
AMC TC episode 3 development stuff "check for vids and pics"
#1 Posted 10 January 2016 - 07:51 AM
Per-map art tiles means that I can create caustic effects for maps with a lot of water that looks really neat. It's pretty large filesize wise which normally I wouldn't worry too much about but this will bump up the size a fair amount since art tiles don't compress that well - depending on the final size of the episode I may make this an optional patch to download on the size - then again it all depends on how big the TC is all together when release time is here.
Check it out here
This post has been edited by Jblade: 10 January 2016 - 07:52 AM
#2 Posted 10 January 2016 - 08:07 AM
That water effect looks so simple and yet so credible it looks as if it had been made for OpenGL or something, I understand why you say it could be heavy, besides translucent water is what made Clear The Coast slow down a lot so making it an optional patch is the wisest thing to do indeed.
BTW that OC looks almost like a heavily re-imagined Jane (you know the OC we can pic from usermap menu along with John and Marteen) ^^
#4 Posted 10 January 2016 - 11:03 AM

Despite the TC being built under the classic renderer, you are adding lots of cool features. I hope of being able to toy around with them someday!

#6 Posted 11 January 2016 - 06:52 AM
This post has been edited by FistMarine: 11 December 2016 - 06:17 AM
#7 Posted 11 January 2016 - 12:51 PM
Jblade, on 10 January 2016 - 07:51 AM, said:
How about an Episode 2 trailer then?

#8 Posted 11 January 2016 - 01:05 PM
thedrawliner, on 10 January 2016 - 08:07 AM, said:
That water effect looks so simple and yet so credible it looks as if it had been made for OpenGL or something, I understand why you say it could be heavy, besides translucent water is what made Clear The Coast slow down a lot so making it an optional patch is the wisest thing to do indeed.
I don't think that James meant that the effect is heavy on CPU, he was just saying it increases file size a lot. There's really no reason to make it optional, and that would create extra work and potential bugs and confusion.
I'm guessing that he has one or more water reflection animations that can be overlayed/blended onto the tiles, but the changed tiles are separate from the originals. He probably has a photoshop action or equivalent that can be batched onto any number of tiles, which of course have to be saved into .art files. Then the level designer simply places them into the map, or, with some CON code he could make the regular versions switch to the water versions by adding a set value to the picnum under certain conditions (though this seems unnecessary since all the levels are made from scratch).
#9 Posted 11 January 2016 - 01:16 PM
Trooper Dan, on 11 January 2016 - 01:05 PM, said:
I'm guessing that he has one or more water reflection animations that can be overlayed/blended onto the tiles, but the changed tiles are separate from the originals. He probably has a photoshop action or equivalent that can be batched onto any number of tiles, which of course have to be saved into .art files. Then the level designer simply places them into the map, or, with some CON code he could make the regular versions switch to the water versions by adding a set value to the picnum under certain conditions (though this seems unnecessary since all the levels are made from scratch).
Yeah this although I wish I had a batch option, I have to overlay the caustic effect over the tile 16 times

#10 Posted 11 January 2016 - 02:18 PM
The reason why it makes the file size so bloated is that the underwater tiles are being used in the per-map art files (doing otherwise would take up too many tile spaces in the main game data), however this means that the art files must be duplicated between different maps. Maybe in the future it'll be possible to have maps share the same per-map art or have some other limit-removing functionality.
#11 Posted 11 January 2016 - 02:58 PM

#12 Posted 11 January 2016 - 03:36 PM
This post has been edited by Mark.: 11 January 2016 - 03:44 PM
#14 Posted 11 January 2016 - 05:36 PM
#15 Posted 26 January 2016 - 02:25 AM

Check it out here
#16 Posted 26 January 2016 - 03:25 AM
I love it when there's gunfires everywhere in games ^^
I'll have to re-watch it on my home PC however cause this was too much for my laptop to bear ^^;
#17 Posted 26 January 2016 - 08:33 AM
Did you modify something with the sound channels or did you modify the sound files themselves ?
#18 Posted 26 January 2016 - 10:30 AM
thedrawliner, on 26 January 2016 - 08:33 AM, said:
Did you modify something with the sound channels or did you modify the sound files themselves ?
It's explained in the video description.
#19 Posted 26 January 2016 - 11:28 PM
Doom64hunter, on 26 January 2016 - 10:30 AM, said:
Woops sorry Mea Culpa

Enthusiasm made me blind ...
#20 Posted 27 January 2016 - 07:24 AM
#21 Posted 27 January 2016 - 12:50 PM
Episode 3 will have 10 of them.
#22 Posted 27 January 2016 - 03:42 PM

#24 Posted 27 January 2016 - 07:08 PM

#25 Posted 28 January 2016 - 12:04 AM
#26 Posted 28 January 2016 - 03:28 AM
Oh wait.
#27 Posted 28 January 2016 - 04:06 AM
#29 Posted 28 January 2016 - 04:32 AM
Jblade, on 28 January 2016 - 04:25 AM, said:

Damn... my bad then. Sorry about that random guess. ^_^U
I'll try to stop squeezing my brain about who he/she might be so I don't ruin the surprise (as one of this game's regulars I'm really looking forward to it).

#30 Posted 29 January 2016 - 10:40 AM
Micky C, on 27 January 2016 - 12:50 PM, said:
Episode 3 will have 10 of them.
I'm looking forward to seeing the new character.


This post has been edited by Jolteon: 29 January 2016 - 04:10 PM