keinmann
05-24-2009, 1:31 AM
Hey guys,
We're currently seeking additional artists for a new WWII sim which has just begun development. It is primarily focused on infantry and armor combat in the North African theatre, and will be playable both on and offline. I have a few screenshots and a short video to share with you, but keep in mind, none of the things featured are finished! ;)
We're currently seeking additional artists for a new WWII sim which has just begun development. It is primarily focused on infantry and armor combat in the North African theatre, and will be playable both on and offline. I have a few screenshots and a short video to share with you, but keep in mind, none of the things featured are finished! ;)
MQr6HhdIpjE
For some reason, I can't embed the video. Here's the link:
http://www.youtube.com/watch?v=MQr6HhdIpjE
Every object you see there is physics based. Even the bullets! And they actually explode, and apply kinetic energy to the object they hit, and produce shockwaves. If I were to put a properly coded human model in here, and shoot next to it with those 75mm HE rounds, he would fly sky-high and fall into a mass of coagulated blood, lol. Even the smoke is partially physics based. The physics still need some tweaking though. In the finish product, every physics object will have the exact same mass it has/had in real life. I'm going to be finishing the driving physics soon, complete with life-like transmission, suspension, and the whole nine!
Sorry for the giant "DEMO" stamp on the screen. I had to use a demo version of "Guncam" to capture this video, which also degraded the quality. :/ But at least you can see what's going on, even if you can't see the small details, like the engine exhaust effects, heheh. It also killed my frame rate, so the video doesn't really do justice to how it looks at runtime.
Here's one of the blocks of terrain. The first image shows the area the terrain includes. The second image is the terrain model itself. It covers the better portion of Libya. The heightmap was made by real spaceshuttle radar relief mapping, and data was acquired from the USGS. Accuracy is second to none!
http://i375.photobucket.com/albums/oo196/keinmann/area01.png
http://i375.photobucket.com/albums/oo196/keinmann/3dpicterrain.png
Here's an M1 carbine mesh with a temporary texture applied:
http://i375.photobucket.com/albums/oo196/keinmann/M1_3.png
Here's the basic hull design of the Crusader Mk.II [WIP]:
http://img195.imageshack.us/img195/7893/crusader21.jpg
Screenshot of the main menus [artwork not completed]:
http://i375.photobucket.com/albums/oo196/keinmann/dp03.png
I'll post more screenshots shortly. Hopefully I'll have better video sooner, when I get decent software to capture my screen! :D
If you have any questions, feel free to ask. You can contact me via PM'ing, or email me at:
atc.productions@hotmail.com
We're currently seeking additional artists for a new WWII sim which has just begun development. It is primarily focused on infantry and armor combat in the North African theatre, and will be playable both on and offline. I have a few screenshots and a short video to share with you, but keep in mind, none of the things featured are finished! ;)
We're currently seeking additional artists for a new WWII sim which has just begun development. It is primarily focused on infantry and armor combat in the North African theatre, and will be playable both on and offline. I have a few screenshots and a short video to share with you, but keep in mind, none of the things featured are finished! ;)
MQr6HhdIpjE
For some reason, I can't embed the video. Here's the link:
http://www.youtube.com/watch?v=MQr6HhdIpjE
Every object you see there is physics based. Even the bullets! And they actually explode, and apply kinetic energy to the object they hit, and produce shockwaves. If I were to put a properly coded human model in here, and shoot next to it with those 75mm HE rounds, he would fly sky-high and fall into a mass of coagulated blood, lol. Even the smoke is partially physics based. The physics still need some tweaking though. In the finish product, every physics object will have the exact same mass it has/had in real life. I'm going to be finishing the driving physics soon, complete with life-like transmission, suspension, and the whole nine!
Sorry for the giant "DEMO" stamp on the screen. I had to use a demo version of "Guncam" to capture this video, which also degraded the quality. :/ But at least you can see what's going on, even if you can't see the small details, like the engine exhaust effects, heheh. It also killed my frame rate, so the video doesn't really do justice to how it looks at runtime.
Here's one of the blocks of terrain. The first image shows the area the terrain includes. The second image is the terrain model itself. It covers the better portion of Libya. The heightmap was made by real spaceshuttle radar relief mapping, and data was acquired from the USGS. Accuracy is second to none!
http://i375.photobucket.com/albums/oo196/keinmann/area01.png
http://i375.photobucket.com/albums/oo196/keinmann/3dpicterrain.png
Here's an M1 carbine mesh with a temporary texture applied:
http://i375.photobucket.com/albums/oo196/keinmann/M1_3.png
Here's the basic hull design of the Crusader Mk.II [WIP]:
http://img195.imageshack.us/img195/7893/crusader21.jpg
Screenshot of the main menus [artwork not completed]:
http://i375.photobucket.com/albums/oo196/keinmann/dp03.png
I'll post more screenshots shortly. Hopefully I'll have better video sooner, when I get decent software to capture my screen! :D
If you have any questions, feel free to ask. You can contact me via PM'ing, or email me at:
atc.productions@hotmail.com