Putting in the ""s got the link working for me, now just to trouble shoot why the game's not loading up properly.
I get the normal UT start up screens then once I'm assuming I get to the actual game the screens black for about 20-30 seconds.
Then it starts panning into the air ship and I start seeing the main character fall a million times, no docks or anything around. The joys of trouble shooting.
the Airborn .rar files were put in my unreal tournament 3 > UTGame > Unpublished > Airborn folder or should i just take cookedPC, config, localization, src folders and put them directly under the Unpublished folder
owo pogoing and kicking rat-hoppers, my favourite pastimes! can they be combined somehow. It looks so super, not going to grab it until the bugs have been fixed though. On that screenshot with the grass - is that just alpha clashing around the edges or a stylistic choice? It'd be nice to see that field of green looking more lush and smooth if it's not alphas getting messed up
kite: we currently have two tests going on, one alpha blended and one alpha tested, both have their strengths, we currently kepts both in it and might test others as well. Alpha blenden in unreal is pretty much unsorted, and therefore doesnt add to the zbuffer end there is going to be drawn behind the outline even if it is in front of the object that is casting the outline.
Alpha tested has no sorting issues but as it adds to the zbuffer it has an outline which happens to be somewhat noisy from distance, we'll have to test more to be really sure what to use.
@tadpole: team is closed for now, might change some time but not just yet
kite: there are to two types of grass atm, i guess we havent really decided which one works better.
soft alpha generates some issues with the whole outline postprocess.
but as we really had a hard time getting everything textured (parts of the env textures are really really rushed ), some other stuff hasnt gotten any real love
Did anyone already find a fix for the wrong links under Windows XP?
ok it seems to be a problem with the string "Unreal Tournament 3" i dunno which sign you need to make under XP to force a space sign (dunno the english word ^^, when you hit space), possibly it works with removing the spaces, not tested yet but i seems that the path is working
that is looking great! it is stuff like this that truely makes the UE3 shine.
some of us at work were loking at this the other day and wanted to play it as full game.
awesome job.
Finally got it to work, and my GOD was it worth it. Beautiful game guys, I hope to see more soon. And I'm sure you're all recuperating right now, but can we please fly the plane in the public release, even if there's no objective? I wanted to hop on that thing so bad, I spent 15 minutes just trying to hop on in the hopes that it was as hard to get on and fly as it was to kick the rat things (that is to say, I stood next to it and either jumped or hit the use key for 15 minutes hoping that at some point the command would work and I could fly)!
2 ways to go right now, add more groundplay/content to the level or add flight, from the idea of airborn itself i'd say, add flight would fit the universe better
we'll have to discuss our roadmap for the finals
yes but way more subtle then on his face, not sure if it has a mask or just a value to specify the translucency, every character and animal and some animatable assets share the same mastershader, using sss is just a matter of turning on that feature per object, so we use it where it is helping the look, and if its only very subtle
Really liking the design, but just wondering why the wings aren't in the middle of the body with the exhausts beneath the plane itself. I'm no aerospace engineer but, might be a little out of balance? Maybe maybe? I could be totally wrong!
lol bigger pipes, look at the dudes, its bigger then they are xD
@empeck: we will see, right now we plan on spawning islands when you get closer we really can't say, but the flightmode is more like a worldmap, we don't plan to have a hundred fully detailled islands streamed in and out, too risky too huge... instead we have stylized representations of each island with landing areas, they will be a little smaller then the originals but big enoug to have something to fly over, we will see how large they will be, it's all theoretical right now
@sirdelita: we are not trying to win a price in aerodynamics, look at pinos jetbike, its a flying whiskey barrel with very short wings. It has to look cool and look flyable enough to fit in.
Very nice concept, i'm not too sure about the rear stabilizer it looks small and in flush with the chassis. Perhaps a little bigger, i'm also in agreement with larger exaggerated exhaust pipes. They really bring character to the plane!
What exactly? we used no other reference for the design but actual airplanes, so its rather accidental. i only watched a few last exile episodes a very long time ago, but as far as i remember the ships where more or less hodrods with funky motors? Was fun watching it though, might give it another try.
hehe we had the long nose before and will keep it for another ship, but what they did is more or lass teaking an old racing car and transform it into something flyable, which is also very cool we experimented with that but then stood with a more classical approach with changes here and there to give it that "hod rod" feeling, in the end it had to be a bully but still be fast and agile enough to be a good enemy
also i don't take it offensive, if you are doing something in that direction, there of course are things that will be in common, thats just how it is, from most steampunkish settings i think last exile is one of the coolest because its not just the normal victorian steampunk you see everywhere, i guess thats the main similarity between last exile and airborn, its a bit rougher, less fine kind of steampunk.
@empeck: we will see, right now we plan on spawning islands when you get closer we really can't say, but the flightmode is more like a worldmap, we don't plan to have a hundred fully detailled islands streamed in and out, too risky too huge... instead we have stylized representations of each island with landing areas, they will be a little smaller then the originals but big enoug to have something to fly over, we will see how large they will be, it's all theoretical right now
Thanks for detailed reply. That's great idea with a worldmap-like flying, love it.
I was asking about maximum distances UE3 allows, but I understand, it's too early.
I'm an aviation freak, both realistic (I love hardcore flight simulators ), and stylized. Great work with your planes, can't wait to see more.
I might try that out. See if it will work. That would be awesome!!!
doesn't work as we didn't cook it for ps3 YET, however, for vista and non steam users, follow the readme, for steamusers follow the readmy too, but read the part on non steam users as well, especially where it says "copy it into your ut root folder" thats crucial... also 2.1 is really needed
Did a test on simple yet effective realtime 3d clouds, not finished and definitely needs some tweaking but its a start. Right now its only one cloud so we might add different shapes, mix them with particle clouds etc.
on my machine i tested around and i had 3000 clouds running without an impact, even though its all soft alphaed o.o
maybe because they are all instanced, dunno
cool, i did some tests like this a few years ago and it would run at about 1 frame a minute when you got down into the clouds, how does this run when you are in the clouds?
there are some ways around it, Pm if you want to know more
Very nice Neox, any chance you can give us a quick wireframe shot, or a shot of the cloud itself in the model viewer, would love to see how you built it... cause frankly, I have no idea :P
@shep: here it doesn't hit my framerate at all, i have 8800gt which is definitely not the latest model or something, but to avaid such things... really dense cloudfields will only be used to limit the players movement. When he flies too low, they start to appear, the fog gets denser then too till you see almost nothing but your outline. So maybe we can just blend out the clouds then, because you won't be able to see anything. So you fly in, fog is getting denser and then we play an anim that lifts you back up in the sky, small sequence like "phew that was closed, i flew pretty low this time" whatever
Looks very cool Neox, I am super pumped to see that new plane design fleshed out.
How do you guys plan on doing the flying? Are you going to try and code it so you don't need to use the C and Spc keys to gain/reduce altitude. So the plane would fly more like a redeemer missile? If so I would love to see something like that working, I spent a couple weeks trying to get a setup like that coded with no luck unfortunately.
woha I'd love to work on some flying dynamics the clouds look really good but I wonder if they could be done procedurally and on the fly to avoid repeating (dunno about vertex movement in UE3 but I'd basically create one textured sphere and have the vertexes be moved in random directions and smooth out the result)
@nrek:
you will not be able to stop and hover or something, its a jet not a heli and will only move forward, maybe yiou can slow down a bit you'll never be able to brake
@e-freak: we have no possibility to get into vertexshaders, but its planned to spawn the clouds and not to preplace them by hand
Replies
when I try to change the link in the target menu without the " " I get this error:
which is translated:
The name C"\Program, which is given in the target, is invalid. check your blablabla
so then I add the " " things around the UT3 like, this is exactly what I have in my target:
and then it works for me.
I get the normal UT start up screens then once I'm assuming I get to the actual game the screens black for about 20-30 seconds.
Then it starts panning into the air ship and I start seeing the main character fall a million times, no docks or anything around. The joys of trouble shooting.
the Airborn .rar files were put in my unreal tournament 3 > UTGame > Unpublished > Airborn folder or should i just take cookedPC, config, localization, src folders and put them directly under the Unpublished folder
http://www.moddb.com/mods/airborn/videos
doesn't even look as if this is 1280x720, awesome xD
Alpha tested has no sorting issues but as it adds to the zbuffer it has an outline which happens to be somewhat noisy from distance, we'll have to test more to be really sure what to use.
@tadpole: team is closed for now, might change some time but not just yet
soft alpha generates some issues with the whole outline postprocess.
but as we really had a hard time getting everything textured (parts of the env textures are really really rushed ), some other stuff hasnt gotten any real love
tadpole: yeah Ian is a great guy
edit: stupid neox has no live - ok you get a hug
ok it seems to be a problem with the string "Unreal Tournament 3" i dunno which sign you need to make under XP to force a space sign (dunno the english word ^^, when you hit space), possibly it works with removing the spaces, not tested yet but i seems that the path is working
OK have the fix!
update Unreal to the latest version 2.1
thats it
i'm going to give it a whirl when I get chance
some of us at work were loking at this the other day and wanted to play it as full game.
awesome job.
Again, awesome art, I can't wait to see more.
we'll have to discuss our roadmap for the finals
http://boards.polycount.net/showthread.php?t=65537
now's your turn kio
Have you started working on flying already? I'm curious, how big world will UE3 allow.
But needs bigger exhaust pipes!
@empeck: we will see, right now we plan on spawning islands when you get closer we really can't say, but the flightmode is more like a worldmap, we don't plan to have a hundred fully detailled islands streamed in and out, too risky too huge... instead we have stylized representations of each island with landing areas, they will be a little smaller then the originals but big enoug to have something to fly over, we will see how large they will be, it's all theoretical right now
@sirdelita: we are not trying to win a price in aerodynamics, look at pinos jetbike, its a flying whiskey barrel with very short wings. It has to look cool and look flyable enough to fit in.
and i should read more stuff
nice
it's cool though.
i dunno just reminds me somehow
also i don't take it offensive, if you are doing something in that direction, there of course are things that will be in common, thats just how it is, from most steampunkish settings i think last exile is one of the coolest because its not just the normal victorian steampunk you see everywhere, i guess thats the main similarity between last exile and airborn, its a bit rougher, less fine kind of steampunk.
Thanks for detailed reply. That's great idea with a worldmap-like flying, love it.
I was asking about maximum distances UE3 allows, but I understand, it's too early.
I'm an aviation freak, both realistic (I love hardcore flight simulators ), and stylized. Great work with your planes, can't wait to see more.
I might try that out. See if it will work. That would be awesome!!!
Tried it out, pretty darn cool guys. Cant wait to see where it goes .
doesn't work as we didn't cook it for ps3 YET, however, for vista and non steam users, follow the readme, for steamusers follow the readmy too, but read the part on non steam users as well, especially where it says "copy it into your ut root folder" thats crucial... also 2.1 is really needed
on my machine i tested around and i had 3000 clouds running without an impact, even though its all soft alphaed o.o
maybe because they are all instanced, dunno
http://nonpublic.airborn-game.com/wip/neox/temp/clouds.gif
there are some ways around it, Pm if you want to know more
@jason: really simple stuff
http://nonpublic.airborn-game.com/wip/neox/temp/cloudmodel.jpg
most "magic" is done by the shader, but basicly its a now brainer and i was surprised how wel it worked ^^
How do you guys plan on doing the flying? Are you going to try and code it so you don't need to use the C and Spc keys to gain/reduce altitude. So the plane would fly more like a redeemer missile? If so I would love to see something like that working, I spent a couple weeks trying to get a setup like that coded with no luck unfortunately.
you will not be able to stop and hover or something, its a jet not a heli and will only move forward, maybe yiou can slow down a bit you'll never be able to brake
@e-freak: we have no possibility to get into vertexshaders, but its planned to spawn the clouds and not to preplace them by hand
@swizzle: possible :P