TRACKVERSE Alpha v0.1 @ Steam Greenlight! Come Vote! :D

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Blog Update: Screen Space Ambient Occlusion
http://liquidrockgames.blogspot.com/201 ... usion.html
Image
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

Image
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yapdakilla
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Re: Project Aftershock

Post by yapdakilla »

More screenshots on our SSAO implementation:

Image01 Before SSAO
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Image01 After SSAO
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Image02 Before SSAO
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Image02 After SSAO
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Image03 Before SSAO
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Image03 After SSAO
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Image04 Before SSAO
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Image04 After SSAO
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Image05 Before SSAO
Image
Image05 After SSAO
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Image06 Before SSAO
Image
Image06 After SSAO
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Image
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Ruud v A
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Re: Project Aftershock

Post by Ruud v A »

Wow, that looks much better, especially on the vegetation. But on buildings etc. it is hardly noticeable. Still, it adds a great degree of realism.
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Re: Project Aftershock

Post by yapdakilla »

Thanks Ruud, most of the static objects such as buildings already have their own baked AO maps. Which is still useful for gamers who wish to disable SSAO and is still able to play the game with decent quality. Baked AO is still useful for far distance shots though.
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Re: Project Aftershock

Post by yapdakilla »

Updated powerup icons

Decided to go for simpler icon looks for the powerups which players can pick up along the tracks as the older powerups were harder to identify from afar.

Here's a sample rocket pack powerup.

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Re: Project Aftershock

Post by exhys »

this could be the next big indie game using ogre ever since torchlight!

The art just kickass. Its AAA standard.

and i also like how the camera handles
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Re: Project Aftershock

Post by yapdakilla »

Hi guys,

We're still alive !!! Been awhile since we've posted an update. Lotsa stuff happening and had to settle some projects earlier on. But we're back ~!!

Image

Image

Image

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Re: Project Aftershock

Post by yapdakilla »

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Re: Project Aftershock

Post by dudeabot »

i like this craft better than the other one :) it looks more realistic with usage and rusty details, good work!
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Re: Project Aftershock

Post by yapdakilla »

Thanks dudeabot :)

Early FX test on a craft disruptor weapon.

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Re: Project Aftershock

Post by Brutal »

This is look incredible guys. Glad to see it is still in progress after so long. It is looking very UT3'ish which is incredible.
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Re: Project Aftershock

Post by Ruud v A »

Looks great, but it could be even better. You could improve the electric effect by not making the entire thing flicker at once, but subparts. The effect looks really cool, but I've been playing with high voltage sparks lately, and that's not what it looks like in real life.
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Re: Project Aftershock

Post by Oogst »

This game is still looking great! I do wonder if it is ever going to be finished, because this has been the best-looking Ogre project in development for a long while now. What are your plans with it in terms of when it will be done?

Anyway, as for the SSAO: it looks great! Really adds to the images! I do wonder why you chose to go with SSAO instead of pre-baked static lightmaps, though? In all the footage I have seen so far of Aftershock, the scene itself is entirely static, and the vehicles don't morph either. SSAO uses a lot of performance and usually adds some visual noise when moving, while it does not do bouncy light. So I am curious as to your reasons for chosing this specific technique over pre-baked lightmaps?
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Re: Project Aftershock

Post by yapdakilla »

@Ruud V A: Yeah we noticed that too that for electric effects they tend to flicker in much smaller parts even to the individual electric arcs. Still looking for a way to fix it though. But thanks for the feedback :)

@Oogst: Thanks for the comments. We are not exactly sure as to when it'll be done as we're juggling between Aftershock and other outsourced projects to support ourselves which usually involves content creation and adding features to other 3rd party engines for other indies. But we're available for work now too ! :D

For the SSAO: we do have pre baked static ambient occlusion maps which are visible on the buildings as we've noticed that SSAO tend to look a lil weird when you're trying to make it look good between large objects (buildings..etc...) and smaller stuff (eg.grass) unless we do it Crysis way which renders 2 settings for SSAO, one for smaller objects and one for larger objects which is expensive. So in general , we choose this method for nearby dynamic objects to look good with SSAO while further environment objects will not have any SSAO artifacts by using baked AO maps. The scene is static now because we have yet to include other dynamic effects yet. But in the future we are planning to simulate screen space global illumination.
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Re: Project Aftershock

Post by yapdakilla »

Grappling machine without animation yet.

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Re: Project Aftershock

Post by yapdakilla »

Grapple with test animation

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Re: Project Aftershock

Post by yapdakilla »

Grapple machine update with 2 animated rings.

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Re: Project Aftershock

Post by koirat »

One word.
Beautiful
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Re: Project Aftershock

Post by Praetor »

I like it. The animation is pretty good even though it is simple. One nitpick, what does it look like if you slightly faded out the electricity planes as they intersect with the inner sphere? The sharp cutoff highlights the planes and having a quick fadeout might hide that.
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Re: Project Aftershock

Post by yapdakilla »

Well after a long hiatus working on other side projects to support ourselves and what not, I've decided to update the holograms on the buildings to have more depth as well as added some chromatic abberation like effect to them where the previous holograms looked pretty flat.

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Image
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Re: Project Aftershock

Post by lonewolff »

Nice effect. 8)
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Re: Project Aftershock

Post by yapdakilla »

Hi guys we’ve just recently implemented FXAA 3 based off Timothy Lottes FXAA implementation. This latest anti aliasing technique is important especially for console games since most console games are still played with a lower resolution eg. 1280×720 and stretched up full screen where jaggies will look even more apparent especially with the larger home flat screen tvs, 60″ .

Other games tested with FXAA: http://www.eurogamer.net/videos/fxaa-technology-demo

Here are the results:

with FXAA
Image

without FXAA
Image

with FXAA
Image

without FXAA
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Re: Project Aftershock

Post by jacmoe »

Nice - really nice!
Glad to see that you're still working on it :D
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Re: Project Aftershock

Post by yapdakilla »

Thanks Jacmoe. It's been slow and we're still working on it :)

Heres another update with depth of field. With future plans to include Bokeh DOF effect.

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