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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Galaxy Empire Demo Videos

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(@lancersolurus)
Trusted Member

By the time I finish with it there should be a surface for every one of them. Since the video I've made one for the moon as well. Pretty fun jumping around in 1/6th gravity.

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Topic starter Posted : August 5, 2012 14:33
(@lancersolurus)
Trusted Member

I thought I would post a few pics this time around... Images are in reverse chronological order. Shadowing is a very recent addition (about a week ago). Does make a huge difference in the way the game looks. Most of the models are by Sol Command.

 

normal_GE3_2013-03-28_23-34-44-78.jpg

normal_GE3_2013-03-23_03-14-33-75.jpg

normal_GE3_2013-03-23_03-27-59-03.jpg

normal_GE3_2013-03-22_01-10-34-38.jpg

normal_GE3_2013-03-14_03-49-21-19.jpg

normal_GE3_2013-02-17_20-37-07-81.jpg

 

 

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Topic starter Posted : March 28, 2013 20:31
(@lancersolurus)
Trusted Member

Continued...

 

normal_BattleshipPic.jpg

normal_GE3_2012-12-10_23-36-30-25.jpg

normal_GE3_2012-12-10_22-57-35-89.jpg

normal_GE3_2012-12-10_22-51-19-95.jpg

normal_GE3_2012-12-20_16-05-15-77.jpg

 

 

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Topic starter Posted : March 28, 2013 20:32
(@solcommand)
Prominent Member

I really like how that city looks. Reminds me of the old Chicago from all those Al Capone movies I used to watch 🙂

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Posted : March 29, 2013 01:18
DarkOne
(@sscadmin)
Illustrious Member Admin

What will be interesting is how all these models get put together into the game and used. I personally cannot wait to see a nice city, with the lights.

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Posted : April 8, 2013 03:06
(@lancersolurus)
Trusted Member

All of the pics that were posted are from in the game. All of this content is fully available to be used thru the INIs or thru the in-game editor (which I prefer to use lol). Such as the Apollo models by Sol, that is on a moon based surface (which can be seen in the Apollo lander pic). Those maps are pretty massive and detailed on the order of 256k tris and 100km across. Here is the latest news on the game engine...

 

...................

 

 

This is a test from the latest 2 day old project - deferred rendering. This is a map I converted from a free Quake 3 map from Trak. I've already added light ambient, light diffuse, normal mapping & glow mapping. Specular mapping isn't cooperating even though its the exact same one I use in the forward shader. Current scene is composed of 68k tris and 78 lights, full normal mapping on every texture + glow mapping. Click on the images for a full size view.

 

Top

normal_GE3_2013-04-09_00-27-22-17.jpg

 

Bottom

normal_GE3_2013-04-09_00-51-47-84.jpg

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Topic starter Posted : April 8, 2013 21:05
(@solcommand)
Prominent Member

Sweet !!

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Posted : April 9, 2013 00:36
(@lancersolurus)
Trusted Member

That it is Sol. I am slowly getting all of the features built into the forward shader built into the deferred shader. Packing 20 different textures plus their settings into 8 render target textures isn't easy. I don't really want to push past 8 textures since it takes a complete rendering pass for every 4 textures (max 4 multi-render targets), in the forward shader it took 1 pass for all 20 textures. Then there is the issue of 7 different shaders (main, skin, loot, precipitation, clones, shadowing & skybox) that had to be rewritten to work with it. 6 out of 7 are working now, only deferred shadowing left to do. Shadowing is expensive since every light has to have a render pass of it's own, the most expensive part (time wise) of any rendering architecture. If I did shadowing on that map (now at 90 lights) it would take 180 passes to render a single scene + the other 6 shader's passes. No matter how I optimised that I could never get a decent frame rate considering a scene usually consist of anywhere from 100k to 300k tris per frame even with aggressive culling.

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Topic starter Posted : April 9, 2013 17:42
(@lancersolurus)
Trusted Member

New shots with the completed deferred renderer, click on the images for a full size pic

 

Sol Commands SciFi city buildings and pyramid spaceship, also the new lens flare code has been completed

normal_GE3_2013-04-15_17-52-20-02.jpg

 

New main menu

normal_GE3_2013-04-15_17-51-13-81.jpg

 

 

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Topic starter Posted : April 15, 2013 14:13
(@solcommand)
Prominent Member

I really like the menu as it reminds me a bit of Freelancer, which is a really good thing in my book.

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Posted : April 15, 2013 21:36
(@lancersolurus)
Trusted Member

I made an interior scene using one of Sol Command's asteroid station models, check it out

 

http://www.youtube.com/watch?v=MAeh6VGMPWw&feature=youtu.be

 

 

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Topic starter Posted : May 3, 2013 01:15
(@lancersolurus)
Trusted Member

Some new models added to the game, click the image for a full size pic

 

Starport Dock by Fur Ball

 

 

normal_GE3_2013-05-04_02-27-51-65.jpg

 

 

normal_GE3_2013-05-04_02-29-05-54.jpg

 

Mjolnir by Sol Command

 

normal_Mjolnir02.jpg

 

 

normal_Mjolnir03.jpg

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Topic starter Posted : May 9, 2013 16:14
(@pinback)
99 Star General

Just looking at the asteroid vid above and was just wondering why not have the building on the walls and the roof of the asteroid as well as the floor.

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Posted : May 10, 2013 07:32
(@lancersolurus)
Trusted Member

Actually I didn't think of that. Placement would be a bit tough since only the floor is flat.

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Topic starter Posted : May 10, 2013 15:45
DarkOne
(@sscadmin)
Illustrious Member Admin

Little bit more texture work on the inside of the asteroid and I think it will be perfect. I am speculating here, that hatch/door I saw in the video I take it ships come in through there and during that process the outer door closes and the inner opens? If not you would probably have an issue of being sucked out into space unless you have some sort of barrier in place to prevent that 🙂 I know be picky. Any plans to have the internals be usable? Like going in a build to buy goods for your ship, etc...

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Posted : May 11, 2013 05:27
(@lancersolurus)
Trusted Member

It's actually an airlock. At this time it simply uses a scene transition to go from the inside to outside. As far as building interiors, that may come later unless Sol makes a few interiors for his buildings.

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Topic starter Posted : May 11, 2013 08:33
(@lancersolurus)
Trusted Member

Haven't released a video in a while, so here goes. Purchased some content from Arteria 3D, they do decent work.

 

http://youtu.be/4_qn4eB-RoE

 

This is just basically going through various maps in the game.

 

http://youtu.be/q5FRHU6im5k

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Topic starter Posted : September 9, 2014 17:16
DarkOne
(@sscadmin)
Illustrious Member Admin

some decent interior work with that pack for Galaxy Empire, and as always Sol Command's models are looking good in-game and the planets are looking a lot better than a few years ago.

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Posted : September 9, 2014 17:48
(@lancersolurus)
Trusted Member

Thanks, content making takes a lot longer than actually coding it. I did finally get around to getting the 3D hardpoint editor working last night, will make it much easier to load out the HPs.

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Topic starter Posted : September 10, 2014 12:25
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