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Re: Pumo Mines Thread

Posted: Tue Jan 08, 2013 11:11 pm
by Alter-Fox
Pumo wrote:Small bump here.

I just want to show a small update on Level 5:

Image

The upper mine maze is done, and much less blocky. :) :sweat:


Nice. It looks almost like a more maze-ish version of the upper level of level 3 from D2 Counterstrike, with those colours.
It's hard to see the un-blockyness from outside the game so I'll just take your word for it.

Re: Pumo Mines Thread

Posted: Wed Jan 09, 2013 2:14 am
by Pumo
Yeah, I understand the un-blockyness may not be that apparent, as actually the rooms on the maze are box shaped as part of the design, but they are a bit rounded in corners and with some extra details. :)

A small sample of one of those rooms in the maze:

Image

So you get the idea...

Oh, and BTW, I finished the first part of the lower mine section.
Here's the progress of the overall work on the level as for now:

Image

Re: Pumo Mines Thread

Posted: Wed Jan 09, 2013 11:33 pm
by VladR
Pumo wrote:Yeah, I understand the un-blockyness may not be that apparent, as actually the rooms on the maze are box shaped as part of the design, but they are a bit rounded in corners and with some extra details. :)

A small sample of one of those rooms in the maze:

Image

So you get the idea...

One of these days, when I finally get settled more, I should really grab the D2X-XL sources and implement a procedural texturing I have been thinking about for quite some time now. I`ll try to explain:

I want break the repetetivness of the textures. Instead of a single texture repeated 50 times across the room, there would smooth transition across several materials, all procedurally generated (say, based on X,Y,Z coordinate of the wall segment - sort of like a marble, if you can visualize what I mean). The other way to visualize it - look at 3rd person RPG games, how they smoothly blend between the materials on the terrain.

By procedural generation I mean that the algorithm would figure it out - no human intervention would be needed - so that it would automatically work on all levels.

And by procedural, you could actually change the way it looks every time you play it, by tweaking the parameters (that`s one the greatest strenghts of procedural generation - it is instantly tweakable) !

Actually, I just recalled I have an example I coded about 7 yrs ago (for one old screensaver) here :
Image
Note the smooth transitions between materials - you cannot really easily tell where one material starts and other ends.
Of course, the Descent materials would be different, but you get the idea.

That should give it much more organic feel, while still staying true to old-gen, non-normal-mapped look. One doesn`t even need shaders to do that, although they make it much easier for an implementation.

What do you think ?




Pumo wrote:Oh, and BTW, I finished the first part of the lower mine section.
Here's the progress of the overall work on the level as for now:

Image


I am absolutely floored by the organic design. Seriously - that`s some mean design, man ! Can`t wait to play it !

Re: Pumo Mines Thread

Posted: Thu Jan 10, 2013 6:24 pm
by Pumo
Well, it indeed looks like a pretty cool idea. :)

Procedural texturing would be a pretty cool feature for Descent, as it takes
place on mines and has lots of rock and stuff, and in the case of Pumo Mines it even has terrain.

If you get the time to work on this I'm pretty sure all of us modders/level makers and Diedel would be happy. :thumb:

Re: Pumo Mines Thread

Posted: Mon Feb 04, 2013 2:40 pm
by IppoSenshu
First of all, sorry for my bad english. I'm german and english isn't my best language but I hope you can understand. :lol:

Some days ago I played the demo of Pumo mines. The three levels are amazing! Just stunning and I enjoyed a lot to play it. I never played such a great level set for Descent (or better: D2x-XL). Again: thank you so much for this stunning level demo!
There is only one point: sometimes the briefings text is difficult to read - text color red, background color also red. That was the only point, other things are really amazing and awesome.

But I want to ask, do you know when the final set will come out? I looking forward to it. :)

Re: Pumo Mines Thread

Posted: Tue Feb 05, 2013 3:32 am
by Pumo
Hey IppoSenshu, as always, I'm glad to see another player that enjoyed the demo of PM. :)

About the text color, will take note, I might make the text of a lighter red for better reading on future releases.

Well, as I got an almost 2 year period of inactivity on my PM project, things got a bit delayed, but as for now I'm working constantly on the project again and the Level 4 is done (except for scripting) and I'm making Level 5 now and got a most of Level 7 done, so although not very soon, as things are goin' now I think I might be able to release something new in a not so far future. :)

Just as a proof of my recent progress, here you can see some more rooms on the lower mine part of Level 5:

Image

Of course, there are several rooms I still need to make, but I'm working and making progress at a steady pace. :)

Re: Pumo Mines Thread

Posted: Fri Feb 08, 2013 12:24 pm
by darkflamewolf
You need to just hurry up and finish this level set Pumo so we can all get on with our lives! I'm dying just waiting here for the final product! lol

Re: Pumo Mines Thread

Posted: Sun Feb 10, 2013 11:28 pm
by IppoSenshu
Hello Pumo,

I'm glad to hear that. Again, thanks so much for this great demo. Can't wait for the full game. :)
But I can agree with darkflamewolf, waiting is so hard. I wish you luck building this project. :lol:

Re: Pumo Mines Thread

Posted: Wed Feb 13, 2013 3:50 am
by Pumo
Yeap, I'm hurrying up as much as I can.

As I'm goin' now, it seems Level 5 will be done relatively soon. :)

Re: Pumo Mines Thread

Posted: Wed Feb 13, 2013 5:58 pm
by Hawkins
Well, that seems to be too fast. Fast is a tricky term. It can be relative, in which case it means "as fast as you can but no more", so the command is relative to the receiver. But it can also be absolute, in terms of fixed time, i.e.: "I want it now, or at that date and no day later!" That is absolute, because you ignore the needs of the project or the artist in making something that completely and fully expresses the later, and that ignorance is irrelevant of specific project/artist, hence independent of it, hence absolute. I believe, when people urge you to hurry up Pomo, they mean the former. So all they are saying is "don't slack", but also "don't you dare to cut down on the project" in small hidden letters (hmmm, they remind me of someone :P )

Re: Pumo Mines Thread

Posted: Sat Feb 23, 2013 10:38 am
by Pumo
Yeah, I understand how ppl is asking me to hurry up, and I take it as a relative command. :)

But yeap, even if it's not (in absolute time) all that fast, I'm making some notorious progress in an, again, relatively short time.

This is the progress on Level 5 so far:

Image

Note I'm mainly focused on working on level structures only, that are the hardest part of the project as for now, and on some item/robot placing as well.

I won't be scripting or adding bells and whistles to the levels I'm making as for now, as I'm trying to finish the hardest part first so I can work on the details later on in the future.

-
(Note to Alter-Fox/Kaiaatsel: If you see this image of the level as it is now, I think you will start to notice how it's pretty much based on your ideas for it. You can even see the magnetic accelerator there. ;) )

Re: Pumo Mines Thread

Posted: Fri Mar 01, 2013 11:37 pm
by Obi-Wan Kenobi
Ahh this is great stuff, I also plan to make a 1080p Video of Pumo mines with D2X-XL 1.16.16 :) Everyone I meet I am advising to play their single player games with D2X-XL, it just gives you the best single player experience ever! :clap: :clap: :clap: :cheers:

Re: Pumo Mines Thread

Posted: Fri Mar 08, 2013 11:24 pm
by Pumo
Cool, I will await for your 1080p video of Pumo Mines!

And BTW, I have very good news right now.
Finally, I finished to make the complete structure of Level 5!! :clap: :bounce:

Yeap, it's true, Level 5 structure is completely done. ;)

Image

Now to move on to work on both Level 6 and Level S1 ASAP. :D

Re: Pumo Mines Thread

Posted: Sat Mar 09, 2013 5:42 pm
by Alter-Fox
Looking forward to level 6! The script for that one is pretty awesome.
And so is the music, one of the best PM songs you've released IMHO. (Because I've decided I like saxophone now?) Or maybe it's just because it's a little bit Supertramp-ish in general (which includes the saxophone :P).

Re: Pumo Mines Thread

Posted: Mon Apr 15, 2013 8:38 pm
by Pumo
Some good news, not directly about Pumo Mines but related. :)

As some may noticed D2X-XL got updated with some great features that will be cleverly used on some Pumo Mines levels and in fact, are an integral part of the story and script of the mission.

So several important scenes (story-wise) on Pumo Mines will be finally possible to make, thanks to our beloved D2X-XL mantainer and programmer, Diedel/karx11erx. :D

Let us give a huge 'Thank You!' for all the work and effort he puts on this great Descent port!
:clap: :joy: :hug: