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Old 01-21-2006, 09:33 AM   #61
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Quote:
Originally Posted by Dale Baldwin
3) If you think the perspective in that screenshot is right, you need your eyes tested.
Your right, I really need to get my eyes tested, I mean how will everyone else live with my bad eye sight...
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Old 01-21-2006, 09:35 AM   #62
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I think it looks absolutely fantastic, despite it´s small flaws..
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Old 01-21-2006, 10:06 AM   #63
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I think it looks great, though the size of Guybrush does seem off. I hope this will be taken as constructive, but if you look at the barrel on the right of the screen, you can see it's at the same level of depth as Guybrush. So, Guybrush is a little more than twice as tall as a barrel. Now, look at the barrel next the the door on the left. I woud wager that most barrels are about the same size. If you were to scale Guybrush down so that he's as tall as he should be next to that barrel, his head would still come up to the nose of that shark above the door.

If you scale Guybrush to the right size for the door, then that barrel is just way too big.
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Old 01-21-2006, 11:04 AM   #64
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Maybe Guybrush has been marooned on Loompaland? Oh wait, they lived in trees...

Munchkin Village then?
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Old 01-21-2006, 06:00 PM   #65
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It could be that the distance between the 2 barrels is longer than we are led to beleive, it could be a mile off for all we know.
And maybe the barrel in the distance is just a really big barrel, bigger than the average barrel.

You never know
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Old 01-22-2006, 05:01 AM   #66
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Quote:
Originally Posted by stuboy
The 3D model looks nothing like the CMI Guybrush
First of all, that's a good thing.

Quote:
Originally Posted by stuboy
but at least it's better than the EMI one.
Second of all, I disagree.

One thing bothering me in the screenshot is Guybrush's shadow on the ground. Just seems such a waste to include a 3D model, and not let it cast shadows in the right direction in accordance to the background.
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Old 01-25-2006, 11:27 AM   #67
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Well, I don't think it'll be a real-time rendered 3d model in the game. Probably 2d pre-rendered. In which case you can't really expect real-time shadows. And even if it was a 3d model, making his shadows interact with a 2d environment (such as propping a shadow against a wall) would be a pain, unless you wanted to have a 3d model of the scene underneath the 2d picture, at which point you should probably go with full 3d anyway...
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Old 01-25-2006, 12:19 PM   #68
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Quote:
Originally Posted by Mares
Well, I don't think it'll be a real-time rendered 3d model in the game. Probably 2d pre-rendered. In which case you can't really expect real-time shadows.
Well, it looks extremely good, then.

Quote:
And even if it was a 3d model, making his shadows interact with a 2d environment (such as propping a shadow against a wall) would be a pain, unless you wanted to have a 3d model of the scene underneath the 2d picture, at which point you should probably go with full 3d anyway...
Well, making blank boxes that act as shadow-background is nowhere near as complex as making a full-3D scene. You don't have to think about the camera moving, textures, lighting (on every scene object.) Of course it isn't easy. But then again, what is?
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Old 01-25-2006, 12:41 PM   #69
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And every other adventure game has real time shadows?
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Old 01-27-2006, 03:13 PM   #70
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you wouldnt have to make the whole scene 3d for the shadows would you? couldnt you just have a light source that didnt interact with the background since they are already drawn in by hand?
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Old 01-29-2006, 04:34 AM   #71
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Quote:
Originally Posted by Dasilva
And every other adventure game has real time shadows?
Did I say that? I'm sorry I'm not just drooling complements to Metamorfo Entertainment, but trying to make some constructive observations to what has been shown to us. But if everyone's going to whine "It's too hard.." every time someone suggests something, then why the f**k bother making the game in the first place?
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Old 01-29-2006, 12:48 PM   #72
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Quote:
Originally Posted by Karmillo
you wouldnt have to make the whole scene 3d for the shadows would you? couldnt you just have a light source that didnt interact with the background since they are already drawn in by hand?
Because the whole background is not a flat surface. Consider--how do shadows interact with curved, or angular, surfaces? The curves and angles are already drawn in by hand, but in order for the shadow to bounce off those objects properly, you gotta have an underlying 3d gridwork. If this game is being made with AGS, as I assume it is, that's not a possibility.
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Old 01-29-2006, 12:54 PM   #73
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In either case, it seems to me like this whole theoretical approach to lighting and shadows that we're discussing, as implemented in a 2.5D adventure, is the way Vampyre Story's gonna go.
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Old 02-18-2006, 05:31 PM   #74
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Do you need and enviroment modelers, I'm pretty good at making levels and things like that.
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Old 02-21-2006, 01:05 PM   #75
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Default Buena suerte

Quisiera desearles mucha suerte en el desarrollo de su juego. Espero que LucasArts lo permita.

For those of you who don't speak Spanish, I said, "I'd like to wish you much luck in the development of your game. I hope LucasArts allows it." I'm fluent in Spanish; majored in it in college. Just wanted to be a welcoming voice so to speak.
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Old 05-17-2006, 07:54 AM   #76
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I wonder how this progect is going. Theres hasnt been any updates since the end of january so theres nothing saying if its still going or if its been canceled
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Old 05-28-2006, 01:28 AM   #77
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The game ISN'T cancelled Karmillo; and it's still in development. Unfortunately, we recently had a down in the team (3D Modelling) so we're forced to delay the release of the demo.

Anyway, keep following the project; will be new features soon!
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Old 05-28-2006, 10:56 AM   #78
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Good to know its still going

I still wanna see more cowbell though
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Old 05-28-2006, 01:13 PM   #79
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Quote:
Originally Posted by Karmillo
I still wanna see more cowbell though
I've got fever and the prescription is more cowbell!
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Old 05-28-2006, 01:51 PM   #80
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Quote:
Originally Posted by copycat
You're absolutely right. It's just a bit disappointing for us Mac and Linux users because we'll most likely not see this game ported to our platforms due to Wintermute's DirectX-orientation.

I'm not a programmer but every now and then friends of mine who work in software companies moan about the pain of DirectX/OpenGL conversion.
I am a Linux devotee myself, but chose Wintermute for the development of our company's debut adventure title. While the development tools are Windows only, games created using WME run just fine on Linux when you run them with Winex/Cedega.

The upcoming version of Codeweavers' Crossover Office product will also have DirectX support with a focus on running games, as well as a MacIntel version. We have been having some very early chats with them about possibly adding Linux and MacIntel installers on the final release CD.

And while running programs atop an abstraction layer is not "native" per se, the performance is great. I actually got a much higher frame rate with Morrowind under Linux/Winex than running it natvely under Windows, even with all the water-effects on.

Agreed on some points though... DX is very single platform, and developing for APIs like SDL or Crystalspace is ultimately the best way to do cross-platform development.

For info about running WME games on Linux:
http://forum.dead-code.org/index.php?topic=619.0
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