Project Stealth
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Author Topic: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)  (Read 13004 times)
frvge
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« Reply #45 on: October 12, 2008, 10:23:40 PM »

Got a question. Do you guys intend to put some of these glowy effects you can see nowadays in games ? I think they are called shaders.
In a sense all the materials (upgraded textures) are shaders.

We use our own more advanced shaders for the various vision modes for example Smiley

UT3 itself has HDR, bloom, Depth of Field, motion blur and so on.
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« Reply #46 on: October 13, 2008, 03:19:31 PM »

Ok but you didnt really answer my question Smiley
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« Reply #47 on: October 13, 2008, 04:20:21 PM »

Answer is most likely yes. I dont know at this time if they can be turned off, if they are implemented.
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Gui Brazil
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« Reply #48 on: October 13, 2008, 05:37:06 PM »

A shader is not a glowy effect.
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Westfall

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« Reply #49 on: October 14, 2008, 05:09:36 AM »

nice objective
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« Reply #50 on: October 14, 2008, 05:54:59 AM »

Ok but you didnt really answer my question Smiley

Yes. Shaders are a default part of UT3. So we are already have them in the game. The objective is using a shader, a pixel shader to be more accurate as it has a normal map. The spy, the Merc, every material in Clubhouse has a normal map... which is pixel shading.

I'm sorry but this just seems like a really stupid question to ask after all the stuff we've already shown.
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« Reply #51 on: October 14, 2008, 11:04:42 AM »

I'm not really into all this technical things and perhaps it is a reason why my question sounds stupid. All I mean is that you can see some differences between PS and, let's say, ut3 in a way all things around are lit.


Take a look at this random ut3 screenshot and compare the lighting with the one from the stage in PS sshot.


http://www.tweakguides.com/images/UT3_11.jpg

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg

It's hard to explain for me but do you know what i mean ?
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« Reply #52 on: October 14, 2008, 08:03:09 PM »

That is pretty nice, good stuff Smiley.
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« Reply #53 on: October 14, 2008, 11:03:09 PM »

Tick...tock...tick...tock...

Booting data transmission system.
POST check... OK
Running unit tests... OK
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Transmitting data:

Text-entry #1:
Some notes from the composer about the music as used in the Lakehouse Teaser.

Quote from: Theodore W
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A broad soundscape capturing the atmospheric setting and colour hue of the project, consisted of flute, synthesizer, tabala and electronic drums, providing the textural backdrop and momentum, layered upon a guitar ensemble, some parts played with violin bows and ebow with metal objects stuck to the fingerboards, by having the guitars playing slightly out of tune and tempo, it formed a sense of hidden unease, which suited the stealth genre effectively as a new approach, later on it fitted well to the minor tilt and pan movements of the camera in the lakehouse teaser trailer.

Orchestration: 5 Electric Guitars, 2 Electric Bass Guitars, 1 Flute, Metal Objects, Electric Drums, Tabala, Ebow, Violin Bow, Virus TI



Project Stealth Logo Sequence

Constructed with abstract sounds more in the nature of music concrete, among a mixture of timbre from electronics, orchestral instruments and sounds from non-musical objects, I wanted an element that can represent fate (considering its for a stealth action game), filtered boy choir supported that concept and served as a link between the eletronic and acoustic textures, also at the same time it constitutes as a contrast without being detached from the orchestration, the piece ends in suspension with processed sounds from steel pipes, timpani and water.

Orchestration: Stretched Piano Wires, Bowed Harp, Steel Pipes, Gong, Timpani, medium-sized Boy Choir, Synth

Text-entry #2
Quote
We got hold of a new animator who will be making some of the Spy's animations. This animator worked at various AAA-movies like The Matrix Reloaded/Revolutions, Star Wars: Episode II - Attack of the Clones, the upcoming X-Men Origins: Wolverine and many more Hollywood blockbusters. We focus on high-quality and only want the best. With the work of this animator we will continue our way to the perfect SAM-gameplay and feeling.

Data-entry:

PS UT3 Spy Character (52.2MB)

Mirrors:
FilePlanet
ModDB

Closing socket... OK
Destructing resources... OK

Entering sleep-mode.

Tick...tock...tick...tock...
ETA T Minus 96
Tick...tock...tick...tock...
« Last Edit: October 18, 2008, 04:16:10 PM by frvge » Logged

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« Reply #54 on: October 14, 2008, 11:34:31 PM »

I dont have UT3 yet. Is it possible for someone to post a video (maybe on Moddb) of the different ways you can customise a spy, maybe an ingame video using FRAPS. Im sure others (who dont have UT3 or cant run it) would appreciate this too.

Thanks. Oh and awesome news about the animators.
« Last Edit: October 14, 2008, 11:36:33 PM by ChickenSkin » Logged
Zedblade
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« Reply #55 on: October 15, 2008, 12:01:15 AM »

I'm not really into all this technical things and perhaps it is a reason why my question sounds stupid. All I mean is that you can see some differences between PS and, let's say, ut3 in a way all things around are lit.


Take a look at this random ut3 screenshot and compare the lighting with the one from the stage in PS sshot.


http://www.tweakguides.com/images/UT3_11.jpg

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg

It's hard to explain for me but do you know what i mean ?

I can't see the first screenshot, but just as general knowledge, UT3 and PS are using the same technology. UT3 was in development a lot longer then PS, the fact that it had many, many artists, all of which were professionals and that the screenshot was from a finished game that's on the shelf means there's going to be an art quality differance. However, both games have completey differant playstyls. UT3's lighting is meant for a fast-paced deathmatch game. Thus they can't really have pure black shadows and low-lite areas. Everything needs to be more or less evenly lit. PS being a stealth game, where spies need areas of pitch black or low-lite areas will have differant lighting of course. Not to mention the fact that the Lakehouse shot you provided is a pre-alpha version.

I really don't understand what your trying to get at, and frankly I don't think you do either. So unless you have another way to put it that will be more understanding, just know that we are using every current technology to the best of our abilities and only when deemed necessary.

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« Reply #56 on: October 15, 2008, 10:21:39 AM »

unfortunatley Zed,   the audience in general  expects a AAA quality game because that is what they are used to playing.   The amount of work and talent involved to get that level of quality is not even understood.
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Zedblade
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« Reply #57 on: October 15, 2008, 10:36:36 AM »

unfortunatley Zed,   the audience in general  expects a AAA quality game because that is what they are used to playing.   The amount of work and talent involved to get that level of quality is not even understood.

Indeed, and that ignorance will be the reason we will have people complaining it doesn't look as good as Gears of War 2 instead of appreciating the work we did for free.
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« Reply #58 on: October 15, 2008, 02:42:53 PM »

I'd rather see good gameplay with UT'99 graphics than shitty gp with UT3.
Really, Gameplay is ALL that matters if you want to have fun.

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Tidenburg

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« Reply #59 on: October 15, 2008, 03:05:06 PM »

The screeny we saw before with the spy in is way above what games my PC has look like (apart from the spy looked oddly coloured/shaded, but I know that was temporary). So far its all look h-a-w-t.
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