your codebase and reporting such weaknesses as well, resulting in a better, more secure game.
Third: Lets be honest here. The hackers and cheaters are far too busy hacking up Modern Warfare 3 and Battlefield 3. Your game will be too low profile and too niche for hackers to have an interest in it.
o'dium
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Re: Screenshots

Post by o'dium »

Thats what we are counting on, yeah. Sounds daft, but we said the same thing, that people will be too busy hacking the "big boys" to worry about us.

But you know, arseholes and all that lol.
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Eraser
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Re: Screenshots

Post by Eraser »

There will always be arseholes :(
themuffinman
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Re: Screenshots

Post by themuffinman »

@o'dium: That's still id tech 2? It looks incredible. A billion times better than Q2E. Is that voxel geometry I see there?
o'dium
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Re: Screenshots

Post by o'dium »

Nope, no voxels, its all polygonal modeling.
bludshot
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Re: Screenshots

Post by bludshot »

o'dium wrote:Yeah it does.
o'dium wrote:So, if you ever decide you don't want that, or that you want to sell it, you have to BUY a licence.
You don't have to buy a license to sell your game. Buying a license is one element of fulfilling the requirements of being allowed to stay closed source (the other is that you can't have any previously GPL code in your game unless all of the authors of that code give you permission - which is easy if you are the guy who did all the code for example). [If parts of overdose contain GPL code (other than the original Q2 GPL which a Q2 license would solve) then you either cannot use those parts of the code or you have to get permission from the authors to be released from the GPL for their bits of code - and actually, the only reason they could even do that is because of the Q2 license, because otherwise they would not even be allowed to give you that permission even if they wanted to, because essentially their work is bound by the q2 GPL license, so they have to ask permission from ID to give you permission to use their code non-GPL, but, since you'd be buying a Q2 license, that permission from ID is obviously implied, but, not the permission from the other contributors. ]. But you don't have to be closed source to sell your game either.
o'dium wrote:But it hurts because what happens when we want a beta out there? We can't ask people to beta test, because the code needs to be released... And that opens up lots of doors for hackers.
Personally I really don't think it does open up lots of doors for hacker, at least not more or better doors than they already have open to them. People can already hack idtech games like crazy, wallhacks, aimbots, radars, driver hacks etc. What worse can they do with the source code?
Eraser wrote:Lets be honest here. The hackers and cheaters are far too busy hacking up Modern Warfare 3 and Battlefield 3. Your game will be too low profile and too niche for hackers to have an interest in it.
And if the hack makers aren't too busy, and they make hacks for Overdose, they can easily make every kind of hack even if the code is closed source anyway.

Eraser wrote:I don't think you actually need to pro-actively make the code public. I only think you are obliged to make the code available to those who are interested in it, which means that if someone mails you about wanting the code, you're supposed to give the relevant GPL-ed bits to them.
It's true you don't have to pro-actively make the code public, but certainly it won't be long till someone asks for the code. If Overdose does go closed source with a license, I hope they will still release the mod source code so people can make mods. I don't know how I feel about Overdose getting a license, in a way its an impressive engine (improvements) and if you wanted to protect it that makes some sense. But in another way, it kind of stifles things, and Overdose is only here because of games being released under GPL to begin with. But there are business considerations I suppose. Another thing I think about about this issue is that the vast majority of the work in making an overdose level game is in the art assets, not the code. If someone/some team has the money and or wherewithal to produce all that is required to make an overdose quality game, then if overdose was closed source they would probably just use UDK or something instead.

But if people can make total conversions with it (which obviously they can if you release at least the mod code), then, I guess that's kind of enough.
Eraser wrote:you're supposed to give the relevant GPL-ed bits to them.
Which in the case of Overdose, I am pretty sure would be the entire source code.
o'dium
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Re: Screenshots

Post by o'dium »

My first time trying anything other than a rock, lol... Going for more starved, mutated human. Haven't done much in the way of mutation other than making it look malnurished:

[Pic Removed]

Updated pics:

[lvlshot]http://www.team-blur-games.com/odium/od_mdr_hands_high1.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/od_mdr_hands_high2.jpg[/lvlshot]
phantasmagoria
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Re: Screenshots

Post by phantasmagoria »

Inspired by o'dium, I should really attempt to justify the new computer I bought for zbrush, I've not done any digital 3D stuff for about six years, i'm incredibly rusty. I've worked through a couple of tutorials and I've got a decent book but this is the first actual thing I've sculpted with zbrush, everything else has just been fucking about with spheres. It's another boomer, but I might as well start with a form that i'm comfortable and informed with. This is about three hours in, it's not ready for it but I'm gonna do the clothes next - that's the next chapter of my book:

[lvlshot]http://img8.imageshack.us/img8/5822/unled5e.png[/lvlshot]
Last edited by phantasmagoria on Sun Oct 09, 2011 10:34 pm, edited 1 time in total.
[size=85]
o'dium
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Re: Screenshots

Post by o'dium »

ITS GABE :O

Cracking start matey, like it. Whats zBrush like, any good...? Never used it before :s
phantasmagoria
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Re: Screenshots

Post by phantasmagoria »

Cheers, I can't really compare it to anything else because I don't have any experience but I hear mudbox is similar. It's so much easier approaching a fluid sculpt with this than with something like 3D max or Maya (which is what I've used in the past) because it's far more intuitive with traditional sculpting techniques. A graphic tablet with a decent amount of pressure sensors is a must, it's awesome having a brush affect the model depending on how hard you're pressing rather than having to concern yourself with numerical values. The program itself is little quirky and has odd glitches with the navigation. I also have to say the method of saving is damn right retarded, I lost the first iteration of this because I saved the "document" instead of the "tool".

I'd give it a bash if you're interested. I mainly picked it over mudbox or any of the other alternatives because it's what the film studios tend to prefer. I also need to bite the bullet learn Rhino for the same reason but that's quite daunting. If this turns out any good i'll get it CNC out of tooling foam.
[size=85]
o'dium
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Re: Screenshots

Post by o'dium »

Sounds odd...? Mudbox is just save the file, with everything inside.
o'dium
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Re: Screenshots

Post by o'dium »

Got them ingame but for some reason, right around the UV island seam on the wrist (where the cut is), I get some very odd normal errors... Gonna have to fix those by hand tomorrow...

[lvlshot]http://www.team-blur-games.com/odium/mdr_hands_ingame_1.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/mdr_hands_ingame_2.jpg[/lvlshot]
o'dium
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Re: Screenshots

Post by o'dium »

So yeah, I finished it... Took far too long, thanks to my friends stag doo and Rage coming out... How rude...

[lvlshot]http://www.team-blur-games.com/odium/mdr_hands_final.jpg[/lvlshot]
phantasmagoria
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Re: Screenshots

Post by phantasmagoria »

Looks good :up: When you do your textures do you paint directly onto the model then extract a UV from that or do extract the blank UV first and then do everything in photoshop?
[size=85]
o'dium
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Re: Screenshots

Post by o'dium »

I do it via photoshop, I haven't got around to painting onto the mesh direct yet.
fKd
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Re: Screenshots

Post by fKd »

bloody nice work there o'dium, bloody nice indeed :D
neoplan
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Re: Screenshots

Post by neoplan »

Yea, really cool o'dium. Only thing: The tip of the fingernail is a bit too shiney.
Hm in general, the whole hand looks a bit too shiney (plastic like) to me.
o'dium
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Re: Screenshots

Post by o'dium »

Those shots were taken in a box map with an ambient light and a point light direct in front of the mesh, so yeah that will likely have a little effect on the shine :P But I agree. I'll look into it.
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

3rd attempt at low-poly humanoid modeling. Been a couple years or so since I last touched a modeling program. This is about an hour of tinkering.

Any suggestions on edgeflow/topology cleanup?

Also, breasts are a lot harder to model than I initially thought...

[lvlshot]http://www.guineacode.com/hellchick/hellchick_front.jpg[/lvlshot]
[lvlshot]http://www.guineacode.com/hellchick/hellchick_side.jpg[/lvlshot]
[lvlshot]http://www.guineacode.com/hellchick/hellchick_back.jpg[/lvlshot]
obsidian
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Re: Screenshots

Post by obsidian »

It helps if you have some experience with them. ;)

Are you going for a low poly model or will you eventually be doing a high poly one for normal mapping?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

I'll be going low-poly. I think she'll be my first .md3 attempt. (I just love Paul Richards' concept).

Eventually I think she'd be a fun one to practice sculpting on so the mesh will need to subdivide nicely.
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