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Showing posts with label game-guru. Show all posts
Showing posts with label game-guru. Show all posts

Monday, February 18, 2019

This Week in GameGuru - 02/18/2019

Official GameGuru News


Aside from the occasional random PBR update, there really hasn't been much from TheGameCreators in terms of what's going on with GameGuru and this has caused some level of concern within the community.  Hopefully we'll hear something new soon. 


What's Good In The Store

Nothing new the past few weeks.  It's a little disappointing to see but at the moment there's nothing GameGuru specific that really struck my fancy.

Free Stuff
Lafette II has been dropping some extremely high quality models for free in this thread for several weeks now: https://forum.game-guru.com/thread/220474?page=1#msg2611649

Like this greenhouse:
 
Along with many others.
Graphix has been doing great things with model updates for PBR but in his spare time a few weeks back he found time to put together some fantastic racks for a warehouse:
https://forum.game-guru.com/thread/217932?page=14#msg2611394


Ironically for my book last night I was putting together a warehouse using these types of models, though I had to fudge it with scaffolding instead.  This would have been extremely helpful!

Lastly Superclark has been putting up lots of FPSC Classic items that are reupholstered in PBR textures:  https://forum.game-guru.com/thread/220478?page=2#msg2611945

And because I missed it - belidos made a 'simple quest chain system' - https://forum.game-guru.com/thread/220443

Third Party Tools and Tutorials


Arteria3D is having a "GameGuru special" this month:
https://arteria3d.myshopify.com/products/gameguru-special

Also Game Launch Creator is running a 25% off sale for February: https://gamelaunchercreator.com/


Random Acts of Creativity (WIPs)


Gtox put up an interesting video of him breaking walls :)


The past two weeks have had an influx of projects and updates.  Here's a short list:
Cold Cable finally has an english release - he's looking for testers: https://forum.game-guru.com/thread/218905#msg2612071

DJPulsion's unnamed game, says he has over a year into development.  Looks decent as far as first attempts go:

 
Bonesy's Sci-Fi Shooter:
Note the angled text, courtesy of AmenMoses

Duchenkuke's newest level in his own game:
To me, the use of color and foliage is second to none right now.
Mookai's 'Welcome to Manchester' looks well put together:

Psalm of Salem has a fairly solid design structure to it:
I dig the atmosphere. Looks just spooky enough.

Cybernessence's 'Cogwheel Chronicles' is looking more epic by the day:
Yes, that's a flyable seaplane!
And I think that's about it - what a monster list.  Keep up the great work guys!



In My Own Works


The book nears completion.  I mean it, truly, at least as a work of my own.  I'm at around 110 pictures of a required 125. It's a grind putting together graphics, images, info, and the like.  I've obtained a few last second pieces of info from Lee as well.

It's a huge amount of work and I'm genuinely thankful to all who have assisted me with it.  On that note, expect some messaging on that front as I will need some papers signed so I have your official permission (later this week).


Monday, January 7, 2019

This Week in GameGuru - 01/07/2019

Happy New Year, folks! With a new year undoubtedly will come new changes!

Official GameGuru News


This week we have the official update of PBR assets to the Fantasy Pack -  https://www.thegamecreators.com/post/gameguru-fantasy-pack-updated-2
And I have to say they look quite impressive indeed.  Much better quality than previous PBR re-skins in my opinion.

What's Good in the Store


This week we have some interesting products available:


It's nice to see Dagored getting back into GG projects.  His attack drones have a pretty nice animation to them and are definitely a solid choice.  M2Design continues to add more buildings and shacks.  I personally would be leery of that suspiciously good looking jet fighter as it likely is someone else's work that snuck it's way onto the store and will likely be removed shortly.

One promising piece of work that isn't yet released yet is Openload's RPG-style inventory system.



The screenshots look fantastic and I'm sure it will end up on the store in the near future so keep an eye out.


Free Stuff


Graphix made some nice stuff you can get from his pack.  Check out some of it here:
https://forum.game-guru.com/thread/217932?page=13#msg2610284



The new stuff is an ammo bag and a lightsaber-style weapon.

Third Party Tools and Tutorials


A pretty interesting discussion on getting FBX with animations to .X was had over here: https://forum.game-guru.com/thread/220399

You can also glean some really interesting ideas from PirateMyke's EBE structure thread here: https://forum.game-guru.com/thread/220414



Random Acts of Creativity


Guns of solo released an update and I have to say it's looking mighty fine!


Apparently he's hard at work at trying to improve framerate. More details can be found here but overall I like the direction this project is heading! 

Some other new projects have shown, looks like a new year means more projects!

CorzaX has a tropical island game he's working on. It looks like it's coming along well. 

Nier is working on a fantasy/medieval game and so far the screenshots look pretty good.
It's always nice to see someone making a custom HUD.

Maha25 has a jungle-style shooter as well that has some fairly decent atmospherics.

Synchromesh put together a fantastic video of the new AI as a Demo but I have to say the level itself looks great too! https://youtu.be/IxOZ_xvKhto



So all in all it's proving to be a fairly busy January!

In My Own Works


Works is progressing rapidly.  I am doing my first pass over the manuscript, have 3 proof-readers reading the work AND sent the preliminary copy to my personal editor.  Hopefully by next week mid-week I'll be in a much better position for this to move forward.  I also have about 140 pictures to take for the book so that's going to be a solid couple of days progress as well.

Proofers are giving me good reports though, saying it's going to be great for people to have all this info in one place.  Looks good so far!



Monday, December 10, 2018

This Week in GameGuru - 12/10/2018

Welcome back to another busy week in the GameGuru community.  Let's dive right in!

Official GameGuru News


This week saw another model kit update - specifically PBR getting added to some of the collectibles and minor doodads of  the Sci-Fi kit. I did notice, however, they are still using the Red Cross on the collectible for the heathkit.  This is considered a no-no in the GameDev community since it violates the Geneva Convention for using the international symbol of the Red Cross.  I brought this to TGC's attention and while no comment has been given thus far on it I'm certain they will take quick and decisive action to remedy this.



As we enter the traditional holiday cycle, don't be surprised to not see any major code releases or updates done for a while.  I've noticed we tend to get 3-4 major releases a year and the most recent one will probably hold us for a while, likely until March or so. In the interim, it appears they are content to continue pushing Add On content and updates.  It can be frustrating for users who want to see steady and complete refinement of the core product.  Well hey, at least it's consistent, right?


What's New in the Store


Recently a TGCStore seller's discord was added.  If you need access, contact 'TheNext' on the regular GameGuru discord.




Not a lot of brand new stuff, though it seems the cartoon-style assets are really taking off.  I like how they look though I worry it's going to saturate the market a bit.  Still, Reliquia and Belidos both are providing really quality stuff you can find right off the main store page.

There's also a creepy Nun and an 'abomination' by Gtox.  
 

Free Stuff


In 2016 , there was a great bit of 'Christmas Giving' done at Wolf's signalling.  I have to say, it was a nice sentiment and I would love to see more of that.

In the meantime, enjoy this 'free little alien'.

If you're looking for Wolf's Christmas Advent Calendar of free stuff from 2016, check it out at this link here

Third Party Tools and Tutorials


Well foremost it appears that Epic games is positioning themselves as an indie gamedev marketplace.  This is huge news and deserves some praise.  Steam is a great platform in a lot of respects but the 30% right off the top is pretty brutal for many involved.  Epic is offering a digital platform with 12% costs, but get this - if you use the Unreal engine then the traditional 5% for using that engine will be deducted from the 12% they take.  So you in reality are saving money by using their engine on their platform.  Pretty brilliant marketing though they'll need more than that to defeat a monster as big as Steam.

Also it appears that SegmentAutoWelder (an FPSC conversion tool for GG) is repaired.  You can get your updated copy here: https://forum.game-guru.com/thread/220102

Random Acts of Creativity (WIPs) 


Well, interestingly enough as work slows down on the engine, work picks up on people's projects!  Lots of interesting screenies for this week for you.  I hope I caught them all!


Mstockton's in development PBR Assets

Bonesy continues work on his Sci-Fi Shooter

DuchenKuke is putting out some fantastic Metro:2033 style screenshots

Len the man continues to show us how simple methods produce great results for cutscenes

VincentHendricks made this great scene using some dynamic lights set at the right coloration!

Friskon - Lotgd made this bizarre gif which sort of boggles and fascinates simultaneously!

As you can see, there's a lot going in in the community. I'm still waiting for a serious game to show up, something that can really knock the socks off other communities out there.  I think if guys like Duchenkuke can keep working at it, they'll eventually release something incredible.  It just takes perseverance, some tolerance for GameGuru's nuances, and a steady hand.

Beyond that we're seeing some amazing work by the other devs who contribute code wise.  Check out some of the latest works of Graphix and Amenmoses - their particle system now has physics effects!

T-bone is working on stealth mechanics similar to what you find in the old Thief games: Video Here

Amenmoses has made some huge advances to his 'pickuppable' scripts.  Notably now you can actually use them to throw and injure enemies.  Check out the video of it here: https://vimeo.com/305258044

In My Own Works


This week I didn't get as much done as I'd like. The last mile here is proving somewhat difficult as I saved all the more dangerous or difficult tasks to cover for last.  This means particles, physics, advanced engine tricks like camera control - all of that is a bit daunting to write and a lot to research and test.  It'll get there though.  The trick is to just keep plodding inexorably forward.

Monday, November 26, 2018

Lighting Part 5: Super Advanced Lighting in GameGuru

This is part 5 of a long running series on lighting techniques in GameGuru.  It's advised you read the previous four if you haven't already so you have some fundamental understanding on lighting techniques used up to this point before taking this on.
Seriously advanced lighting (aka lighting, part four)
Advanced lighting, (aka lighting, part three)
GameGuru interior lighting (aka lighting, part two)
GameGuru Lighting Lesson (aka lighting, part one)

extra credit, Wolf's lighting thread: https://forum.game-guru.com/thread/219206

I should mention that this work has taken me a considerable amount of time and is of significant length.  Please take the time to comment on it if it's beneficial to you!

Before I begin

Obviously I've been busy with my book.  Much of these posts will be revisited in the book itself in varying forms, but I was going through my old data and found this post I literally wrote a year ago and I feel a fool for having never actually posted it.
Hopefully it's not a question of too little too late and that many of you can find some use from it. Be aware the book has about 3x the amount of information on GameGuru lighting

Illumination mapping


I've discussed illumination maps in the past, though not in any great detail.

An illumination map is an interesting addition which is, in my opinion, underutilized in Game-Guru games.   Effectively it is an additional step beyond to add luminosity to your levels. Take for instance this screen:

fs1
Courtesy of: https://blog.3dexport.com/making-of-final-stand/

Add an illumination map (which is simply a copy of the 3d model's texture with the bright spots lit up in white and the rest in black, renamed to texturename_i.dds):

fs2
Yes, this is my hackneyed attempt to make a point.

And you get this amazing difference in visual fidelity:

fs3
Courtesy of: https://blog.3dexport.com/making-of-final-stand/


What's important here is that while as of this writing Game-Guru lacks an 'emissive' lighting system such as Unreal/CryEngine has, it does however have a certain little bit of fudge.

emission example
Left - regular texture, middle - illumination mapped, right - emissive lighting
Emissive lighting is effectively self-illumination mapping which also spreads to the environment.

Bright lights really cause a sort of bleed-over with the bloom shader built in.  So if you put illuminated lights in and you turn up the bloom it gives the IMPRESSION that they are giving off light (note, this WILL EAT SOME FPS):

emissive fakery
From my lighting tutorial #3


Now at some point I wanted to  see if I could control the level of brightness in a game-guru illumination map.  Unfortunately it doesn't appear to have any granularity to it.  I had expected the ability to control 'how bright' something was, but alas it's either completely on (255/255/255) or completely off (anything else).  So be aware that when you're using your illumination mapped objects you need to go with an all or nothing approach.

Updated 11/27/2018 - Per Wolf this has been changed and it DOES function with gradients on the illumination map!
It's a fantastic find and I'm really happy to see it's functioning. He's also provided some great screenshots below.


As you can see the illumination mapping clearly supports gradients so make the best use of them.  Thanks again to wolf.  Make sure you visit his page over at seragalacaffeine.com for more great screenshots, tips and tutorials!

Static Light Mapping to Fake Light Emission


Going back to our previous example - what if you want that same scene to have an emissive effect around the lights?  Sure, you can crank the bloom up, but that only does a fudge on the lighting to make it appear like it's glowing.  The real trick here is to use a static light map.  For example here I have a simple room with a table and a lamp on it.  The lamp has  a static light under it and it should cast a nice 'normal room light glow'. 



lampstand 1
See the little lighter spot on the table? That's all I really wanted!

Hey... wait a minute!  That lamp object is casting a massive shadow now! What gives?  Well, if you're like me you spent hours trying to tweak your lights and configure them in such a way that it provides the best experience for your levels.  One little trick I have is to cut out unwanted shadows by placing clutter objects *AFTER* I place my lightmapping.  This way I can produce a much cleaner effect, especially in a well-lit room like this. 

lampstand 2
Now we've got the circle on the table and no shadow!
After I place my light and bake it using F3.  Now we no longer have a ridiculous shadow.

lampstand 3
Note: the darkness on the lamp is a result of my poor placement of a dynamic light. 

Now simply adding bloom will get your room to look more 'emissive' by blending the colors to provide a more natural effect.
Unfortunately, I cannot show this as I lost this level between when I wrote this a year ago and when I released this today.  So here's an example from an older lighting document:

And another courtesy of Wolf


Note the subtle blending of the colors in the textures.  That's due to the quasi-aliasing effect being performed by the bloom shader at lower levels.  Even having at 50 can provide a pretty nice blend though I don't recommend going above 70 in most cases.

Colors, combinations, and why your lights look like crap.



You might be wondering why some lighting examples look phenomenal, while others look lackluster.  There are several reasons for this.  The first (and foremost!) is that the stock color choices in Game-Guru are quite literally HOT GARBAGE.

It's true.  Due to the way the system 'adds' color to each texture, what you end up with if you use the stock White, Yellow, Blue, Red, Green, Magenta, Cyan, etc lights is a train wreck that is simply too much or too little depending on what you are attempting to accomplish.  You almost always will want to modify the colors to be something more realistic.  If you've read my previous articles you know that white translates to a 'brightness modifier', basically a clear color with a scale of how bright the individual texture's existing colors should be are!  Details make the difference, folks.

As some of you know, I have an artist as a wife (www.messinastudio.com) and she's very particular about her lighting.  As such, I've learned a good bit more than I expected and it's been quite telling!  For instance, did you know that natural/artificial lighting is measured on a 'kelvin' scale indicating how 'hot' it is?

kelvin chart
 courtesy of: https://ledcorporations.com/kelvin-aka-cct-correlated-color-temperature/
This coloration varies from a deep orange to a cool blue.  A little past the middle (Approximately 6500 kelvin) is natural lighting.  This is the reason I have special 200w 6500 kelvin florescent bulbs in her art studio.


This translates to the following tables from pixelemporium.com:




Light Source
Kelvin temperature
R G B Values
Color
Candle
1900
255, 147, 41

40W Tungsten
2600
255, 197, 143

100W Tungsten
2850
255, 214, 170

Halogen
3200
255, 241, 224

Carbon Arc
5200
255, 250, 244

High Noon Sun
5400
255, 255, 251

Direct Sunlight
6000
255, 255, 255

Overcast Sky
7000
201, 226, 255

Clear Blue Sky
20000
64, 156, 255


Light Source
R G B Values
Color
Warm Fluorescent
255, 244, 229

Standard Fluorescent
244, 255, 250

Cool White Fluorescent
212, 235, 255

Full Spectrum Fluorescent
255, 244, 242

Grow Light Fluorescent
255, 239, 247

Black Light Fluorescent
167, 0, 255



Light Source
R G B Values
Color
Mercury Vapor
216, 247, 255

Sodium Vapor
255, 209, 178

Metal Halide
242, 252, 255

High Pressure Sodium
255, 183, 76



In Game-Guru you'll find that often the best results can be achieved by simply blending and letting the engine handle it for you. Despite whatever adjustments you might make, or if you use all the coloring charts on the reference page that I have ... it really helps to simply put two different colors in a room and let them blend together when you compile the static lighting.

lighting example
From Wolf's WIP Game:Shavra
As you can see in the above example, you have two separate light colors.  One a sort of magenta while the other is a 'hot kelvin' type orange color.  While either of these could be used to set the tone by themselves, by shifting the color dramatically he's achieved a very unique effect that clearly separates the room for a person's eyes to see.

lighting example2
Also from Shavra


In the above picture you can see a more subtle delineation, allowing a cleaner combination of two similar colors.  It also helps draw attention to a critical point, where something vital is hiding (near some glowing mushrooms). 

use previous example to show blue/white colors and combination from lamp and overhead lamps.

In this example we've taken the lamp from the previous segment and put in a white overhead light for general room illumination and then underneath the lamp put in a bright blue light to give the simulation of varied lighting.  The result, I think, pays dividends.