Also, Kovak, I think you are already more advanced than I ever was at it. I get all the concepts, but just making stuff in 3D just wasn't doing it for me.
ok bros been doing some sweet blender modeling since you guys recommended against sketchup
however when i go to do uv unwrap and then color everything in this happens
My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?
That's very interesting so I'm quoting it.
look for an option to flip the normals
right now your normals are pointing inward
I don't know blender, so I don't know where to look, but there should be an option to invert them
ok bros been doing some sweet blender modeling since you guys recommended against sketchup
however when i go to do uv unwrap and then color everything in this happens
My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?
That's very interesting so I'm quoting it.
look for an option to flip the normals
right now your normals are pointing inward
I don't know blender, so I don't know where to look, but there should be an option to invert them
Doesn't look like all of them are though. Looks like only some of the polys are reversed - and I don't see why a UV unwrap would cause that; they seemed pretty OK right before, judging by the previous screenshot. I also don't know much Blender though, so eh, who knows.
ok bros been doing some sweet blender modeling since you guys recommended against sketchup
however when i go to do uv unwrap and then color everything in this happens
My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?
That's very interesting so I'm quoting it.
look for an option to flip the normals
right now your normals are pointing inward
I don't know blender, so I don't know where to look, but there should be an option to invert them
also try to recalibrate the tacyon stream.
And you can't just throw the main switch by hand, you have to pump up the primer handle to give you a charge. It's a large, flat, gray... Right, good. Now, under the words "contact position" there's a round, green button that says "push to close." Push it!
A scene can be restricted or free. A person can be tied or unbound.
Studio is a room. "[if Late Afternoon is happening]Golden light streams in through the skylight, coating everything in the middle of the room in a delicate amber hue.[otherwise if Sunset is happening]The sunset's colors, indigo and orange, flow over the studio.[otherwise if Twilight is happening]Dim light from the skylight illuminates the centre of the room, purple-grey in the twilight.[otherwise if Night is happening]The studio is dark, the night stars visible through the skylight. The room is illuminated only dimly - if you're going to find your way around you're going to have to find a light source.[otherwise]This text shouldn't be appearing.[end if]".
A supporter called the metal chair is in the Studio. The description of the metal chair is "A simple metal chair, high-backed, not comfortable. [if the player is tied]You're tied to it.[otherwise]You can see the scrape marks where you were tied to it.[end if]". The player is on the metal chair. The player is tied.
Understand "untie me" as exiting.
Instead of getting off the metal chair: say "You try to get up, but almost tip the chair over. Better figure out how to untie these ropes, first.".
Late Afternoon is a restricted scene. Late Afternoon begins when play begins. Late Afternoon ends when the player is unbound. When Late Afternoon ends: say "You look up and notice that the sun has sunk lower in the horizon, darkening the studio. If you're going to do what you came to do, you'd better find some source of light."
Sunset is a free scene. Sunset begins when Late Afternoon ends.
Twilight is a free scene. Twilight begins when Sunset ends.
Night is a free scene. Night begins when Twilight ends.
You see with sound in our game. Sounds a pretty core element; anything you hear has a resulting visual effect as well.
The tuning "recharges" your glyph, which are our weapons. Basically humming along to the pitch synchronizes you with the world, which allows your cybernetic body to recharge. That's the theory, anyhow.
You see with sound in our game. Sounds a pretty core element; anything you hear has a resulting visual effect as well.
The tuning "recharges" your glyph, which are our weapons. Basically humming along to the pitch synchronizes you with the world, which allows your cybernetic body to recharge. That's the theory, anyhow.
ok bros been doing some sweet blender modeling since you guys recommended against sketchup
however when i go to do uv unwrap and then color everything in this happens
My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?
That's very interesting so I'm quoting it.
look for an option to flip the normals
right now your normals are pointing inward
I don't know blender, so I don't know where to look, but there should be an option to invert them
Doesn't look like all of them are though. Looks like only some of the polys are reversed - and I don't see why a UV unwrap would cause that; they seemed pretty OK right before, judging by the previous screenshot. I also don't know much Blender though, so eh, who knows.
There is a button in edit mode for the mesh that lets you recalculate face normals so that they all point the same direction (based on whether or not two faces share an edge). And once you get them all facing the same direction, you can flip them all to point in or out. This should give you a continuous mesh for UV unwrapping.
Also, with the UV unwrap tool, you can define edges that it will cut along to separate the mesh into pieces. So for instance if the whole mesh is made of continuous faces (no holes), you might want to separate the arms/legs/torso/head to make it easier to texture.
It's been a couple of years since I did any modeling in blender, so I don't remember exactly how to do the texture unwrapping/cutting thing.
ok bros been doing some sweet blender modeling since you guys recommended against sketchup
however when i go to do uv unwrap and then color everything in this happens
My guess is that for some reason it thinks some of the interior sides of the polygons are the ones that are the correct side. Is there a way to tell the program to only look at the exterior faces? Am I way off on what went wrong?
That's very interesting so I'm quoting it.
look for an option to flip the normals
right now your normals are pointing inward
I don't know blender, so I don't know where to look, but there should be an option to invert them
also try to recalibrate the tacyon stream.
And you can't just throw the main switch by hand, you have to pump up the primer handle to give you a charge. It's a large, flat, gray... Right, good. Now, under the words "contact position" there's a round, green button that says "push to close." Push it!
Judging by the seams on the first screenshots, you may have ended up modelling from inverted polygons, causing some faces to be inward facing. This was probably not apparent until you skinned the model. Try setting the display mode to single-facing only before putting on the texture to check this out. Unify the normals to fix this.
Synthetic Orange on
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nevilleThe Worst Gay(Seriously. The Worst!)Registered Userregular
edited December 2009
Also I should clarify:
I wasn't intending to shit all over Devil's Tuning Fork, but I think it was clear Tossrock was just trying to be an asshole (and succeeding at it) by comparing it.
We didn't come up with the "sound sight" mechanic, Daredevil or Metroid Prime both could be said to be originators. In fact, Andrew Jones is the art style who is the main inspiration for our artists, and he was the concept artist for Metroid Prime.
But we are using it in a very different way.
Also, comparing a FIRST PLAYABLE (not even Alpha) to a contest-submitted entry is pretty stupid.
neville on
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
Video of our game's first playable (Splash screens -> Main Menu -> Our tutorial level)
It's probably too early to critique most things, so I'm just going to say neat.
coughcoughcoughvoiceactingcoughcough
Yeah, it's very Batman-esque, we know.
The script was very late (from me) and so Thomas whipped it up fast.
It'll likely be pretty different in the alpha.
Do you not like it at all? Or just commenting on how Batman-ish it is?
right now it definately looks early so i'll give you the benefit of the doubt but will enemy placement be omnipresent or for a few seconds each strobe flash?
I'm running into a lot of trouble because my mesh is all one object. It's making it hard to separate my uv mapping out into easier segments.
Is there something to do this afterward or is this just something you kinda have to start with in mind
right now all of my model is the product of a single cube
Action shots:
This is the only real extension of the modeling I did for this thing.
Everything else after that was mostly just the subsurf modifier
And a little bit of extending and dragging around some of the points to add definition
PS. Does anyone want to color some mechs provided I ever get my UV maps exported satisfactorily
I'm awful at coloring
Nah dawg
UV's can be cut and moved around independently of the position of your actual faces. What you gotta do is select the edges you wanna make a border edge and...well make it a border edge. I don't know how you do it in blender though.
Kovakdid a lot of drugsmarried cher?Registered Userregular
edited December 2009
nev's game needs some mad strobe light jungles
oh man that would be awesome looking
you guys got a lot of potential if the whole game is going to look like that
Kovak on
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Kovakdid a lot of drugsmarried cher?Registered Userregular
edited December 2009
if you were to load a texture that was just alpha levels(that's the invisible watchamacallit right) onto a part of a model would it make that part disappear
if you were to load a texture that was just alpha levels(that's the invisible watchamacallit right) onto a part of a model would it make that part disappear
Yeah. But why would you do that for a mech character?
right now it definately looks early so i'll give you the benefit of the doubt but will enemy placement be omnipresent or for a few seconds each strobe flash?
Since everything "sees" with sound, we're going to implement something similar to visual memory (I.e. if you see something then a light gets bright and you're blinded, you can remember the outlines)
So there will be a pulse, then things will have a residual glow which dies down. We'll see how it looks.
nevilleThe Worst Gay(Seriously. The Worst!)Registered Userregular
edited December 2009
Yeah. Our biggest concept is sound sight, so if you can hear it, you can see it.
So instead of torches or shit, we have sound emitters which also put out light.
Gonna be crazy to see where the next 6 months take us, but I'm hopeful.
The fact our composer and artists are abso-fucking-lutely brilliant doesn't hurt things.
Nev, I thought that Devil's Tuning Fork was much more awesome than what you're going toward.
Then I played Devil's Tuning Fork and my eyes hurt and it was kind of boring and I couldn't imagine doing that for more than like three hours before saying FUCK THIS.
What I'm saying here is that your game is pretty cool looking so far.
George Fornby Grill on
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nevilleThe Worst Gay(Seriously. The Worst!)Registered Userregular
edited December 2009
Nah, I'm not gonna bash on Devil's Tuning Fork.
I appreciate the feedback; we're working on two different games, we just both happen to be using the "sound sight" mechanic.
Plus, as long as we don't have to compete with another sound sight game the same year we try for IGF, we'll be happy. 8-)
neville on
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
Neville, while I like the design work on the player hand (claw, whatever) model, and the geometric shapes chosen for textures, I question the current color work. Those pinks, oranges, blues, and purples don't really feel like they enjoy hanging out together that much. Perhaps consider a saturation hierarchy? Differentiate the visual impact of elements by their importance to the player? Maybe pitch could have something to do with color temperature, etc.
Right now it's just a little too neon and black. Something between Devil's tuning fork's solid whites and reds and your current superbright neons? Also, the stripes in DTF's textures do help in conveying the curvature of various objects, so you might want to consider a texture style that could help in giving the player a similar visual cue for certain objects. (what are your current goals in the texture choices made so far?)
Posts
Also, Kovak, I think you are already more advanced than I ever was at it. I get all the concepts, but just making stuff in 3D just wasn't doing it for me.
also try to recalibrate the tacyon stream.
Doesn't look like all of them are though. Looks like only some of the polys are reversed - and I don't see why a UV unwrap would cause that; they seemed pretty OK right before, judging by the previous screenshot. I also don't know much Blender though, so eh, who knows.
And you can't just throw the main switch by hand, you have to pump up the primer handle to give you a charge. It's a large, flat, gray... Right, good. Now, under the words "contact position" there's a round, green button that says "push to close." Push it!
This is compilable code.
A scene can be restricted or free. A person can be tied or unbound.
Studio is a room. "[if Late Afternoon is happening]Golden light streams in through the skylight, coating everything in the middle of the room in a delicate amber hue.[otherwise if Sunset is happening]The sunset's colors, indigo and orange, flow over the studio.[otherwise if Twilight is happening]Dim light from the skylight illuminates the centre of the room, purple-grey in the twilight.[otherwise if Night is happening]The studio is dark, the night stars visible through the skylight. The room is illuminated only dimly - if you're going to find your way around you're going to have to find a light source.[otherwise]This text shouldn't be appearing.[end if]".
A supporter called the metal chair is in the Studio. The description of the metal chair is "A simple metal chair, high-backed, not comfortable. [if the player is tied]You're tied to it.[otherwise]You can see the scrape marks where you were tied to it.[end if]". The player is on the metal chair. The player is tied.
Understand "untie me" as exiting.
Instead of getting off the metal chair: say "You try to get up, but almost tip the chair over. Better figure out how to untie these ropes, first.".
Late Afternoon is a restricted scene. Late Afternoon begins when play begins. Late Afternoon ends when the player is unbound. When Late Afternoon ends: say "You look up and notice that the sun has sunk lower in the horizon, darkening the studio. If you're going to do what you came to do, you'd better find some source of light."
Sunset is a free scene. Sunset begins when Late Afternoon ends.
Twilight is a free scene. Twilight begins when Sunset ends.
Night is a free scene. Night begins when Twilight ends.
I think I might have posted this already.
so pretty much a less cool ripoff of Devil's Fork
No, considering our game only has 2 artists... theirs had 15 people, 6 of whom were artists...
Theirs is also a final, ours is a first playable.
So yes, you should be hit, or just feel embarassed for blatantly trolling.
Or, to quote your own video Toss, "Don't flame because you think its bad please
There is a button in edit mode for the mesh that lets you recalculate face normals so that they all point the same direction (based on whether or not two faces share an edge). And once you get them all facing the same direction, you can flip them all to point in or out. This should give you a continuous mesh for UV unwrapping.
Also, with the UV unwrap tool, you can define edges that it will cut along to separate the mesh into pieces. So for instance if the whole mesh is made of continuous faces (no holes), you might want to separate the arms/legs/torso/head to make it easier to texture.
It's been a couple of years since I did any modeling in blender, so I don't remember exactly how to do the texture unwrapping/cutting thing.
Judging by the seams on the first screenshots, you may have ended up modelling from inverted polygons, causing some faces to be inward facing. This was probably not apparent until you skinned the model. Try setting the display mode to single-facing only before putting on the texture to check this out. Unify the normals to fix this.
I wasn't intending to shit all over Devil's Tuning Fork, but I think it was clear Tossrock was just trying to be an asshole (and succeeding at it) by comparing it.
We didn't come up with the "sound sight" mechanic, Daredevil or Metroid Prime both could be said to be originators. In fact, Andrew Jones is the art style who is the main inspiration for our artists, and he was the concept artist for Metroid Prime.
But we are using it in a very different way.
Also, comparing a FIRST PLAYABLE (not even Alpha) to a contest-submitted entry is pretty stupid.
uh what the hell
w/e, still a valid statement
I thought the "ow ow stop hitting me ow" would convey that
hey satan...: thinkgeek amazon My post |
Also it probably happened because of my somewhat limited modeling format
hey satan...: thinkgeek amazon My post |
It's probably too early to critique most things, so I'm just going to say neat.
coughcoughcoughvoiceactingcoughcough
I'm running into a lot of trouble because my mesh is all one object. It's making it hard to separate my uv mapping out into easier segments.
Is there something to do this afterward or is this just something you kinda have to start with in mind
right now all of my model is the product of a single cube
Action shots:
This is the only real extension of the modeling I did for this thing.
Everything else after that was mostly just the subsurf modifier
And a little bit of extending and dragging around some of the points to add definition
PS. Does anyone want to color some mechs provided I ever get my UV maps exported satisfactorily
I'm awful at coloring
Yeah, it's very Batman-esque, we know.
The script was very late (from me) and so Thomas whipped it up fast.
It'll likely be pretty different in the alpha.
Do you not like it at all? Or just commenting on how Batman-ish it is?
kinda wonder how combat'll work
right now it definately looks early so i'll give you the benefit of the doubt but will enemy placement be omnipresent or for a few seconds each strobe flash?
Nah dawg
UV's can be cut and moved around independently of the position of your actual faces. What you gotta do is select the edges you wanna make a border edge and...well make it a border edge. I don't know how you do it in blender though.
hey satan...: thinkgeek amazon My post |
oh man that would be awesome looking
you guys got a lot of potential if the whole game is going to look like that
Yeah. But why would you do that for a mech character?
hey satan...: thinkgeek amazon My post |
Since everything "sees" with sound, we're going to implement something similar to visual memory (I.e. if you see something then a light gets bright and you're blinded, you can remember the outlines)
So there will be a pulse, then things will have a residual glow which dies down. We'll see how it looks.
i mean for example, an enemy walking around would emit sound and so forth
So instead of torches or shit, we have sound emitters which also put out light.
Gonna be crazy to see where the next 6 months take us, but I'm hopeful.
The fact our composer and artists are abso-fucking-lutely brilliant doesn't hurt things.
But uhh. I'm better at Python than C.
i want to do pokemon meets shootin' fuckers in the face for stupid things and screaming at children at inappropriate times
Then I played Devil's Tuning Fork and my eyes hurt and it was kind of boring and I couldn't imagine doing that for more than like three hours before saying FUCK THIS.
What I'm saying here is that your game is pretty cool looking so far.
I appreciate the feedback; we're working on two different games, we just both happen to be using the "sound sight" mechanic.
Plus, as long as we don't have to compete with another sound sight game the same year we try for IGF, we'll be happy. 8-)
pygame, dude
It looks so much like a lefty
Right now it's just a little too neon and black. Something between Devil's tuning fork's solid whites and reds and your current superbright neons? Also, the stripes in DTF's textures do help in conveying the curvature of various objects, so you might want to consider a texture style that could help in giving the player a similar visual cue for certain objects. (what are your current goals in the texture choices made so far?)