Cry Havoc

We did the Mansion scene so long ago that it's become legacy and won't run any more. So on that count I'm afraid not. However, we will be making our Runtime demo available in under a month. This will include binaries, tools, and three scenes. The Garden, Warehouse (lots of physics), and an island gameplay demo not yet seen.

I'll note these are still isolated licensing demos, they are not representative of our work in progress game or intended for the general public. For this reason we may only provide them upon request. However you're welcome to take a look. Info will be posted on our site when we launch.
 
TimJohnson said:
I believe the textures were from an old ATI demo, but Humus had done a good job of showing them off in his demo, and our artists hadn't quite grasped the concept of good parallax maps, so being out of time we just threw them in.

I don't know where I got the brick texture, but the rock texture originally came from here:
http://textures.boom.ru/texture/building.htm

I hardly ever create any textures myself. Most are ripped from various free sources around the net. Most of them I don't remember where I got them originally. The bumpmaps however are my own. Most textures don't come with bumpmaps so I usually have to create them myself. But I don't have any problem with people using my bumpmaps.
 
I can't quite remember where the media came from or whether we regenerated the parallax and bump maps. Anyhow I don't want to be seen as intentionally plagiarizing, whether you mind or not, so I've given you credit under our demo link, Humus.

Not such a great scene anyway. Hell, after recording we actually realized we had the tangents inversed on V on that wall. The N.L is upside down! Nobody's pointed it out to us yet though ;-)
 
TimJohnson said:
I can't quite remember where the media came from or whether we regenerated the parallax and bump maps. Anyhow I don't want to be seen as intentionally plagiarizing, whether you mind or not, so I've given you credit under our demo link, Humus.

Not such a great scene anyway. Hell, after recording we actually realized we had the tangents inversed on V on that wall. The N.L is upside down! Nobody's pointed it out to us yet though ;-)
I noticed it but actually thought perhaps you guys wanted more cement between bricks :)
 
Something looks off about the shadows, like it has the wrong perspective or something. For example, when the light is swinging around and it is pretty much directly above the knight on the right side, it still casts a pretty long shadow when you'd think it would be "shorter" because of the angle. I also notice something similar in test 3 of 3dmark03. So is that just a side effect of the shadow techniques used because of a lack of processing power?
 
Dunno anyhing techy but the demos look real nice.
The first part in the mansion looks like a complete ripoff of some of Humus's demos.
If that's the way it'll end up on a 9700 pro, then maybe the sucker still has some juice left in it... :D
 
TimJohnson said:
Hey, I'm the Engine Lead at Artificial Studios.

Hiya Tim!

Thanks for taking the time to pop over here and offer us all these great infos and explanations, that's awesome. :)
 
Anyone notice the phone number on the soda cans in the garden screenshots? "800-256-X800". Any guesses as to which graphics card they're using? :)
 
The new video is up now.

LeGreg said:
apart from the lighting condition, what else is dynamic in this backyard demo ?

In the background some of the scenery moves. However due to time constraints (not technical ones) we had to leave some of the fun stuff we were planning to do with physics and local lights.
 
Awesome stuff :oops:

Now I just got to buy that 6800 GT before you guys release the executables, I think my GF 4 Ti is scared of running them :LOL:
 
Now thats something serious :) This engine looks awesome! It will be a nice addition to Doom 3, HL2 and Unreal Engine...
 
Wow, that looks fantastic. Great stuff, Tim.

Even the DoF effect is convincing! :oops: :p
 
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