The Grand Experiment Thread

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The Grand Experiment Thread

Postby IskatuMesk » Tue Oct 25, 2011 1:56 pm

This thread will be a collection of screenshots and such from simple things not important enough to warrant their own thread.

Currently I am working on Black Sun and getting it finished, but I can talk a bit about my short experiments in the past.

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When I first started working with the UDK, Foliage had just been disabled. I aimed to make as high quality a texture for grass as possible, as sharp as possible. I used the sc2 texture, a texture from tabula rasa, and some others in my efforts. I learned it just wasn't possible without foliage.

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An experiment I undertook was to create a Lava material. I used a Filterforge preset to create the various lava textures and placed them into the game.

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The material itself was barebones, but it was interesting to see how the various texture layers actually effected the main material. Ultimately what I ended up with didn't look much like lava. It needed much stronger displacement on the normals...? And potentially an animated distortion layer on the bloom?

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A quick glance at the inventory available in the UDK for demo purposes. The UDK requires Flash scaleform for all user elements to my knowledge. I'll need to learn Flash and Actionscript, at least the very basics, to communicate with the UDK. It's a very low priority part of a later production phase as I won't need special UI for a long time.
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Re: The Grand Experiment Thread

Postby IskatuMesk » Wed Nov 14, 2012 10:44 pm

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/horrorcrescendo
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Re: The Grand Experiment Thread

Postby Pr0nogo » Thu Nov 15, 2012 5:53 am

What the fuck is that?

Looks like some scimitar/transformer hybrid. Mesk, where in your goatse chamber did you concoct this?!

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Re: The Grand Experiment Thread

Postby mark_009_vn » Thu Nov 15, 2012 7:34 am

Pr0nogo wrote:What the fuck is that?

Looks like some scimitar/transformer hybrid. Mesk, where in your goatse chamber did you concoct this?!


It's Xul Amon most pointiest of pointy Necrolyte multitool... It's the size of several star systems, can ejaculate Proteum semen, allows the user to listen to .hack/ royalty free, and comes with a fleet of escorting Peters stored inside of quantum pockets... If you haven't figured what THAT is, chances are I'm going to shove that thing up ur ass...

Also Mesk... Is that how Necrolyte alloy was supposed to look like? I've been wondering for the longest of time... :)
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Re: The Grand Experiment Thread

Postby IskatuMesk » Thu Nov 15, 2012 11:27 am

Xy don't use necrolyte.

That's just some default texture.

I'm probably fucked for what I want to do because I need to learn programming anyways. Well, I won't promise anything, but we'll see what comes of this one way or another.
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Re: The Grand Experiment Thread

Postby mark_009_vn » Thu Nov 15, 2012 6:18 pm

IskatuMesk wrote:Xy don't use necrolyte.


I remembered you said once that Xy Kranasha "composite" armor is a combination of Necrolyte (also used on Templar ships if I'm correct) and Tiran, with an added layer of invisible skin-like film which deflects attacks psionically... Unless this is old information I'm pretty sure they used Necrolyte...

That's just some default texture.


Can I skin it then? :)

I'm probably fucked for what I want to do because I need to learn programming anyways. Well, I won't promise anything, but we'll see what comes of this one way or another.


How hard could coding Mass Recall, Cloak, and other doohickery be? Probably took less than a minute in my book, minus the bug testing... That is unless you wanted to turn it into it's original wanky incarnation (aka Myfatgirl) where it could trap dudes in the eternal dream... That is a bit more.. troublesome..
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Re: The Grand Experiment Thread

Postby IskatuMesk » Thu Nov 15, 2012 6:52 pm

No, I'm probably looking at 2-3 years minimum for the programming skills I need. So, I scrapped that part and made some exceptions. If it'll work out, well, only time can tell.

As for the Xy armor, maybe this was super early stuff pre-revision, I don't know. I scrapped all of the outdated notations for a reason.
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Re: The Grand Experiment Thread

Postby mark_009_vn » Thu Nov 15, 2012 7:02 pm

IskatuMesk wrote:No, I'm probably looking at 2-3 years minimum for the programming skills I need. So, I scrapped that part and made some exceptions. If it'll work out, well, only time can tell.


Basic programing is pretty easy as long as you have a fully functioning engine.. Believe me "if then else" is the only command you need to start scripting. It only gets hard when you're making something like a physic simulator.. I mean really, I could do mass recall in less than 10 lines of scripts... I could help you if you ever need me..

Also you're doing RPG shit rite? One hacky way of doing inventory is do parent the particular item right into to the player (actor) coordinates, that way you can check for items relatively simply and reliably... This was done in the Stalker games I believed... The inventory menu in the other hand, would require a bit of coordinate cockadoodery to get right, but as long as you managed to divide the menu into 64 squares, it's all good to go...

As for the Xy armor, maybe this was super early stuff pre-revision, I don't know. I scrapped all of the outdated notations for a reason.


Then what is it made out then? Ultra condensed kittens? :D
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Re: The Grand Experiment Thread

Postby IskatuMesk » Thu Nov 15, 2012 7:19 pm

Actually, the programming I was looking at was synchronizing thousands of turrets in 3d space and all of the other related garbage. People are telling me I'm looking at years for work to even prepare to make Black Sun in the UDK.

I don't plan to attempt the ARPG. Ever.

As for the armor, this is from newer documents...

A common misconception made by the Templar and the Anahn is that Xy`Kranasha vessels are similar to theirs. This is wholly untrue. What you see on the surface is merely an exoskeleton - the interior is very much a living organism. We can only presume that Xul`Amon has figured out a way to feed organics with Proteus or another stable element, supercharging their growth. These artificial lifeforms likely grow to full scale in a matter of days if not faster. The only limitation to how much mass they would be able to create would be how much energy he is able to give them. Currently, the only mechanism we know of that creates ships faster is elemental bonding - something only the Undead are capable of doing, due to their high psionic environment. Likely, this is also why Undead ships are still larger.

However, the GoreKhan is still more powerful than Undead counterparts. Its skeleton and carapace are very much like an elemental ore, such as Tiran or Necrolyte, but slightly more flexible and much less dense. It absorbs kinetic impacts rather well, and has an unusual film-like skin that gives it a distinct, faint sheen. This skin is capable of absorbing most forms of radiation, including elemental radiation. This renders even small ships like the GoreKhan extremely resistant against the Undead's element of choice, Deimos. Traditionally, Deimos on the purity that the Undead can yield on their fighters produces more than enough radiation to reduce planets and stars to little more than searing dust clouds. It has added effects due to its elemental properties - it bleeds through most shields. Data offered to us by the Templar clearly displays their shields, however strong, bleeding radiation into their armor. Deimos does not care about the density of armor or how much there is, it is simply too hot for kinetic defenses to withstand. Particle scattered armor fares much more favorably, but not nearly as well as Xy`Kranashian bioplating.

What few observations we have of the Scitor's new defenses is that the skin absorbs most of the radiation and simply resists the rest. It does not seem to be effected by elemental heat. However, the carapace beneath the skin is still suspectable to repeated discharges of Deimos. The Xy`Kranasha are not immune to Undead weapons, but close enough to contend with them.
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Re: The Grand Experiment Thread

Postby mark_009_vn » Thu Nov 15, 2012 9:30 pm

IskatuMesk wrote:Actually, the programming I was looking at was synchronizing thousands of turrets in 3d space and all of the other related garbage. People are telling me I'm looking at years for work to even prepare to make Black Sun in the UDK.


Well.. Given that turrets would be just NPCs parented into another NPCs, it's easy. If you ever wanted these turrets to fire at a singular target, it's also possible with forced AI commands (this assumption is mostly based on HL-2) However, I'm not quite sure how the UDK would handle the amount of entities required for even one ship.. I'm pretty sure you're going to hit the maximum object cap pretty soon...

So.. You're making TOA related stuff again eh? I'm able to be of use if needed..

As for the armor, this is from newer documents...


Not much difference from what I've read.. Except for the armor which is not made out of Necrolyte/Tiran...
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Re: The Grand Experiment Thread

Postby IskatuMesk » Mon Jan 07, 2013 2:25 am

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There aren't many games/engines that will happily import a model you exported in Editable Poly with unoptimized topology AND active modifiers, plus use those modifiers in the final product. Not something I'll be doing, of course, as it did seem to have some bugs. But kind of neat.
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Re: The Grand Experiment Thread

Postby IskatuMesk » Fri Jan 31, 2014 7:53 pm

Experiments with MindTex and composite materials in the UDK.

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^ This was built off a jpeg from a commercial cd that had no data channels. Using Mindtex, I created an experimental set of data textures for it (normal/spec/height/etc).

FumeFX animations for particle sheets.

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An example Beta-level Anahn particle system in Sins of a Solar Empire using Revision 11 texture sheets. This system uses a maximum of 12 particles. BailKnight's graphics mod, the most commonly used since its debut some years ago, uses over 300 particles in some equivalent sized systems and they are mostly static textures.

http://www.youtube.com/watch?v=apjK31jtUa8
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Re: The Grand Experiment Thread

Postby KnoutOut » Sun Feb 02, 2014 5:43 pm

What is going on in the 3rd picture?! Very nice looking stuff you have but i do not know the meaning of these pictures. All i understand what it is supposed to do are the particles, and i am looking forward to see these in action!

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Re: The Grand Experiment Thread

Postby IskatuMesk » Sun Feb 02, 2014 7:44 pm

These are just asset experimentations for use in Black Sun: Retribution. So, the first 4 images are from the UDK. These are custom material/texture experiments. The particles are showing animated texture sheets I created using 3ds max and fumeFX. While the context of these is using them for the SIns aspect of the prospect, they can just as easily be used in the UDK, too.

/edit

Editing phase of brood war double part series complete.

/edit 2

Brood war video will be split into two segments (two sittings). The first segment is 4:10 hours and currently 2gb. I am just verifying it and sending it to be externally verified so that the audio balance and everything is OK. Mucky is a little quiet compared to me at points but I personally can make out the audio fine. I thought OBS was going to artifact the video but it only seems to artifact the Vegas preview.

Release is coming very soon.
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Re: The Grand Experiment Thread

Postby mark_009_vn » Mon Feb 17, 2014 8:48 pm

Explain to me why Mesk, why, why must you refuse to texture even though you got such artistic talent that could change the very faucet of the modern day?

IskatuMesk wrote:/edit

Editing phase of brood war double part series complete.

/edit 2

Brood war video will be split into two segments (two sittings). The first segment is 4:10 hours and currently 2gb. I am just verifying it and sending it to be externally verified so that the audio balance and everything is OK. Mucky is a little quiet compared to me at points but I personally can make out the audio fine. I thought OBS was going to artifact the video but it only seems to artifact the Vegas preview.

Release is coming very soon.


Dude, WRONG THREAD.
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