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Project AXSX (Sonic Xtreme and SONIC CD REMIX A 2.5D game) AXSX New Years Video 12-31-2012! ! ! Happy new year!

#286 User is online Andrew75 

Posted 11 May 2012 - 01:35 AM

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View PostAzu, on 11 May 2012 - 01:14 AM, said:

I hate unwrapping=/. I only no basic unwrapping. I usually use UVW Mapping.

Did you use the spline tool?




Yeah, for the example that was just uploaded I used a Helix spline, than added a extrude modifier, the rest done with edit poly mode
This post has been edited by Andrew75: 11 May 2012 - 01:37 AM

#287 User is offline Azu 

Posted 11 May 2012 - 01:41 AM

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Ah, okay. I'll try that too. I wish I could look at some level geometry from Generations, but far as I know, there isn't a script for the terrain model files.

#288 User is online Andrew75 

Posted 11 May 2012 - 02:10 AM

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I think there is an importer script for the terrain files for Generations actually, you'd have to ask TwilightZoney for that.

Personally I don't care much for the official Sega stuff, you probably wont catch me using it unless its for Xtreme.
Also with a bit more messing around for the loop example I posted.
I came up with a quick and dirty high poly model for baking normal maps lol.
However,,Nothing id use though. as I didn't really put any effort into this thing. ( just wanted to show whats possible)
Posted Image

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This post has been edited by Andrew75: 11 May 2012 - 02:19 AM

#289 User is offline Azu 

Posted 11 May 2012 - 02:14 AM

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That's actually pretty nice.

#290 User is online Andrew75 

Posted 11 May 2012 - 03:15 AM

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Thanks,



Some more screwing around. had a bit of fun with this one. lol
Well its time to get back to doing 32 bit Saturn like graphics.
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#291 User is online Andrew75 

Posted 11 May 2012 - 02:53 PM

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another variation of the loop in UDK. ( wanted to get familiar with some UDK work-flow stuff here)
I won't be adding anything else to these loops, they will be going into the trash bin. lol
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This post has been edited by Andrew75: 11 May 2012 - 03:49 PM

#292 User is online Andrew75 

Posted 11 May 2012 - 04:13 PM

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View PostAzu, on 11 May 2012 - 01:41 AM, said:

Ah, okay. I'll try that too. I wish I could look at some level geometry from Generations, but far as I know, there isn't a script for the terrain model files.

Oops ,, I forgot you can also ask darkspines35 for the Maxscript as well.
I know he put a lot of work into that thing !

#293 User is online Andrew75 

Posted 08 July 2012 - 08:12 AM

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Coming Soon......
Posted Image

#294 User is offline P3DR0 

Posted 08 July 2012 - 09:10 AM

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Fuck you, Andrew. Stop doing awesome stuff. :c

Also, incredible work on those loops.


That GHZ, I wonder how acurate GDK's physics are in comparison to the originals.

#295 User is online Andrew75 

Posted 08 July 2012 - 09:31 AM

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Seeing the level in motion is sort of trippy !
This game may need some kind of epilepsy warning to go with it. hahaha.

The physics aren't perfect, but pretty close, We think Mostly due to the limitations of UDK.
The biggest issues that I have with the engine are to do with ground collision detection.

For example When using 2 small micro hills or bumps, they are not always detected because they are so close to each other causing the engine to see them as being flat. ( sometimes)
this kind of tosses a wrench in the jump launch physics direction accuracy in certain situations.

I had a workaround that I pitched to Xak, but he thinks its something that can't be done in UDK.

anyhow I'm happy with how its turning out so far.
This post has been edited by Andrew75: 08 July 2012 - 09:44 AM

#296 User is online Andrew75 

Posted 18 July 2012 - 02:12 AM

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Ok guys ! I need a beta tester for this Green hill zone....
Today is 7 18 2012.. kind of an anniversary for one of the sonic Xtreme tech demos that was released.
Hmm what year was that? 1996?
Although this is not a Sonic Xtreme level, it is still very important for the project as a tool to tweak our sonic feel.

Anyhow, please PM me with computer specs and a beta test may be sent your way,,,,,Just maybe.


Edit:
Almost have enough testers, still need someone with an ATI card.
This post has been edited by Andrew75: 18 July 2012 - 09:50 AM

#297 User is offline Kharen 

Posted 18 July 2012 - 05:02 PM

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Wanna test a low end machine?

More details about my computer (I just copy/pasted the information in the window)


Component Details Subscore Base score
Processor AMD Athlon Dual-Core QL-62 4.8 3.8
Determined by lowest subscore

Memory (RAM) 2.00 GB 5.9
Graphics NVIDIA GeForce 8200M G 3.8
Gaming graphics 895 MB Total available graphics memory 4.3
Primary hard disk 88GB Free (222GB Total) 5.4
Windows Vista ™ Home Premium

System
--------------------------------------------------------------------------------

Manufacturer Hewlett-Packard
Model Compaq Presario CQ60 Notebook PC
Total amount of system memory 2.00 GB RAM
System type 32-bit operating system
Number of processor cores 2
64-bit capable Yes

Graphics
--------------------------------------------------------------------------------

Display adapter type NVIDIA GeForce 8200M G
Total available graphics memory 895 MB
Dedicated graphics memory 256 MB
Dedicated system memory 0 MB
Shared system memory 639 MB
Display adapter driver version 8.15.11.8644
Primary monitor resolution 1366x768
DirectX version DirectX 10

#298 User is online Andrew75 

Posted 18 July 2012 - 05:15 PM

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View PostKharen, on 18 July 2012 - 05:02 PM, said:

Wanna test a low end machine?

More details about my computer (I just copy/pasted the information in the window)


Component Details Subscore Base score
Processor AMD Athlon Dual-Core QL-62 4.8 3.8
Determined by lowest subscore

Memory (RAM) 2.00 GB 5.9
Graphics NVIDIA GeForce 8200M G 3.8
Gaming graphics 895 MB Total available graphics memory 4.3
Primary hard disk 88GB Free (222GB Total) 5.4
Windows Vista ™ Home Premium

System
--------------------------------------------------------------------------------

Manufacturer Hewlett-Packard
Model Compaq Presario CQ60 Notebook PC
Total amount of system memory 2.00 GB RAM
System type 32-bit operating system
Number of processor cores 2
64-bit capable Yes

Graphics
--------------------------------------------------------------------------------

Display adapter type NVIDIA GeForce 8200M G
Total available graphics memory 895 MB
Dedicated graphics memory 256 MB
Dedicated system memory 0 MB
Shared system memory 639 MB
Display adapter driver version 8.15.11.8644
Primary monitor resolution 1366x768
DirectX version DirectX 10


Thanks, and sorry but I have enough testers for now, I appreciate the offer.

#299 User is offline Kharen 

Posted 18 July 2012 - 10:10 PM

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I'm kind of curious, since you're using Saturn-type graphics for this, if it would be able to run on my computer. I couldn't get Green Hill Paradise, or whatever that huge open-area project was called that was released a while back, to work on this laptop, and Generations runs at about 5 frames per second. (Still played completely through it, though. Slow as hell, but worth it. At least it helped with precision dodging and platforming.) I just figured something with simpler graphics might be able to work.

#300 User is online Andrew75 

Posted 19 July 2012 - 12:06 AM

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View PostKharen, on 18 July 2012 - 10:10 PM, said:

I'm kind of curious, since you're using Saturn-type graphics for this, if it would be able to run on my computer. I couldn't get Green Hill Paradise, or whatever that huge open-area project was called that was released a while back, to work on this laptop, and Generations runs at about 5 frames per second. (Still played completely through it, though. Slow as hell, but worth it. At least it helped with precision dodging and platforming.) I just figured something with simpler graphics might be able to work.

Probably wont run if you had problems with Green hill paradise, firstly this project is running on udk,(like GHP) I wouldn't really consider UDK a light game engine.
also pixelated textures don't mean squat for Sonic Xtreme, as there are lots of complex shaders going on behind the scenes, most notably the Fisheye.
I could be using higher quality textures and you wouldn't see much difference in performance.

For my 3D Green hill zone, the textures may be low res but there are well over 200 custom textures used for the models, due to the individually of each one, to stay true to sonic 1.

On the model side of things, there are over 200 hand crafted models used to make up just act 1 of green hill zone. (that is a lot of polygons.)
The kismet sequences used to program all the props within the levels are also very complex,
For example the platforms that fall when sonic stands on them use well over 100 instruction nods.
all this together will impact performance.
(what looks simple on the outside is actually a complex beast)
Posted Image

If I were to modernize this GHZ, I could get by with using less than 20 textures, and much simpler models,
as I wouldn't need to worry about having all the shading built into each texture, and the 1000s of custom UV mapped model pieces used to build the 200 or so level chunks.


In compression Generations would probably run better for you than this game, as it uses far less resources for each level.( models textures, shaders )
This post has been edited by Andrew75: 19 July 2012 - 12:24 AM

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