So, does it age super fast or something whenever you head to the future rather than just a short video? That's awesome.
So wait... I'm confused. What engine is this game supposed to run in? C4, or some other engine that's more cross platform?
Hey Yeah, thats what I'm going for. Just need to do some more testing, I probably should have created a new thread to house Sonic CD Remix, C4 game engine works with Mac, PC, Xbox 360, as well as PS3. so its very cross platform. some additional details, :specialed: Sonic CD remix is a side project to AXSX, as I wait for Xeniczone to have his summer break, after which we will resume AXSX. Sonic CD = C4 engine, AXSX = Game maker and ult 3D.
You could always ask a mod to split the topics, unless you want to have this topic harbor both games.
Give me a list of post numbers (the ones in the top right, this one is 45 for example) and I'll split this if you want.
Hnmm, I may just start a fresh topic For sonic CD remix sometime. that way it wont be so confusing with left over posts,
Back on topic with project AXSX... Thx to Xeniczone and my our good friend Skarik for the Fisheye shader coding, Quick video of the Fisheye in action,,, with the unfinished Jade gully level model I made from scratch, (Some block sizes may be off a bit for the water height) Everything is Work in progress. please don't nitpick, Me and Xeniczone already know about the shortcomings. Thanks. http://www.youtube.com/watch?v=WNr1bF3GddM Edit: Looks at video O__o) good god! the color is all Funkey on youtube,, aww well what can you do, right?
Here's another video, this one is rather old. at least sonic is running around. ^__^ Turning animations were tossed togeather here. http://www.youtube.com/watch?v=zo8dwjBOPhE...feature=channel Alot of work is going into this project to make this as close to sonic Xtreme as we can. 718 model was built from the ground up... Took well over a week to model and texture if I remember correctly. The process was very Tedious and boreing.... I'll Explan..... Within an emulator we ran the authentic demo in wire-frame mode. Had to do sonic's spin dash than jump to a certain height within the emulator and pause it just right, so that each screen grab was exactly the same camera height and angle. Wondering how we got the correct height each screen shot? Luckily while in wire frame mode we had a line across the screen caused by the background image. This line would scroll up and down as sonic jumped. ( see below screen shot the line is near the top and is blue) The key was getting the reference screen shot at the right moment. A lot of screens were taken at the wrong moment, >__< 20 or more were required in some cases. After all the reference pictures were completely gathered.. I than moved onto 3D studio, At this point I had a flat plane divided into the same amount of tiles as the original 718 demo. Than the fun began,,, Had match the camera height and angle, that of to the pre-captured wire-frame reference pictures and the plane mesh. from there,,,I just modified the vertex heights for each section. And, so,,,,, there u have it, a very nearly identical model to the original 718. Below...Camera matching the 3D studios model to the emulator screen grab. (early screen of in process modeling) Below...the finished wire frame product. ( well it may need some tweaks here and there) As for the textures, I ripped them from the leaked 718 demo myself. The hard part was getting them to be 100% identical in placement to that of the original. Texture placement replication took me and my Wife about 4 to 6 days total. We used a gird printed out on multiple papers. Each texture was assigned a number 1-5 or something..Which I than called out to my wife. She would than wright that number down on the grid. god there were latterly 1000's of positions, 2145 to be exact.... We ended up having to double checked the whole thing for accuracy. After that was done ,, we reversed the process and my wife called out the texture numbers for me, to place the textures on the model. We are really glad this model has been finished... it was... purely a boring, repetitive process,,,, lol (And Textured)
Realtime Grass running in C4. I'll be doing multiple grass variations using multiple techniques. This is just the first proof of concept using a custom shader I made. Need member input.. how does it look to you? What needs to be done to fix the grass if anything? Should I shoot for a more realistic grass ( individual blades ect) instead of a surrealistic incantation of the grass (pictured below)? ( the reference used to model) (Lots of tweaking needs to be done yet) ( textures are still only temporary)
I really like it, although the lighting is a little dark and realistic for a Sonic CD remake, isn't it? Especially considering SCD was easily the most surreal of any Sonic game ever made.
Look its Mini-Mii!! Yeah I'm going for a bit more realistic surrealistic style here.. although the lighting and textures have not been fully set up yet, That'll all be tweaked later when the level geometry gets closer to completion.
Those two blocks in the middle of the chunk have a strange shading on the right. For me it looks like the blocks are just floating in the air and throwing a shadow at the big wall (if you get what I mean). Would be cool if you can sort that out. Anyways, lookin' pretty cool. =)