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psiko
16-07-09, 12:51
I am building a series of levels with that innovative method that some of you know, (and that it is no more a secret) that is using meta2tr with NOT finished tr4 files, so while updating continously the prj inside NGLE.
This project started from this technical idea, which is explained inside the latest updates of meta2tr tool, so it involved, at the beginning, only one level built around a square (a "HyperSquare"). Then I had to split the level in two for it was too slow on not that updated machines. But now, I am working on a complete levelset.
Those are some shots from the first 2 levels:

http://img830.imageshack.us/img830/1544/shot006d.jpg

http://img806.imageshack.us/img806/6803/shot048red01.jpg

http://img193.imageshack.us/img193/1214/shot008part01.jpg

http://img845.imageshack.us/img845/176/shot064.jpg

As those are built with that innovative way I invented, I published in the last months (during more than two years and a half today) some "making of" reports, and here are the seven previous "Making of" reports :)
http://imageshack.us/a/img823/8153/makingof001.th.jpg (http://imageshack.us/photo/my-images/823/makingof001.jpg/) http://imageshack.us/a/img841/7964/makingof002.th.jpg (http://imageshack.us/photo/my-images/841/makingof002.jpg/) http://img40.imageshack.us/img40/7933/makingof003.th.jpg (http://img40.imageshack.us/i/makingof003.jpg/)http://imageshack.us/a/img525/4568/makingof004.th.jpg (http://imageshack.us/photo/my-images/525/makingof004.jpg/) http://img228.imageshack.us/img228/4568/makingof004.th.jpg (http://img228.imageshack.us/i/makingof004.jpg/) http://img213.imageshack.us/img213/8828/makingof005.th.jpg (http://imageshack.us/photo/my-images/213/makingof005.jpg/) http://img718.imageshack.us/img718/8971/makingof006.th.jpg (http://imageshack.us/photo/my-images/718/makingof006.jpg/) http://img109.imageshack.us/img109/5734/makingof007.th.jpg (http://imageshack.us/photo/my-images/109/makingof007.jpg/)

UPDATE: 14th February 2013.
A huge BUMP of this thread, for a "making of" update :) this is the 8th, with some information about development, to celebrate Lara's birthday today :)
http://img40.imageshack.us/img40/6974/makingof008.jpg

Happy S.Valentine's day and happy Lara's birthday :)

*****

More "Making of" reports will be included in the download itself of the game :)

*****

Today (June 22nd 2012), actually this upcoming night, I celebrate exactly 3 years of development of this levelset. I am always careful to celebrate this kind of anniversaries, lol :D I never stopped editing during all this period, sometimes less sometimes more, and I want to finish this first part of the game before the end of this year, even if it will take me a lot of effort dividing myself among normal work and trle editing :)
This following screenshot is for this celebraqtion, it is a render from 3dsmax, the location is completely already imported inside the game with perfect collision: the only differences are that we cannot have real shadows with trle, and that in game, the illumination is darker. It shows a corner of a wider location.

http://img210.imageshack.us/img210/2025/render0013red01.jpg

:D

In the first year of development, I released also a youtube trailer showing how I used 3dsmax as world editor:

2a55olSpsmg

ENJOY :D

Matteusz06
16-07-09, 12:58
Fantastic project !! Quality textures looks very good !

MyRaider4Life
16-07-09, 13:05
This is god damn amazing work! :tmb:
I welcome you to the TRLE world. :)

TRF
16-07-09, 13:06
Dear god..
This project looks amazing already...

Good luck...

Raymond
16-07-09, 13:23
This is god damn amazing work! :tmb:
I welcome you to the TRLE world. :)

You welcome an absolut oldie in the TRLE world.:D

@psiko
Looks absolutely amazing. I dont understand too much about the technical details, but it looks like a hell of work!

matrix54
16-07-09, 13:44
cool

Matie
16-07-09, 15:36
Looks absolutely awesome!!

madtong
16-07-09, 17:44
God, im still learning the basics on level edition and this guy showing a work like that:hea: Man , i really suck... Great work indeed and i feel that a revolution is coming to the world of custom levels...

TR FAN 18
16-07-09, 17:55
You welcome an absolut oldie in the TRLE world.:D

Yes, he did make "Tomb Raider A" - http://www.trle.net/sc/levelfeatures.php?lid=1115

I never finished it. 21 levels! :yik:

1upMushroom
16-07-09, 18:52
How can anybody's levels compare to that? Oh my!

*Mushroom hides his arches and glowing crystals.*

mudkip25
16-07-09, 19:27
God, Those are good! *Prays for more stuff*

I bet in 2056 We'll be able to make a very detailed level as Underworld...

Shauni
16-07-09, 19:59
Wow! That looks amazing! :D :tmb:

Peanut
17-07-09, 01:27
Georgous! :yik:

Hateshinai
17-07-09, 01:56
Looks very good ! :tmb:

It must have been a lot of work to cut the textures in tiny pieces and make them fit the many faces of those very- but not to much - detailed object ;)

psiko
17-07-09, 08:07
thanks a lot guys :)
I cannot post other screenshots for the ambient isn't finished and, for example, filling the area of two sectors of the usual trle requires a lot of time :)

Have you seen the second report? it is at the bottom of the first post :)
I put only the link to the image for the ones who don't want to know too much about this project :)

The level gets every day more detailed... now I am working on an industrial ambient next to the little park of trees :) I think I will post reports of the work in progress every few days, like two or three weeks :)

scoopy_loopy
17-07-09, 13:47
What I want to know is - how the hell did you get those objects textured and ingame if you didnt use Strpix? :jmp:

psiko
17-07-09, 15:30
What I want to know is - how the hell did you get those objects textured and ingame if you didnt use Strpix? :jmp:

LOL, I wrote it some times in the first post of this topic and in both the first two reports in the notes next to the images: I used 3dsmax for everything :) It's much better (not easier or faster, simply better) to use uv mappings (and 3d painting) rather than the strpix way of texturing, even if I LOVE strpix program for it is one of the best (and first) programs to customize our level :)

scoopy_loopy
17-07-09, 15:52
Yes I read that you used 3ds max, but how did you get these into your wad? :eek:

It would be fantastic to be able to UV map instead of using STRpix.

psiko
17-07-09, 16:10
uv mappings can be done only into tr4 compiled files, no wads :) just use trviewer and meta2tr :)

Mytly
17-07-09, 18:40
Wow, Psiko, this looks amazing! :tmb:

The1andOnlyTR
17-07-09, 18:44
Oh, wow!! :yik: Those are beautiful!! :hug: I can't wait untill I'm that talented... :o

scoopy_loopy
18-07-09, 01:43
uv mappings can be done only into tr4 compiled files, no wads :) just use trviewer and meta2tr :)

Ah! Meta2tr. I thought it was that at first, but for some reason I got the idea these objects were working within the editor. Blah - it was late last night.

The screens are looking great though :D

Peanut
01-08-09, 18:11
It looks Great! :D

psiko
04-08-09, 19:05
here it is to you the third update :)

http://img40.imageshack.us/img40/7933/makingof003.jpg

I am updating even the first post :)

Enjoy :)

(edit: everything showed is imported in game without problems) :)

thecentaur
04-08-09, 19:29
I love the mountain cave with greenery (:

:tmb: job well done :D

psiko
05-09-09, 20:29
4th "making of" report :)

http://img228.imageshack.us/img228/4568/makingof004.jpg

enjoy :)

Peanut
05-09-09, 21:30
OMG! This is amazing! :D You are a great object/level builder! :D

Nausinous
11-09-09, 10:09
Absolutely amazing project :tmb:

*PH*
11-09-09, 19:07
it looks incredible!:cln:

TRSMART
13-09-09, 04:14
:)Yes absolutely awesome, how did you managed to import all of your geometry from MAX to the TR level editor?

Shauni
13-09-09, 04:22
Thanks for posting updates! It looks so amazing!! :D :tmb:

mudkip25
13-09-09, 04:47
fantastic work! keep it up! keep it up! :jmp:

psiko
13-09-09, 08:46
thanks to all of you guys :):):) ^_____^

:)Yes absolutely awesome, how did you managed to import all of your geometry from MAX to the TR level editor?

I use metasequoia as a montage program, importing what I build with 3dsmax :) metasequoia and 3dsmax allow the import/export from/to OBJ format... it is quite a long process, and there are some difficulties like solving a lot of problems but once known you get used and can create the wished geometry successfully from 3dsmax and import it in game :)

Titak
13-09-09, 12:20
It does indeed look great! :tmb:

What I've been wondering about is the collision.
Don't you have any issues with the collision of the room geometry and the objects?

psiko
13-09-09, 17:58
Don't you have any issues with the collision of the room geometry and the objects?

thank you for your comment :) collision can be fixed inside ngle with room geometry whose polygons I delete later inside metasequoia (or 3dsmax) and with insivible objects :) I am using about 10 invisible objects inside the extra slots for statics to fix it... right now collision is perfect at 80%, cause there are two level zones I still have to complete with details and invisible objects :)

laralives
13-09-09, 18:18
Wait is this HyperSquare a separate level set then the other Techno-Egyptian level? So will it be released soon?

Titak
13-09-09, 18:27
thank you for your comment :) collision can be fixed inside ngle with room geometry whose polygons I delete later inside metasequoia (or 3dsmax) and with insivible objects :) I am using about 10 invisible objects inside the extra slots for statics to fix it... right now collision is perfect at 80%, cause there are two level zones I still have to complete with details and invisible objects :)Ah, just like I've been doing it basically. It's just that I haven't used Meta2TR yet. :o

Btw, the latest TRNG update also allows you to set invisible solid collision with collision triggers in the NGLE. Multiple shapes are possible, including slopes. The triggers are fake triggers and don't end up in the compiled TR4 file. They are only present in the NGLE. Might save you the trouble of deleting the polygons. :)

psiko
13-09-09, 18:54
Ah, just like I've been doing it basically. It's just that I haven't used Meta2TR yet. :o

Btw, the latest TRNG update also allows you to set invisible solid collision with collision triggers in the NGLE...

yes, infact it is not a mystery, I knew you knew it, but maybe just seeing my shots it could have been seen like I was using a "secret" method LOL :D

new fake triggers inside ngle are useful, they allow to post-edit the tr4 file with meta2tr to anyone :)

you should try meta2tr, it is much more satisfying to build a level, and we have the correct illumination for everything... we can have 8192 vertexes for each room and each wad mesh, with uv mapping for everything... this means that we can have very detailed rooms and with just ONE static object we can double the (already high) detail :) then, we can have (with the extra tail info enabled into the "settings=" line in ng_center script) 32K uv infos: this means like 32K partial textures from the basic ones :) it is like every polygon can have a different partial texture :D

Wait is this HyperSquare a separate level set then the other Techno-Egyptian level? So will it be released soon?

it is a different level set from my TechnoEgyptian one and from my unreleased "Fables" (you could have seen some video's of "Fables" on youtube)... I am working on the first level and as maybe you could have read from my 4th "making of" report, I decided for a second level and maybe a third one for HyperSquare... it will take a lot of time, so I do not know when I will release it... not so soon but neither so late, let''s hope some months or one year :) BTW, I accept suggestions :) as I am at a very early state, and haven't defined a complete story for HyperSquare, if you like I can link the story to the technoegyptian one :D

Titak
13-09-09, 19:17
The only thing I don't like about Meta2TR is that you have to work with the compiled TR4 files. I always keep changing things while building. And all of a sudden I want to add a new set of rooms with some extra gameplay and all that stuff. Even if a level has already been declared "finished" at some point. :o

But I am goign to try it someday for sure.
I'm especially interested in the lighting feature. :D

psiko
29-03-10, 19:04
fifth making of is on the way, expect it on the next weeks. In the while this is a work in progress image... view it only if you want the spoil :)

http://img535.imageshack.us/img535/6640/shot017.jpg

Titak, as I wrote often in the previous making of images, I am building with a NOT finished tr4 file, as I update it even 3 or 4 times everytime I work on it... and I am going to write tutorials about this method after I release this HyperSquare level :)

Shakira Croft
29-03-10, 19:23
:eek: gorgeous :tmb:

matrix54
29-03-10, 22:24
where do you find the time?

mudkip25
29-03-10, 22:39
psiko, You are Awesome!!

Aldebaran
05-04-10, 18:28
Great Psiko're the best

Brikas94
06-04-10, 01:32
This looks amazing! :eek:

WCookie
06-04-10, 02:02
Jesus Banana Christ, it's wonderful! :eek:

How do you have the patience to do this?

I would throw my computer through the window after some minutes of ''work'' :vlol:

*PH*
11-04-10, 10:42
Incredible:yik:
cant eait for the 5th making of

psiko
06-06-10, 23:40
Here it is to you the 5th makinf of :)
http://img709.imageshack.us/img709/8828/makingof005.jpg

But this time there is something even on youtube
http://www.youtube.com/watch?v=2a55olSpsmg

I thank again Deskj for all his effort in the past months :)

Enjoy! :D

TheBloodRed
07-06-10, 00:02
Such fantastic artistry! You will change the face of TRLE!! :jmp:

mudkip25
07-06-10, 01:05
I'm scared! It looks so good that it terrifies me... Too much beauty :p

Tjw croft
07-06-10, 01:33
Holy Cow! I'm with you on this Mudkip... Terrified by the awesomeness of beauty! How soon do you expect this might be done?

deskj
07-06-10, 01:42
I thank again Deskj for all his effort in the past months :)
it was a pleasure working for and with psiko!

KyleCroft
07-06-10, 01:43
Holy lord. That is unbelievable. When will this be released?

julien
09-06-10, 17:44
Incredible video:yik:
thanks for your comment but it's your video which is wonderful :D

Ligufaca
09-06-10, 18:20
This is too amazing !:cln:
it's too beautiful and.. amazing.. and... I don't know !
I just love this project :D

TR FAN 18
09-06-10, 18:37
OH MY GOD! :yik:
That's just so freaking INCREDIBLE!! Can't wait to see more of this! :jmp:

Dunnut7
09-06-10, 19:09
WHAT!?:yik: Psiko, you have skills!:jmp: It looks great!:tmb: (Great? Just great!?) Good luck with the rest:hug:

Shakira Croft
09-06-10, 19:23
Tua video incredibile O_O

Amazing :D

Sharon_14
09-06-10, 19:31
this is so good!! sooo good! i cant wait :D :jmp: :tea:

TippingWater
09-06-10, 19:45
Will this project feature a mouse controlled camera ? :cln:

psiko
09-06-10, 20:52
thank all of you guys :) the level is built with 3dsmax which is a professional tool and meta2tr to import the geometry... it will have a full support of NGLE features (but no mouse control, sadly, even if this is a very good suggestion to ask for to Paolone) :) it will be a new experience for all "old" fans of good core design TR games, for its updated graphics and some kind of new interaction with lara's world :)

KyleCroft
09-06-10, 20:59
thank all of you guys :) the level is built with 3dsmax which is a professional tool and meta2tr to import the geometry... it will have a full support of NGLE features (but no mouse control, sadly, even if this is a very good suggestion to ask for to Paolone) :) it will be a new experience for all "old" fans of good core design TR games, for its updated graphics and some kind of new interaction with lara's world :)

Sounds so cool! I know your style is whacky and colors and outfits, but at one point will you ever make a game with more... normal outfits and colors?

psiko
09-06-10, 21:52
lol, yes, I know what you mean :) This is still colorfull but much more pleasant than my previous ones, so you could forget them and not worry, if you haven't liked or so :)

TheBloodRed
09-06-10, 22:02
Hahaha! Techno Egyptians had so much unnatural colors it was just a giant color pallet. :P

Some hate the purely primary and secondary color schemes. I know GMac of Skribblerz does it all the time and some others, and of course you Psiko do it the MOST. Colors are EVERYWHERE and it is a big psychedelic lighting fest.

I like the artsyness of it all but there isn't a realism. Meh, who cares though if it is fun right??

psiko
09-06-10, 22:32
I swear I haven't exagerated this time... er.. ok, I cannot do a promise like this, LOL :D
the fact is that there are a lot of realistic games out there (no only trle ones), so a lot to chose to play :) I like realism but not as a must and not the "completely realistic mood", for I like children games too, the (colorful) 3D platform ones... so I really like the mixture I created this time :) it is not the "technoegyptians" game style. I know the limits of that "style" and I wouldn't have built that game the same way today :)
HyperSquare is different, or at least I personally feel it is :) And I worked a lot to make it pleasant (to the eyes too and new to play) :)

sapper
12-06-10, 05:10
I think you said that you made the outfit in 3DS max too.

Does that mean you UV mapped it and never put it in a wad?

If that's the case how did you remap it? PixStr?

I assume that the outfit takes the normals from the 3DS so does it light ok too?

BTW I saw your request to MontyTRC for a feature to list which meshes use a particular texture in a wad so I have added it to my next version of editwad. Also will add a feature that lists meshes that use shine and meshes that use opacity.

psiko
13-06-10, 00:38
I think you said that you made the outfit in 3DS max too.
Does that mean you UV mapped it and never put it in a wad?

It has been built inside 3dsmax from scratches, but imported into strpix as usual, so it is normally in the wad :)
I have UV mapped everything in the TR4 file, but not Lara, even if it is possible :)

BTW I saw your request to MontyTRC for a feature to list which meshes use a particular texture in a wad so I have added it to my next version of editwad. Also will add a feature that lists meshes that use shine and meshes that use opacity.

That's great :D I will use it for I have a lot of textures I would like to optimize :D when will it be released? :)

sapper
13-06-10, 05:55
That's great :D I will use it for I have a lot of textures I would like to optimize :D when will it be released? :)

Within two weeks hopefully.
I've changed the way the program reads a wad file to make it safer if it has an error so I have to test everything again to make sure it all still works.

I also have changed the exporting of a mesh to MQO so now the texture and shine and opacity info is saved if you import the mesh back into the same wad.
After testing I have to make some new documentation for the new features.

The list of meshes that use a texture is printed to the console (dos) window. If the texture is used by fewer than 6 faces the face indices are printed also.

deskj
13-06-10, 12:27
I think you said that you made the outfit in 3DS max too.

Does that mean you UV mapped it and never put it in a wad?

If that's the case how did you remap it? PixStr?

I assume that the outfit takes the normals from the 3DS so does it light ok too?
ahah sapper, do you remember this post (http://www.tombraiderforums.com/showpost.php?p=4590572&postcount=20)? :D

sapper
16-06-10, 08:11
Ah. So this is the outfit you were working on.

I thought psiko may have used the next version of meta2tr to get the outfit into the game.

What did you do to get the meshes into the wad from 3DS?

Also, did the technique I suggested work for making the normals the same on the scream and normal heads?

I tried a little of the technique on Horus Goddess's Zylphia when testing the next version of editwad and it seemed to work. (The necklace of that outfit has normals of (0,0,0) because of the double sided faces and so is dark when holding the torch in low lighting.)

deskj
16-06-10, 09:45
Ah. So this is the outfit you were working on.

I thought psiko may have used the next version of meta2tr to get the outfit into the game.

What did you do to get the meshes into the wad from 3DS?
oh well my technique is pretty weird but seems to work :p
Before i started to create the model from scratch, i imported from trviewer the model of lara of tr4 (so i had the right references for the proportions), divided in meshes as usual with their hierarchy (I rotated the arms of 40 degrees so i could model the arms and the parts around them easily, since at the rotation of 0 they're penetrated into lara itself)

then, when the final model is finished, i take from it the part corresponding to the mesh i want to import, deleting all the other polygons. Then i just copy the pivot values of the corresponding mesh of original tr4 lara to the mesh of mine, so i can move it to 0, 0, 0 and export as obj. The OBJ is then opened in meta where i save it as dxf (with -2 as digit)
And usually i'm done :D It takes a lot of time to import every single mesh, but it works


Also, did the technique I suggested work for making the normals the same on the scream and normal heads?

unfortunately no :/ i'm afraid the only way is to recalculate them with trnormals (or editwad) again, and then adjust manually the ones of the double sided polygons so they are the closer as possible to the one of the original mesh :/

I tried a little of the technique on Horus Goddess's Zylphia when testing the next version of editwad and it seemed to work. (The necklace of that outfit has normals of (0,0,0) because of the double sided faces and so is dark when holding the torch in low lighting.)
the most of the meshes had the normals fixed manually by me indeed :D (obviously, after they were calculated via trnormals or editwad, some avarage and a few weitghed too)
now, for istance, the backpack straps, the hair strands and some other stuff on lara react to lights like a charm :D

Laras Dream
24-06-10, 15:00
Wow! Thats nice work! ;)

Can't wait to see it finished.

psiko
13-07-10, 12:22
thanks guys :)
on topic with two screens of the work in progress :)

http://img686.imageshack.us/img686/5705/shot025.jpg

http://img31.imageshack.us/img31/4148/shot01001red01.png

those locations are 99% finished :)

Enjoy :)

TR-Freak
13-07-10, 12:30
Is the Level still blockbased (like with Meta2TR)?

It looks really amazing....:jmp::jmp:

Titak
13-07-10, 12:30
Looks good. :tmb:
That thing with the purple flames coming out and those sort of waterripples in the air look interesting.
I'm curious to know what they are for. :D

*PH*
13-07-10, 13:33
This looks sooooo amazing and the outfit is perfect:tmb:

Symsi
13-07-10, 23:29
That looks fantastic ! I recognize this style, since I played your levels back then. :D Aaand Lara looks so typical, Deskj truely has done an amazing job, too.

Peanut
11-08-10, 04:57
I really like those screens. It looks AMAZING. :D
Just a question, Does your level lag whenever you enter a room or a location with a lot of objects in it or does it just stay normal?

psiko
11-08-10, 21:47
it lags as you could imagine, but on very powerful pc's it runs ok. You could consider it as a benchmark for your CPU. It is ok on mine.
Anyhow, on dual core CPU's and with a good nvidia or ati videocard it is playable. When I will be on betatesting it I will be more precise and I will publish the requirenments.

scottchu
03-09-10, 18:41
Hi Psiko, I've been looking forward to playing this game. Do you have a certain date to release this great level?:)

scoopy_loopy
04-09-10, 05:55
Titak, as I wrote often in the previous making of images, I am building with a NOT finished tr4 file, as I update it even 3 or 4 times everytime I work on it... and I am going to write tutorials about this method after I release this HyperSquare level :)


I can not wait to read about how you've done it! :mis:


Also, the new screens look really beautiful. Good luck, I can't wait to see more progress :D

psiko
04-09-10, 17:21
I need some other months to finish it even if the gameplay is done at 90% :)
Anyhow, my "Hypersquare method" has been published in the main lines in the guide inside the last meta2tr update :) It is not explained in details (and 3dsmax is not even mentioned) but it is clearly said how you can edit your tr4 file with meta2tr WITHOUT losing all the changing while you update the prj with ngle/trle :) I am going to be more detailed once I publish this game :)
I am going to publish a second youtube video and the sixth "making of" report in the next weeks :)

Titak
04-09-10, 17:44
Looking forward to it all! :tmb:

scoopy_loopy
05-09-10, 02:44
^
Ditto! :tmb:

Yuni
09-09-10, 18:46
Awesome work :)
Good luck with your project ;)
And thanks for your help with 3DStudio Max :D

Laras Dream
09-09-10, 19:52
thanks guys :)
on topic with two screens of the work in progress :)

http://img686.imageshack.us/img686/5705/shot025.jpg



those locations are 99% finished :)

Enjoy :)
I think you should make the crane less blocky and edit it in meta2tr. :)

psiko
09-09-10, 21:20
Hi Yuni, it's been few weeks I do not receive news from you, I hope it is all ok :) you're wellcome of course :)

Thanks Laras Dream, I edit everything with meta2tr and sometimes I could miss that I can improve certain things :) anyhow, the level has its old TR limits, so I cannot improve "all" as I could desire, and some places have a less level of detail, 'cause of those limits :) but I try to do my best :) Anyhow, apart from this, good eye, you found out that part, so I already changed it, thanks :) :tmb: and I like that crane some more now :D

Yuni
10-09-10, 12:46
:wve:
I don`t create any new animation :(
But i work on my objects for my project :)
I create a few objects for my manor level.Maybe i will send the picture of it to you with it. :)

psiko
22-09-10, 12:36
A little update not in spoiler showing a van already imported in game :)

http://img26.imageshack.us/img26/4462/camion01red01.jpg

Enjoy! :)

Soul
22-09-10, 13:06
WOW. This really looks fantastic. :jmp:

Titak
22-09-10, 14:44
Looking good!
And only 863 vertices. Not bad at all for an object that looks so detailed and has so many parts. :tmb:

Peanut
22-09-10, 14:45
That looks amazing. :eek:

TheBloodRed
22-09-10, 15:00
I think you should make the crane less blocky and edit it in meta2tr. :)

Uses 3dstudiomax actually! xD

Laras Dream
22-09-10, 15:14
Yea, its looking sooo cool! I can't wait to play. :)

psiko
26-12-10, 13:42
hi guys :) happy new year :) I have made this postcard for you:

http://img826.imageshack.us/img826/633/postcardr.jpg

here you can download a printable version (it's a high resolution image - 300dpi - so you can print it and send it to your friends as a real postcard) :)

http://www.multiupload.com/S5FOP2GA19

Enjoy! :)

Titak
26-12-10, 15:37
Thank you for this card! :hug:
Fancy bar you made there!
Looking good! :tmb:

And Happy New Year to you too! :hug:

Peanut
26-12-10, 15:41
Beautiful, I haven't seen much from you lately but that bar looks magnificent. :tmb:

Laras Boyfr.
26-12-10, 17:44
... that bar looks magnificent. :tmb:
magninficient? what that is stunning :yay:
this isnt anymore LE but its more like TRL, :jmp:
damn im speechless

teme9
08-01-11, 04:18
How could've I missed this thread o.o Looks awesome! I love that detail you've put into this :jmp: This does not looks tr4 engine anymore :D

Shauni
13-01-11, 19:28
thanks guys :)
on topic with two screens of the work in progress :)

http://img686.imageshack.us/img686/5705/shot025.jpg

http://img31.imageshack.us/img31/4148/shot01001red01.png

those locations are 99% finished :)

Enjoy :)
OMMGG :eek:
Coolest. Level. Ever! :jmp:

psiko
13-01-11, 20:05
thanks guy :) I have a little update :)
The locations of the previous screenshots are a bit changed and I decided to split the level in two, so that the framerate is a bit improved :) I have constantly 30fps marked by Fraps, but from only one or two points of view, I have "only" 24/25 fps, so completely enjoyable :)
Here it is a new shot from the first of the two levels that were previously only one:
http://img843.imageshack.us/img843/6803/shot048red01.jpg
Enjoy :)

Soul
13-01-11, 20:06
WOW. Reminds me of AoD :D

matrix54
13-01-11, 20:08
:eek:

Mytly
13-01-11, 21:15
Wow! :tmb:

Laras Boyfr.
13-01-11, 22:31
I would better say nothing here as I would only spam this threads with compliments :p
btw will you use new animations for Lara? :)

Compass
13-01-11, 22:47
Looks good, but does it lag?

psiko
13-01-11, 22:56
I have constantly 30fps marked by Fraps, but from only one or two points of view, I have "only" 24/25 fps, so completely enjoyable :)

I splitted the level in two exactly to avoid the lags :)
But you will need a powerful pc all the same..
Yes, new animations :D :jmp:

teme9
15-01-11, 10:52
Looks incredible! Your style is so fresh and colourful :jmp:

Titak
15-01-11, 19:03
Looking very good, psiko! :tmb:

Btw, could you have a look here (http://www.tombraiderforums.com/showthread.php?p=5156616#post5156616)?
I've had my first go at Meta2TR and there's something I'm not doing right.
Perhaps you could help me? :D
I can't find the answer on the Meta2tr website... :o


*** EDIT ***
Never mind my question.
I foudn the solution myself. :D

psiko
14-02-11, 00:31
I updated the first post today to celebrate Lara's birthday :)
There is the 6th "making of" report and few new shots :)
[/URL][URL="http://www.tombraiderforums.com/showpost.php?p=3824545&postcount=1"]Here (http://www.tombraiderforums.com/showpost.php?p=3824545&postcount=1) :)

Soul
14-02-11, 00:37
Wow, this project looks utterly fantastic. I LOVE that the buildings have real cracks, I love your new objects, I love Laras outfit...I guess I love everything about it :cln:

leglion
14-02-11, 01:08
Can level editor handle this much polygons? :yik::yik::yik:

kaufi-lc
14-02-11, 09:11
Unbelieveable! I can't even imagine how many hours you spend on all these details. Looks so stunning!:tmb::tmb::tmb:
I can't wait to see this on my PC :D

Matie
14-02-11, 14:53
Absolutely amazing!:eek: :tmb:

*PH*
14-02-11, 15:01
Super amazing!

Titak
14-02-11, 15:03
Can level editor handle this much polygons? :yik::yik::yik:8192 vertices per mesh.
So this means you can have that many vertices per room mesh but if you are still using seperate objects from the wad, like I'm still doing, there can be more vertices in one room, as long as they are not part of the roomgeometry. :D

psiko
14-02-11, 20:13
thanks, guys :) I am having a lot of fun in detailing all :jmp: I hope you'll enjoy it when it will be released :) I would have liked to show some more, but I do not want to spoil everything :D

Atlantisfreak
14-02-11, 20:30
I wanna see the new animations :3 maybe you could just post one:whi::p:D

Titak
14-02-11, 20:40
I updated the first post today to celebrate Lara's birthday :)
There is the 6th "making of" report and few new shots :)
[/URL][URL="http://www.tombraiderforums.com/showpost.php?p=3824545&postcount=1"]Here (http://www.tombraiderforums.com/showpost.php?p=3824545&postcount=1) :)It looks realy really good! :tmb:
The layers of plaster on that building! To name just one thing... :D

psiko
15-02-11, 07:36
I wanna see the new animations :3 maybe you could just post one:whi::p:D

yes, I could :) this is a nice request: I will put a frames sequence soon then, I won't wait for the next making of :)

Atlantisfreak
15-02-11, 08:04
yes, I could :) this is a nice request: I will put a frames sequence soon then, I won't wait for the next making of :)

Yes:D

!Lara Croft!
15-02-11, 09:48
Why was this thread moved???

Titak
15-02-11, 10:45
Why is it important? :p

It was on psiko's request.

!Lara Croft!
15-02-11, 10:47
It isnt. I just wondered why seeing as its a TRNG project and it has been in that section since it was made...

Ligufaca
15-02-11, 15:55
Why was this thread moved???

Haha, i was wondering same. :D

I can't wait to play this ! Well done.

psiko
15-02-11, 23:38
In the beginning I was thinking that ngle levels should be posted in the ngle section, but I found out it is mainly a technical forum.. all ngle levels are in this forum we are now, together with trle ones, that's way I asked to move the topic :) I hope it is fine for you ^____^ :hug:

Peanut
16-02-11, 07:48
Looks amazing! :eek:

Yuni
16-02-11, 21:16
yes, I could :) this is a nice request: I will put a frames sequence soon then, I won't wait for the next making of :)
And that shame when I was sent that my ugly animations to you :(
Ah everything is so great :)

psiko
17-02-11, 06:10
Yuni, your animations were fine, I am happy I was of some help to you! :) :hug::tmb:
thanks, guys :)

Mytly
18-02-11, 21:21
Wow, the new screenshot is really amazing! :tmb:

TheTiger
19-07-11, 16:47
May i ask how everything is going with the project?
Cause i really cannot wait for anything from it :jmp:

Dunnut7
19-07-11, 17:16
Wow. This levelset looks very unique:tmb: But your levels always do, Psiko:p

psiko
19-07-11, 20:04
it is going very good, I am working hard, even if I haven't updated this topic :) I have released too many screenshots, so I do not want to spoil that much.. I am almost done with the 7th "making of" report, but I haven't planned when to show it: maybe few weeks before the release, which is not that near, right now: I have started the third level, but I need some months for the FMVs, a tutorial level for the new moves, and the title :) So, there is still a lot of work to do...
Oh, and thanks for your interest!! :hug: ^____^ <3

TheTiger
19-07-11, 20:09
Thankyou, i've been watching the thread when i first heard about it, and i love it, especially that spaceship thingy in the air in one of your screenshots, i seriously cannot wait for a new update, and thankyou for replying :hug:

skylark1121
20-07-11, 04:13
Dear god, that is absolutely amazing!! :eek:
The world looks so... Impossible with TRLE. Absolutely amazing! wow

psiko
14-02-12, 10:07
I have updated the first post with some news and with this 7th "making of" report:
http://img109.imageshack.us/img109/5734/makingof007.th.jpg (http://imageshack.us/photo/my-images/109/makingof007.jpg/)
Enjoy :)

TheBloodRed
14-02-12, 10:32
Thanks for the update! :hug:

Titak
14-02-12, 11:06
Looking good psiko! :tmb:

bagas
14-02-12, 12:07
Whoa,man that's very impressive. Thanks for the update :D

afzalmiah
14-02-12, 14:01
Wow that's great! :D looking great and I can't wait to play this fantastic game :tmb:
EDIT: also on the report it says that you don't think there would be any more reports because you don't want to spoil anything for the release. Does this mean that it is close to being released? :D

klona
14-02-12, 14:19
Amazing!
I hope it's going to be released this year. :)

raiderromero
14-02-12, 14:50
Oh my god, that's why i love meta2tr...but how did you use 3dstudio as a room editor:confused: im definetly looking for it:jmp:(i not even have the program)

TheTiger
14-02-12, 15:41
Oh my god, that's why i love meta2tr...but how did you use 3dstudio as a room editor:confused: im definetly looking for it:jmp:(i not even have the program)

Im not sure, but i think by exporting The Whole Rooms to an OBJ format with Metasequoia, so it can be opened. (It can be that im just talking crap, i have no experience with 3DSMax anyway, only with Meta2tr, it seems very cool though.)

Psiko@

It looks so good, it also looks very HQ and all these fantasy things mixed in here look so good (love making this kind of games too, just like playing them.:D) This is definetely my most awaited right now and im happy too see this update, keep it up! :jmp:

(btw, i just love the grass object texture in the second shot, im still in the need of some savannah-ish grass and it would be awesome if you could miss it?.:D)

-Roli-
14-02-12, 17:51
Amazing stuff as usual! :D

psiko
14-02-12, 19:02
thank you guys :) I really appreciate your words ^____^ :hug: the gameplay is finished, I am building the fmv's, and the help in game, so the release is not so near, but neither so far XD

@TheTiger: what is a "savannah-ish grass"? lol XD

TheTiger
14-02-12, 19:24
http://img806.imageshack.us/img806/6803/shot048red01.jpg
The Grass in this shot :p

psiko
14-02-12, 19:31
http://img806.imageshack.us/img806/6803/shot048red01.jpg
The Grass in this shot :p
oh, I see :D if you need that texture I can send it to you :) maybe it is unusual to see that grass inside a city, but I loved to see that while running with lara, and I kept it. I haven't aimed a perfect realism, most of all a series of "emotional" things :)

afzalmiah
14-02-12, 19:35
Glad to hear that gameplay is finished :tmb: I'm happy to wait to get blown away :p seriously this is one of the games I'm looking forward to most :jmp:

TheTiger
14-02-12, 19:35
I would love to have that texture but ofcourse only if you don't mind :D


There are no limits for what you can add to your level or not, you are the builder after all! :)

MrJavi94
14-02-12, 20:24
Divine and unique outfit! My God! I would say your level will definitely enter in the top 20 of all the levels. Awesome design

raiderromero
15-02-12, 16:07
but seeing all that, a problem in meta2tr i usually got was the "more than 8000 vertices" per room , so i couldnt "add" more things to my level :( , in fact i can remember a plant i imported to metaseq, and it had like 5000 vertx hahaa... but in your game i can see you have gone beyond that(maybe i am mistaken)
i dont know psiko but i have the feeling that your game is gonna be the top 1(that all new stuff you added, hasnt never seen in a trle game, it not even seems TRNG)

Titak
15-02-12, 16:37
Well, as you already said, that particular limit is "per room".
So to avoid it you either need to simplify things (less can be better than more) or reduce the size of the rooms and make a large area using lots of smaller rooms.

psiko
15-02-12, 19:44
yes, titak is right.
Anyhow, you can build rooms with about 8000 vertices (I have found that if you go over 7800, you could have wrong illumination for lara when she performs new animations, even the forced ones, I still have to find why), and you can add a single unique object of other 8000 vertices (exactly 8192 as max). So you can even double the detail of a single room with a single object. But there are vertices limits for the whole level (I think about 150.000 vertices for the entire level considering only the rooms vertices, not counting any of the objects)... or about, it depends on how high detail is the rest and how many times you are repeating instances of objetcs in the prj.
Anyhow, 5000 vertices for a single plant maybe is too much, if you want to put it inside the room geometry.. there is no reason to merge it, you can use a static and repeat it in the prj: it is less heavy for the engine... just use a fake dxf file inside the wad, place the static item in the map as many times you want, and use the mqo version of the static so you can import it the same way you do with roomall.mqo, and you'll have the right plant in the meta2tr-ed tr4 file :)

Edit: some spelling

Mytly
15-02-12, 20:09
Wow, looks very impressive. :tmb:

thank you guys :) I really appreciate your words ^____^ :hug: the gameplay is finished, I am building the fmv's, and the help in game, so the release is not so near, but neither so far XD

Great news. :jmp:

teme9
16-02-12, 06:48
this is really amazing work Psiko! I adore you're graphic style, it's fresh and organic. :tmb: I can't wait to see the FMVs :jmp:

psiko
16-02-12, 22:29
Mytly :hug:

Teme9, I have seen an earlier screenshot of one of your fmv in your thread, it is wonderful! mine aren't and can't be that beautiful, they are a lot "beginnerish", I'll try my besh, but knowing they cannot be perfect or that beautiful :)

psiko
22-06-12, 18:43
Sorry for the double post, but I updated the topic (that is, first post) with some infos and this shot from inside 3dsmax :)

http://img210.imageshack.us/img210/2025/render0013red01.jpg

Shadows aren't perfect because this is a simple rendering from the real geometry I was going to import in game without any fancy effect, and for this reason, materials have to have certain properties :)

Zebra
22-06-12, 18:47
Wow, awesome :tmb:! I particularly love the texturing. Are you going to bake those shadows onto the textures and use them ingame, or did you just put them there for this render?

Laras Boyfr.
22-06-12, 18:49
I love it :D
Especially the details :pi: ... Cheapsi Virtua Cola

Raider99
22-06-12, 18:49
Will game look like that from screen? :whi:
It's impressive! :cln:

Level NextGen
22-06-12, 18:55
Damn I would love to see those shadows in game but I'm not sure it will be possible since we have to take care about text info (I remember what you told me) but I think about a process to render this effect, it would add manier vertices but it would render fake shadows without adding new text info :D

BTW it's a damn great render http://www.sherv.net/cm/emo/happy/thumbs-up.gif

EDIT: I love it definitely


Hey Barman, give me a Cheapsi!

psiko
22-06-12, 19:10
I updated the first post with addictional info, sadly the shadows are here only for the render :) In game the illumination is a bit darker, and obviously, no shadows, but darkened vertices. This location is already completely imported in game :)
BTW, cheapsi and virtua cola (lol) are two objects I downloaded almost already done from the internet, I simply edited them (geometry and uv infos) to fit into this engine :)

Level NextGen
22-06-12, 19:57
:eek: ... *call everybody* Heyy Everyones!!! There's a birthday to celebrate come all over here!!! :yah: Already 3 years!! But 3 years of great work!!!
Though; I did not even count years for my project :p (but I'm sure it's around 4 or 5 years.)


http://images.pictureshunt.com/pics/h/happy_birthday_tweety_bird-2003.gif

Edit: I hope it wasn't too much :o

Uzi master
22-06-12, 20:23
I updated the first post with addictional info, sadly the shadows are here only for the render :) In game the illumination is a bit darker, and obviously, no shadows, but darkened vertices. This location is already completely imported in game :)
BTW, cheapsi and virtua cola (lol) are two objects I downloaded almost already done from the internet, I simply edited them (geometry and uv infos) to fit into this engine :)

But would it be possible to say, model the actual shadows a bit off of the geometry as polygons and apply a transparent black texture then set the lighting low? obviously you wouldn't be able to get quite as much detail but I'm curious if it could work.

Probably would get that effect with the polygons shearing into each-other but you never know...:p

Level NextGen
22-06-12, 20:39
I had the same idea :D but modelling that way shadows would add manier vertices and I fear Psiko has already lots of vertices. Plus transparent textures take a longer time to render than normal textures, so it would add more lags

psiko
22-06-12, 20:41
well, it is really possible to subdivide the polygons so that you can darken them in order to have shadows, but the subdivision creates lots of unique uv infos, and they are limited for this engine. The uv infos are the way the texture tiles are applied on each polygons (normally in a tr game, they are all parallelepipeds or rect triangles), but thanks to meta2tr and 3dsmax we can have uv infos on very irregular shapes with 3 or four points.
Another way to have real shadows is to bake them on the texture tiles themselves, but it is really expensive for this engine, as every sector/polygon could have possibly its own texture tile, and we could reach hundreds of tiles for few rooms.
Then, another way could be to create a sort of "layer" upon the normal geometry, which is done by darkened transparent polygons, so that you imitate the shadows/illumination. But the results can be ugly and most of all too many vertices used.

So, for my levels, I prefer to have a realistic illumination with darkened vertices, but not real shadows, because I can add more detail rather than to spend so many resources and time to create those. In a modern engine, the lightmaps would be calculated almost automatically, and the result could be easily the one you can see in the screen above... in real time.. and even better, as I had to stay inside the trle limits :)

@Level NextGen: lol :D thank you! :)

DJ Full
22-06-12, 21:15
maybe it is unusual to see that grass inside a city, but I loved to see that while running with lara, and I kept itI have a crazy idea, and surely it would eat some more resources - anyway just an idea:
Grass in animating slot.
Distance condition when Lara sprints.
Distance condition when Lara touches the grass.
Flipeffect trigger for grass to perform waving animation.

Result: illusion of Lara causing the wind and grass reacting to it.

EDIT: Psiko, I apparently had to re-render and re-upload that 2-hour movie I told You about recently (as the first upload attempt failed). It took me the whole day in the library, so I only started to write the beginning of that square motif, I am out of power today and I'll return to work tomorrow morning.

TheTiger
22-06-12, 21:34
Psiko, thanks so much for the update, i have been waiting so long for it! :yah:

psiko
22-06-12, 22:24
thank you TheTiger, you're so kind ^___^

DJ Full take your time, I still have months of development :)

Titak
22-06-12, 22:40
Looking very good! :tmb:

I'd like to see the actual ingame version of that area. :mis:

Raider99
22-06-12, 22:43
I'd like to see the actual ingame version of that area. :mis:

:tmb:

Gian Carlo
23-06-12, 01:16
I had a Final Fantasy/Half-Life feeling when I saw those screens. Looks beautiful :tmb:

bagas
23-06-12, 03:21
Beautiful,such a mindblowing screen :cln:
im looking forward to this game :cln::cln:

psiko
23-06-12, 07:47
thank you guys ^___^
yes, Half Life 2 really inspired some of the locations, at first instance.. expecially its first levels... Very good eye! :) :hug: :tmb:
no way to see this location actually in game, you should have to play it, lol XD all I can say is that the illumination gives a different feeling considering this shot, so this shot itself is not a huge spoiler :) It is really a "corner" of 3x3 sectors, or so, in a very wider location, so you could even not recognize this render at first sight :)

Dino14
23-06-12, 12:15
Wow! Looks so amazing! :eek:

DJ Full
23-06-12, 12:58
It is really a "corner" of 3x3 sectors, or so, in a very wider location, so you could even not recognize this render at first sight :)When the game is out, post it in GTSS game. I bet they will recognize it within seconds :D

teme9
23-06-12, 16:22
The render looks really good! I wih we would be able to have shadows like that ingame. This is one of the projects im having keen eye on :D Keep up the awesome work!

Btw.. did you use Vray to render it :D?

psiko
23-06-12, 17:17
Dino14: thank you ^___^

DJ Full: that is exactly how it is NOT meant to be, or not? lol :D

Teme9: Thank you! I admire your work as well! ^___^ I haven't used vray, even though I know how to use it (I am using vray for fmv's): that render is with the default scanline renderer with no plugins, it takes about 5 seconds (actually at its full resolution which was 1920x1080)... the secret is the proper illumination scheme :D

Soul
23-06-12, 17:21
WOW. Lovely render!

teme9
23-06-12, 17:21
Thanks! :D damn.. you got me fooled :vlol: I was 90% sure it was vray :D Im not professional with 3ds max so... no wonder I got fooled :vlol:

The illumination is indeed really wonderful :tmb:

psiko
14-02-13, 13:16
A huge BUMP of this thread, for a "making of" update :) this is the 8th, with some information about development, to celebrate Lara's birthday today :)
http://img40.imageshack.us/img40/6974/makingof008.jpg
The first post is updated too :)
Happy S.Valentine's day and happy Lara's birthday :)
Enjoy! :)

Caesum
14-02-13, 13:31
This project is astonishing. So you're using 3ds max only, no TRLE at all? How do you place triggers then? What about the collisions or lighting(I saw somewhere you're using an option to change vertex lighting, butdoes it work with Lara object?)?

Dustie
14-02-13, 13:38
He's using NGLE for basic room geometry and triggers, then he modifies the rooms using 3DStudioMax and then imports them into TR4 files using Meta2TR.

Caesum
14-02-13, 13:40
I see. Oh, that's a shame really! I'd love to have possibility to do just everything inside 3ds max like in case of TRAOD and Maya.

Peanut
14-02-13, 13:40
That's incredible, I love the modern/futuristic architecture mixed with the Neo-Gothic architecture--It's very reminiscent of Piega's Sanctuary of Souls in a way. I'm looking forward to this, especially the amount of details added! :tmb:

Laras Boyfr.
14-02-13, 13:42
I see. Oh, that's a shame really! I'd love to have possibility to do just everything inside 3ds max like in case of TRAOD and Maya.

They didnt do everything in Maya.
They used WorldEdit and Maya, like Psiko uses RoomEdit and 3DSMax

and psiko... Im speechless :eek:

teme9
14-02-13, 13:46
Looking very good! :jmp:

The way you present your level is good! you don't show much but still you manage to leave us wanting for more :tmb:

Caesum
14-02-13, 13:48
Laras Boyfr. - Oh, you're right! How could I forget that? I even remember the screenshots from ToA inside the WorldEdit. Maybe I was thinking about LAU then? Oh, nevermind.

klona
14-02-13, 14:15
That's amazing! :D

psiko
14-02-13, 14:45
hello guys, thank you all :)
I do not use so many tool: 3dsmax is my world editor, object editor and animation creator. Then simply wadmerger (with the animation editor I created all the animations for new enemies, like the one you can see in this latest report), trviewer, and NGLE for collision and triggers. My wad objects are placeholders, both statics either moveables, and so the geometry in the prj. For the vertex color, I use the vertex paint modifier in 3dsmax with radiosity, which is very fast in painting the colors from a realistic illumination (even though sometimes I use an unrealistic one). Then I place colored light bulbs in the prj where I placed those ones in 3dsmax, so Lara is lit coherently :)
I wanted to show a new "making of" report but not spoiling that much untill the release :)
edit: some spelling :)

Controfiliburu
14-02-13, 14:57
As always, wow!
I can`t wait to play with this extra HQ and 3D environment :D

Titak
14-02-13, 16:11
Looking great! :jmp:
Graphics will look very good, no doubt about it.
And new enemies as well. :D

I'm also looking forward to what you have come up with for the gameplay. :D

Tricell
14-02-13, 16:13
I've always read these making of's in awe but one thing always made me nervous. Wouldn't all this amazing detail lag the level?

raiderromero
14-02-13, 16:21
almost perfect, you make me envy you, how many years of experience do you have?

SrDanielPonces
14-02-13, 16:52
almost perfect, you make me envy you, how many years of experience do you have?

Thanks ! I have 11 months :D :vlol:

----------------------------------------------

It is really looking good ! I want to play it ! :c

raiderromero
14-02-13, 16:54
Thanks ! I have 11 months :D :vlol:

----------------------------------------------

It is really looking good ! I want to play it ! :c

i wasnt referring to you, i was referreing to psiko

Shauni
14-02-13, 17:21
Ooh it looks amazing! :cln:

psiko
14-02-13, 17:38
Oh, I forgot to say that obviously I am using meta2tr (the funniest tool ever) and metasequoia as mountage tool :) And obviously the method I invented, which is in meta2tr home page, so everyone can use it now :) I have even about 2GB of video of me LE-working, for those tutorials I haven't forgot to record, it's just that I need more time for everything XD :)
The game lags a bit (24-25fps) only in some areas of the first two levels, which were built in 2009 and I was learning myself how to use that method. The following levels are perfectly smooth on my 3 years old machine :)
Thank you all ^___^
edit: some spelling :)

Adam11
14-02-13, 17:39
It looks like really great :tmb:
looking forward to this :jmp:

sharalex
14-02-13, 23:05
So excited to see this update and to have a tentative date! There'll be something to look forward to this winter "down under". :jmp:

mizuno_suisei
15-02-13, 03:35
This is amazing! comeback from the creator of one of my first played custom level series'. I enjoyed playing TR-A all those years ago even if I never finished it all, might have to get onto that :tmb: It's amazing that I still remember the theme tune in my head note for note..damn it's going to be playing on repeat in my head all day :vlol: Very keen for this new project, best of luck :D

Shakira Croft
15-02-13, 06:59
Non ci credo proprio che stai utilizzando il motore di TR IV... Mi piace molto !

Keep on doing such a good work !

psiko
15-02-13, 14:19
thank you guys :)

@sharalex: thank you :) yes, the release date is really "tentative", I am working really hard every day, not having spare time anymore since months, lol

@mizuno_suisei: whew, you could finish TR-A one day, the last levels of it (I mean part 3) are the best part of the game, where "everything" finds a solution and a purpose.. and there are a lot of twists in the plot :)

@Shakira Croft: thank you! perfect Italian :jmp:

Shakira Croft
15-02-13, 15:37
^ I am italian haha =P

Mytly
16-02-13, 20:23
It looks amazing! :tmb: Glad to see this unique project is still going strong. :)

psiko
17-02-13, 13:47
thank you Mytly :) even if I do not update this thread so often, I work everyday on this project constantly :)

@Shakira Croft: ooops XD

TheTiger
17-02-13, 14:42
Just checked the Valentine's report... Oh my gosh. Amazing! I'm SO looking forward to this. :jmp: Glad to see you continue fables and i can't wait to follow further coming process. :hug:

raiderromero
17-02-13, 15:17
:)

maati139
20-02-13, 03:26
Once again, I'm absolutely amazed. :) It looks and is going to be perfect. Congratulations. :)

psiko
20-02-13, 16:06
Just checked the Valentine's report... Oh my gosh. Amazing! I'm SO looking forward to this. :jmp: Glad to see you continue fables and i can't wait to follow further coming process. :hug:

thank you :) fables has a story really complex and I "imported" it into my HS project.. I never stopped level-editing, even if I do not update often this topic :) I try to show something in my making of's but not spoiling that much, keeping most of the things as surprises in game :)

@maati139: thank you so much! I really appreciate your words, I love your project too, it is sooo amazing and it springs a very unique atmosphere! :)

TheTiger
20-02-13, 20:11
thank you :) fables has a story really complex and I "imported" it into my HS project.. I never stopped level-editing, even if I do not update often this topic :) I try to show something in my making of's but not spoiling that much, keeping most of the things as surprises in game :)



I am really looking forward to that. :jmp:
As i remember seeing videos from it on youtube and really liked what i saw. :D

psiko
03-03-13, 19:23
Thank you The Tiger :)

After 2 days of work, this is how he appears inside metasequoia (and in game) :) I have redone all the horseman animations (33 animations..) and his meshtree, so that his mantle can move in game while walking, attacking, running (and riding): the mantle is done by 3 meshes, and tonight I am going to give him his horse to ride (for the horse I am going to use a model downloaded on internet but a bit edited by myself) :)

http://img24.imageshack.us/img24/4794/screen0005c.jpg

raiderromero
03-03-13, 19:36
looks great psiko :D but he has no neck?, and there is a missing texture in the middle, ( i guess is because of meta )

psiko
03-03-13, 19:39
he has a trapezoid heck hidden by the mantle, lol :) no, that white triangle is only because I forgot to uncheck the visibility of a mesh for another object, ooops :) :tea::hea:

Titak
03-03-13, 19:51
He has enough neck to fit the rest of his body: muscled and his face is quite round. So his short neck fits fine. :D


He looks great, Ant.! :tmb:

Ugh... changing animations... Oh well, having a detailed enemie like that move like the horseman would look odd so it is worth the effort. :D

Looking forward to seeing him in action ingame. :D

teme9
03-03-13, 20:06
Thank you The Tiger :)

After 2 days of work, this is how he appears inside metasequoia (and in game) :) I have redone all the horseman animations (33 animations..) and his meshtree, so that his mantle can move in game while walking, attacking, running (and riding): the mantle is done by 3 meshes, and tonight I am going to give him his horse to ride (for the horse I am going to use a model downloaded on internet but a bit edited by myself) :)

http://img24.imageshack.us/img24/4794/screen0005c.jpg

I think that the enemy is looking very good! Really top-notch!

One thing that bugs me is that his arms and legs are hairless while he still has rugged beard :D

psiko
03-03-13, 20:21
One thing that bugs me is that his arms and legs are hairless while he still has rugged beard :D

lol, ooops, like my arms and legs then, and I have a beard too... but it was unconscious.. I think XD I have drawn those textures by hand, and I think I find it is still hard for me to represent hair XD
I just rebuilt all the horseman animations, they are all the same, but with the mantle moving too... and his spinal column is (edit: is animated) more erect than the horseman's one, as I liked it this way :)

scoopy_loopy
03-03-13, 22:24
He looks fantastic! As for the body hair, I think Romans were pretty fond of getting rid of the lot, right? At any rate, you could always just use it as an excuse but he looks fine without it. :p

What's his poly count?

GeckoKid
04-03-13, 11:39
I want him to be hairy :D

Shauni
04-03-13, 18:24
He looks awesome! :tmb:

psiko
04-03-13, 18:45
thank you guys :)
he is 2660 vertices :)

Tricell
05-03-13, 23:42
He reminds me of ceasar for some reason O.o..
Very well done! :tmb:
Though...Theres something about his chest thats bothering me but *shrug* Can't be bothered to think to hard right now :vlol:. Keep up the great work!

maati139
21-05-13, 20:50
Hello :)
Last time I was thinking about the premiere of 'Hypersquare' ? Still May / June 2013 ? :)

psiko
21-05-13, 23:13
Hello :)
Last time I was thinking about the premiere of 'Hypersquare' ? Still May / June 2013 ? :)
well, I am in time and respecting all my deadlines, infact at the end of May I think I will be done with all the fmv's and betatesting could have been starting on June :) But I decided to put one more level, and this means that I need 2 additional months to finish everything... if I will be able to build it in 2 months. So let's say that end of August or beginning of september is fine :) No, I won't add other things: this level I decided to add now, was planned since the beginning for the second release of the game, but it always belonged to the first part... For a strange reason I firstly decided to put it in the second release, maybe because I was in rush to finish soon, but at the moment everything is getting done and fitting well together, so I want to build this additional level now :)

In the past days I worked on the last report before the release, I think I will publish it on the 13rd of June to celebrate the exact 4th anniversary of HyperSquare development :)

Thank you for asking me for news ^___^ for a strange broken link in my brain (LOL) I forgot you are one of the author of Pearl of Koyada, one of the levelsets I was waiting for so long and wanting so much... have I told you I saved so many screenshots from that game into my HDD? :) they are so beautiful and so inspiring! :) and congratulations for your last report, it looks all so amazing and unique! :)

maati139
21-05-13, 23:49
Heartbreaker.
I was waiting so much for HP and now I must wait 2 month yet. :p Okay, I understand you completely but.. We all need to arm in the more patience. :p
on the 13rd of June
I'm waiting, good to hear that.
I forgot you are one of the author of Pearl of Koyada
;) Yeah, POK, still coming soon. :D
have I told you I saved so many screenshots from that game into my HDD?
Glad to hear it. I must admit that your work also inspired me. In 2011 I was searching for new tools to build my new game and then I found your HP on TRFs. I thought 'why not?' and it started.. :)

psiko
22-12-13, 14:17
not a real update, but only my merry christmas and happy new year greetings postcard :)

http://img32.imageshack.us/img32/714/n4ad.jpg

for the ones who are wondering how the project progress is, I never stopped working, even when I was out of town for job matters :) The game is giving me lots of gratifications and satisfactions, and I hope I will be able to tell a release date for my Lara's birthday annual usual update on February 14th 2014 :)

laralives
22-12-13, 14:33
Or perhaps aim for that as a release date... (He said hopingly... ) I'm looking forward to this... Glad to hear that progress is being made :)

FreakRaider
22-12-13, 14:38
Holy mother****ing **** :eek:
Why didn't I see this theard before?!
How tha heck do you build with 3ds max? O.o I Mean, I could imagine that the Project is only an object, but hell, that looks AWESOME D:

Dustie
22-12-13, 15:02
Psiko, your work is clearly expletives-inducing. ;)

Titak
22-12-13, 15:06
Looking very good, psiko! :tmb:

And happy holidays to you too! :hug:

psiko
22-12-13, 17:44
thank you all :)
that is a shot from a viewport screen inside 3dsmax, untouched :) (infact you can spot antialiased textures in hardware shading with purple color for the partially transparent textures) :)
I like the in-game screen of that location much more because it is lit :) as I didn't want to spoil anything, it was hard to choice something to show :) in one or two days I will finish another one of the many fmv's in game :) they are not that good, maybe even a lot ugly, and imprecise and rough, but at least they tell a story, and that's their main purpose :)

YagamiCroft
22-12-13, 17:56
Good news and the postcard is very cool.

psiko
14-02-14, 00:45
And so, it is finally Lara's Birthday :D As promised, my update about this project :)

I can finally tell that the game is finished :D At least, season 1 :D Tomorrow testers will start testing the last 3 levels, then there will be a complete testing (mostly to see if there are serious bug, but I hope and forsee it "should" be everything ok) and then... the release :D

To celebrate, here it is for you the facebook page I just published (though it is secretly on line since ages..) :)

https://www.facebook.com/Hypersquare

And Happy St. Valentine's day :D

Enjoy! :)

tombraiderxii
14-02-14, 01:18
That's so exciting! Glad to see everything's going smoothly! :D
Does that mean the release is near?


but those screenshots...

:cln:

Adn I also love what's been done with the city. There's so much to take in. :eek:

EDIT: I saw nothing. ;) erhmahgerd

psiko
14-02-14, 01:30
ooops shot removed :D it is too spoiler :D can you edit your post so no spoiler is done? :D

tombraiderxii
14-02-14, 01:46
I saw nothing. ;)

Controfiliburu
14-02-14, 08:02
I knew that there will be update on 14th :D
I want to see that spoiler :cln:

matrix54
14-02-14, 13:16
What have you seen? Tell us!

KurtisandLara
14-02-14, 17:02
What have you seen? Tell us!

Yus Tell us! *grabs rope*
--
Great FB page Psiko! :tmb:

Titak
14-02-14, 17:43
I liked the FB page. :D

Can't wait to play the game, with all the new graphics. :D

A_De
14-02-14, 20:12
I liked the FB page. :D

Can't wait to play the game, with all the new graphics. :D

...and hope to see tutorials after the game release :D
Really beautiful screenshots :)

psiko
14-02-14, 21:33
thank you guys :)

Needless to say that you need a powerful pc to run it :)

Oh those tutorials.. haven't newer versions of meta2tr tool made useless my method? :D anyhow I have 2GB of recorded movies of me building, I think I still can rescue something from that, or I will record something new ones... The main purpose would be to let LD's to see how from 3dsmax we get a working levels, right? :) it will be done :)

bigfoot
16-02-14, 21:06
Do you think I can run it with winXP?

psiko
17-02-14, 01:23
Do you think I can run it with winXP?
some of my testers are using XP :)
the only "problem" is the hardware you have, you need a powerful pc, just this :) not a monster, but mighty enough :)
Anyhow my pc is 4 years old, 4 years ago was a little monster, though (I'm not meaning a Gaga fan, lol!) and the game runs fine.

-Trangel-
17-02-14, 01:37
this looks absolutely amazing!!!! we need more level designers to to take boader steps in making and crafting such elaborate levels and games well done!!!

A_De
17-02-14, 11:07
Oh... my machine is 11 years old because I never cared about any fancy modern games. But for TR games it was just perfect untill now :vlol:
I saw the weight of the game is about 3 GB...

Controfiliburu
17-02-14, 17:53
...4 years ago was a little monster, though (I'm not meaning a Gaga fan, lol!) and the game runs fine.

:vlol:

I hope it will run on my PC :D

jackraider
17-02-14, 18:08
This looks amazing. I never played techno Egyptian's, but this looks like a true spiritual successor to it.

Rouge
14-04-14, 04:59
Wow! :D this is amazing! It sure sparked my eye.

Rouge
14-04-14, 05:08
Are serious?!:D:D 3ds Max can be used for this editor?! If it can, whoooo...! :yah: