PROJECT PHOENIX SCREENSHOTS
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- Hero of the Desert
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PROJECT PHOENIX SCREENSHOTS
<strong>[Game -> Update]</strong>
Well, you guys have been ragging on poor Steve long enough. I've been telling him not to give you guys any screenshots until he's ready to put up a website/has a publisher lined up but since you're giving the guy such a hard time I'm putting up a couple of shots for you. There are from a build that's about 5 months old at the moment. The final textures aren't in place, nor is the GUI but you get the general look of the environment and the level of detail.
<br><p><center>
<br><a href="/gallery/gallery.cgi?func=show&file=200948&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/phoenixshelfcloseupsm.jpg"></a> ...<a href="/gallery/gallery.cgi?func=show&file=200949&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/phoenixwallclosesm.jpg"></a>
<br></center></p>
<br><p>These screens are more recent shots of the same area. Be warned the following shots are very high resolution and very large files.</p>
<br><p><center><a href="/gallery/gallery.cgi?func=show&file=200950&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameBsm.jpg"></a>...<a href="/gallery/gallery.cgi?func=show&file=200951&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameD-s.jpg"></a><a href="/gallery/gallery.cgi?func=show&file=200952&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameE-s.jpg"></a>...<a href="/gallery/gallery.cgi?func=show&file=200953&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameF-s.jpg"></a></center>
<br></p><p>
<br>Now you can all stop bothering Steve and let him get on with his GOD damned projects. Discuss the shots over <a href="/forums/viewforum.php?f=31">at the project phoenix forum</a>. KTHXBYE.
Well, you guys have been ragging on poor Steve long enough. I've been telling him not to give you guys any screenshots until he's ready to put up a website/has a publisher lined up but since you're giving the guy such a hard time I'm putting up a couple of shots for you. There are from a build that's about 5 months old at the moment. The final textures aren't in place, nor is the GUI but you get the general look of the environment and the level of detail.
<br><p><center>
<br><a href="/gallery/gallery.cgi?func=show&file=200948&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/phoenixshelfcloseupsm.jpg"></a> ...<a href="/gallery/gallery.cgi?func=show&file=200949&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/phoenixwallclosesm.jpg"></a>
<br></center></p>
<br><p>These screens are more recent shots of the same area. Be warned the following shots are very high resolution and very large files.</p>
<br><p><center><a href="/gallery/gallery.cgi?func=show&file=200950&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameBsm.jpg"></a>...<a href="/gallery/gallery.cgi?func=show&file=200951&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameD-s.jpg"></a><a href="/gallery/gallery.cgi?func=show&file=200952&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameE-s.jpg"></a>...<a href="/gallery/gallery.cgi?func=show&file=200953&Category=100033&Page=1"><img src="/gallery/categories/PROJECT_PHOENIX/SCREENSHOTS/thumbs/InGameF-s.jpg"></a></center>
<br></p><p>
<br>Now you can all stop bothering Steve and let him get on with his GOD damned projects. Discuss the shots over <a href="/forums/viewforum.php?f=31">at the project phoenix forum</a>. KTHXBYE.
Last edited by Killzig on Sat Dec 20, 2003 3:16 am, edited 3 times in total.
- Saint_Proverbius
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- swordinstone
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What the!?
Oh, alright. Well just a couple things about the pics :
A) The fence REFUSES to light, so that mesh has to be rebuilt. Anyway this is why its black in the shots. Go figure.
The windows have full transparency, but when I did a lighting pass, I borked it by grouping it in with the wrong objects so it isn't transparent, yay. But you can see the dirt at least
C) We have newly finished, much cooler gaspumps that fit the 'theme gasstation' much much better...I was just too lazy to do the light pass to get them in-game ( as it takes around 20 hours to calculate now ). So those old Polly pumps are obsolete.
D) Keep in mind you're not seeing the detail pass. Also, I build objects up before I tear them down, so its too clean obviously. This is just based textures and lighting pass.
E) Characters are hiding...they didn't want to be seen. Actually, I do level art passes, where I just tool around the world ( spectator mode ) so the characters aren't relevent. But I'll put some in too for the public shiz.
F) The ground is both temp in texture and model. There will be elevation variety and way more detail both in texture and objects.
Oh well, thats them in-game, 40% - 50% done. I'll update them with the fixes listed above soon as I can, hopefully before Chrismakkuh.
Cheers
Oh, alright. Well just a couple things about the pics :
A) The fence REFUSES to light, so that mesh has to be rebuilt. Anyway this is why its black in the shots. Go figure.
The windows have full transparency, but when I did a lighting pass, I borked it by grouping it in with the wrong objects so it isn't transparent, yay. But you can see the dirt at least
C) We have newly finished, much cooler gaspumps that fit the 'theme gasstation' much much better...I was just too lazy to do the light pass to get them in-game ( as it takes around 20 hours to calculate now ). So those old Polly pumps are obsolete.
D) Keep in mind you're not seeing the detail pass. Also, I build objects up before I tear them down, so its too clean obviously. This is just based textures and lighting pass.
E) Characters are hiding...they didn't want to be seen. Actually, I do level art passes, where I just tool around the world ( spectator mode ) so the characters aren't relevent. But I'll put some in too for the public shiz.
F) The ground is both temp in texture and model. There will be elevation variety and way more detail both in texture and objects.
Oh well, thats them in-game, 40% - 50% done. I'll update them with the fixes listed above soon as I can, hopefully before Chrismakkuh.
Cheers
Last edited by EvoG on Sat Dec 20, 2003 5:11 am, edited 1 time in total.
- swordinstone
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I guess the screens being released now is as good a time as any.
For those of you who care enuf to hassle steve on a regular basis... the screens were being held until the detail pass of the textures had been done (which you dont see in these shots yet) and some more models (and textures) that are in progress. Its slow cos we are trying to make it look really good, and we both have other jobs that take up most of our time.
So anyway, these really are about 50% of the final quality we are aiming for... the detail passes should make the scene seem alive, and hopefully like nothing you'll see in any other game (even HL2). Maybe steve will post some of the models rendered full frame so you can see the detail we are putting into them.
For those of you who care enuf to hassle steve on a regular basis... the screens were being held until the detail pass of the textures had been done (which you dont see in these shots yet) and some more models (and textures) that are in progress. Its slow cos we are trying to make it look really good, and we both have other jobs that take up most of our time.
So anyway, these really are about 50% of the final quality we are aiming for... the detail passes should make the scene seem alive, and hopefully like nothing you'll see in any other game (even HL2). Maybe steve will post some of the models rendered full frame so you can see the detail we are putting into them.
Against the grain
That where I'll stay
Swimmin up stream...
I maintain against the grain!
That where I'll stay
Swimmin up stream...
I maintain against the grain!
- POOPERSCOOPER
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They are cool . Way way more cooler than the acceptable level .
Who said that we will stop hassling steve on a regular basis.
We probably wont .
But at least now nobody will say that the project is a fake.
And everybody can see now that Steve are is excellent .
Now Steve how about for some photos with female chars that have misplaced their uniforms ?
:JOKE:
Who said that we will stop hassling steve on a regular basis.
We probably wont .
But at least now nobody will say that the project is a fake.
And everybody can see now that Steve are is excellent .
Now Steve how about for some photos with female chars that have misplaced their uniforms ?
:JOKE:
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- Mad Max RW
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Our first look at the next in a long line of The Sims expansions, The Sims: Pumpin' Gas! hehe
Anywho, nice lighting and shadows you have going on there. Not sure if the jagged edges are caused by converting the images to jpegs or what, but they're ugly as hell. I'd like to see some creatures and human characters. Overall very plain looking. I'm glad to see you are working on something, though.
Anywho, nice lighting and shadows you have going on there. Not sure if the jagged edges are caused by converting the images to jpegs or what, but they're ugly as hell. I'd like to see some creatures and human characters. Overall very plain looking. I'm glad to see you are working on something, though.
- POOPERSCOOPER
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Dont worry buttercup, I only glanced at them for a second. Sorry. They look pretty good on closer inspection.EvoG wrote:I'm sorry you are unhappy.POOPERSCOOPER wrote:We waited all this fucking time for those UBER SCREENSHOTS? Withholding us of the screenshots for so long, then given this shit leaves a sour taste in my mouth. I hope the character dont look like shit too.
Cheers
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The jaggies are partially due to the jpeg compression, but otherwise, if you understand the nature of realtime 3D, then you'll know why its important when video cards talk about on-board AA ( antialiasing ) which of course smooths out jaggies, just like the treatment a prerendered image gets. You see, you're rendering in realtime, so you're getting new pixels every frame, so analyzing pixels and their neighboring pixels to come up with a 3rd value to approximate a smoother transition is cpu intensive. This is just 3D and not exclusive to me or phoenix...go look at any 3D game not using AA. Also, screens do not do realtime games justice, since you'll be moving the camera around ( panning, rotating and zooming ), thus, those jaggies aren't really noticeable at all. With that said, you can turn on AA in phoenix, if you like, if your vid card supports it, eliminating jaggies altogther, still shot or otherwise.Mad Max RW wrote:Our first look at the next in a long line of The Sims expansions, The Sims: Pumpin' Gas! hehe
Anywho, nice lighting and shadows you have going on there. Not sure if the jagged edges are caused by converting the images to jpegs or what, but they're ugly as hell. I'd like to see some creatures and human characters. Overall very plain looking. I'm glad to see you are working on something, though.
As for creatures and humans...those are next aren't they?
Plain looking....sure...I gotta fill it up with stuff. *shrugs*
Cheers
Ignore those arrogant pre-pubescent troglodytes Steve... those screenshots look excellent! Wicked lighting effects - I dig it baby. Nice work - it looks like those pics could be beta images from Fallout 3, comparing (the released exterior shot from FO3 just had more detailed buildings and textures).
I'm keen to see what you can come up with - please please please don't let this slip into development hell! Definitely gonna be keeping an eye on your updates...
I'm keen to see what you can come up with - please please please don't let this slip into development hell! Definitely gonna be keeping an eye on your updates...