UGAC –Handheld Environment– Town Level – Hellboy


#1

[size=6]SEE POST 5[/size]


#2

sound ambitious, good luck.


#3

ok, heres a look at some tests I did today, the poly count is not working with me, gotta reduce that phone box :buttrock: , its 615 alone

I haven’t yet produced a 2d concept, its coming soon :wip:


#4

Like the trees a lot!
Keep up the good work.
:applause:


#5

Ok, due to poly limit, I changed the type of game:

Genre: Third Person Shooter
System: PSP Handheld
Concept: Its still a city based level but instead of vehicles being involved, your character will be on foot, in fact, your character is playing a police officer role, therefore your missions is to stop crimes happening around the towns.
The player will experience the realism feeling therefore I must give the slightest details I can with smallest poly count. The level is located in Centeral London, which should be clean.

here’s a new shot rendered with different engine

possible map

More to come


#6

alright guys, new stuff:

bloody hell, so far I used 672KB of texture space
and 4319 tris used so far

more to come


#7

what texture format are you using?

remember you can save a good bit of space by reducing the color amount per texture wile using 24 or 32bit textures…


#8

what do you mean by that?
I’m using JPG as texture


#9

I’ve been going by uncompressed TGA images in 24 and 32 bit, 32bit for alpha textures

I reduce the colors to 256 and I usualy I get something almost exactly the same with a smaller file size. If you want I can send you an example.


#10

Tga 16 bit works good. my concrete texure is 7kb


#11

ok, done some non accessible vehicles, each is about 130tris:



not happy with the mini texture


#12

hmm not very keen on the mini as well.
The jeep looks like the seam in the middle can be removed
Texture looks too bright in places(because its photo-textured)
Perhaps it won’t be that noticed from a distance(for psp finalscreens)


#13

very nice i love that cars :slight_smile:


#14

256 colour you lucky PSP devs, im on a strict 8 colour diet…:smiley:


#15

hay thanks guys

Dennispls: cheers for agreeing with me :smiley:

Farzan b: thanks man :thumbsup:

SHEPEIRO: hehe :stuck_out_tongue: , I wish I knew how to make full use of that 256*

I don’t think I get much done this weekends but we’ll see


#16

ok, here’s a wip scene:

The trees are temporary


#17

ok far too much tiling on them houses!


#18

Focus all your work and details to street level. Delete or flatten anything above the first story of any building. Personally, I’d creating a single perfect scene full of props, textures, etc that represents a final VISUAL and GAMEPLAY area, then instance those details throughout your level. Right now, you’ve got some buildings and cars. That’s nice and all, but nowhere for the player to actually run around and shoot things.


#19

thanks GradiusCancer & SHEPEIRO. I had plans for that, where the player would run around and enjoy. That last render in my previous post might confused yall, so here’s in the game shot :slight_smile:

I don’t think actually you can notice whether they are tiled, those houses with black and brown roofs are different
heres the other house:

and test of the street

more to come


#20

hey, this is turning out really nice, good work man.