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Submitted by Michi, posted on January 13, 2002




Image Description, by Michi



These are some early Beta-Screenshots from an upcoming trailer which will be introducing our game.

Some of the currently supported features:
  • advanced particle system to create all kinds of particle effects
  • realistic skydome
  • layered fog
  • weather effects like: lightnings, rain, snow…
  • halos & lens flare effects
  • dynamic lightning
  • vertex shaders
  • multi texturing for lightmaps & simulated caustics
  • …
  • The tool we programed to create the effects is also able to import complete Lightwav Scenes and convert them into our own format.

    Screenshots from this tool will be coming up soon…at least we hope so :-)

    Anyway, thats it for now ,-)

    Best regards,
    David & Michael
    http://www.atteam.com


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    ATTEAM

    January 14, 2002, 05:30 AM

    ATTEAM is based in Vienna (Austria)

     
    L.e.Denninger

    January 14, 2002, 05:32 AM

    IIRC There's complete documentation on the Newtek-site;
    Scenefiles are terribly easy to read since they're just textfiles;
    LWO (Objects) are the usual chunky IFF's so aren't that hard to load either.

     
    ATTEAM

    January 14, 2002, 05:34 AM

    I really do not know but it's not that hard to do it without tutorials... Just look into the .lws files... :-)

     
    Squint

    January 14, 2002, 05:44 AM

    No, he just needs to stop lying on his back and look at the IOTD :o)

     
    William Dahlberg

    January 14, 2002, 05:57 AM

    Ok, I'll do that! =)

     
    L.e.Denninger

    January 14, 2002, 06:13 AM

    The LWS-files won't tell you how to read the (binary) LWO files :)

     
    ATTEAM

    January 14, 2002, 06:16 AM

    maybe this link can help you:

    http://members.home.net/lightwavetutorials/Main_Menu.htm

    there are also some lwo/lws-file specifications on web:

    http://www.lightwave6.com/developer/

     
    ATTEAM

    January 14, 2002, 06:34 AM

    It means that we didnt use just a plane for clouds and sky.
    We used 2 blending cloud layers and a spherical skydome for gradient colored sky.

     
    DxAvatar

    January 14, 2002, 06:49 AM

    Nice job :-)

    Hum ... What are your Specs?

     
    William Dahlberg

    January 14, 2002, 06:53 AM

    Thanks!

     
    Mathieu 'PO' HENRI

    January 14, 2002, 07:41 AM

    and the others should be burnt on public place!! ( with those still using voodoo1 ) ^___^

     
    Wonko

    January 14, 2002, 08:35 AM

    That's hard but fair }:->

     
    TheGilb

    January 14, 2002, 08:53 AM

    William Dahlberg - Check out http://www.wotsit.org/ for info on Lightwave models, the format really is quite straight forward.

    Very nice looking screenshot! Particles!!! More particles!!! Everyone loves particles!!!

    Little talk about the technology behind the engine though... Good demonstration of your Lightwave skills btw *g*

     
    Kanda

    January 14, 2002, 10:05 AM

    Nice !

    Seems the particles animation at the entrance are the same on each sides of the door ?

     
    ATTEAM

    January 14, 2002, 10:35 AM

    Yes, we did that cause of memory and speed purpose.

     
    MK42

    January 14, 2002, 10:50 AM

    Quite some moody scenery there, although the graveyard looks too 'clean' ... a few withered trees belong there ... and the moon peeking through the clouds...

    Oh, the skulls kinda remind me of Undying!

    - Marco

     
    Fil

    January 14, 2002, 10:59 AM

    oooo, dark and kreepy... I like the scenario, and the flames are cool, I meen hot :-) particles also, or billboards? They look too nice for bilboards, but since this is a screenshot its hard to see..

    Do does skulls have to be followed by that floorescent green stuff? :-)

     
    ATTEAM

    January 14, 2002, 11:02 AM

    Athlon 1.4Ghz, 1Gig RAM, Gforce3 Ti500 at 1280x1024 32Bit.
    Athlon 1600+, 512MB RAM, Gforce2 GTS at 1280x1024 32Bit, score is 10-20 frames lower.

    We dont make use of pixel and vertex shaders yet, but it should make a slight difference;-)

     
    Kanda

    January 14, 2002, 11:20 AM

    u could have 2 or 3 particle system entity for the same purpose (torch), like this it would look better...Well nice anyway

     
    ATTEAM

    January 14, 2002, 11:26 AM

    Both will be included into the final demo version... There will be trees and there will be a moon and maybe some otehr planets :-)
    So watch out for the final version which will be coming next week (i hope :-))

     
    ATTEAM

    January 14, 2002, 11:28 AM

    Those are Particles :-)

    Yes, the skulls have to be followed by those green stuff ,-) But believe me it's looking fine (in the final version)... The scrennshot here where done during the first test using the skull object as particle source...

     
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