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 ZOEOA GRAPHICS PUMPED UP& OPTIMIZED! 
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Just last night, I kept working on graphic-injectors and all of that nerdy crap until I felt a sharp pain in my eye(which I could've sworn felt as though my left eye popped like a pimple)

So yeah, I closed my left eye and continued to work while I strained my right eye.

After 6 hours of calibration and fine-tuning, I finally managed to get cell-shading on the game along with close-combat motion blur.

Also, I did some heavy tweaking and modifying of the UKXP engine itself.
I figured out a way to decrease the background texture quality even more than the original engine allows you to.

Why? Reduce the textures? Because the maps look terrible either way, and there's no point in wasting CPU power on something as insignificant as that...

So with this new excess processing power, I decided to throw in some new shaders!

Now with my "full graphic theater" graphics upgrade patch, hi-end users can have cell-shading along with their mech combat just like the original ZOE 2 game.
I think it looks great with high-detail mechs since it reminds me of how "Apple Seed" was rendered with the same technique.

Sadly, the cellshading remains constant through the use of the game, so the shader will end up making outlines for small blobs and specks in the menu textures.
One other thing is that THIS IS AN EXPERIMENTAL shader injector, which means:
It's not perfect.

At least be grateful that all harmful bugs have been removed, and as long as you don't meddle with the ENB configuration, all will be fine.


SCREENSHOTS COMING SOON!

*p.s* me and the team are considering adding Marduk to the game.
Currently I contacted its creator(mus0u) and gave me permission to use it as long as this project gives him credit for the model and that none of us make profit from this.
(Hey, this project has been non-profit since the beginning)


Tue Dec 21, 2010 11:39 am
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Ardjet

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Ardjet

Joined: Sat May 02, 2009 2:02 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
tl;dr
you made the mechs look better and the map look crapier
and the fighting goes as fast as ZOE 2



i still require pictures

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Tue Dec 21, 2010 12:34 pm
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Gado- wrote:
tl;dr
you made the mechs look better and the map look crapier
and the fighting goes as fast as ZOE 2



i still require pictures

Well, not exactly. More of a similar pace though.

Remember, I didn't make the engine- just modified it a lil...
So I'm not responsible for a slightly slower game speed.

I tried my best to make this game as fast as possible:

*zero shift

*fast mechs

*sped up combat animation skeletons

I did my best.

Hopefully the motionblur will provide a further feeling of speed.


Tue Dec 21, 2010 12:48 pm
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Seeker

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Joined: Sat Nov 06, 2010 9:15 pm
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Location: France. Omelette au fromage, I know ^^.
Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Just discovered Marduk and..

O_O

It makes me even more impatient to finish Apophis XD!

Anyways, great Helldiver, Christmas is gonna be legen... andyoualreadyknowwhat'scomingnext... dary!

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Tue Dec 21, 2010 12:51 pm
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Cyclops

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Joined: Mon Dec 06, 2010 4:54 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
So crappier computers can play nice, and awesome computers can have awesome quality?

Nice enough.

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Tue Dec 21, 2010 1:02 pm
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Well... I'm not done YET. I have 3 days to add the last finishing bits for the game. Unfortunately, it's going to remain beta until all of the mech slots are taken. So in the meantime, any slots NOT taken up will have the original windom mechs...

I'll try to get more stuff done in the meantime. Meanwhile... PHIXIX TOLD ME SHE'S WORKING ON IDOLO AGAIN YESTERDAY!!! ^.^

Oh God Idolo was my favorite mech in the entire ZOE franchise.
I hate to say it, but it looks better than Jehuty.



Although, Naked Jehuty will always look the coolest- though Idolo and N-Jehuty seem to resemble eachother alot.


Tue Dec 21, 2010 2:29 pm
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Spider

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Spider

Joined: Tue Dec 07, 2010 10:49 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
helldiver450 wrote:
Well... I'm not done YET. I have 3 days to add the last finishing bits for the game. Unfortunately, it's going to remain beta until all of the mech slots are taken. So in the meantime, any slots NOT taken up will have the original windom mechs...

Need more mechs? I've got an old Assassin's creed-themed ZOE-style mech if you still have room...

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Tue Dec 21, 2010 4:26 pm
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Marduk wrote:
helldiver450 wrote:
Well... I'm not done YET. I have 3 days to add the last finishing bits for the game. Unfortunately, it's going to remain beta until all of the mech slots are taken. So in the meantime, any slots NOT taken up will have the original windom mechs...

Need more mechs? I've got an old Assassin's creed-themed ZOE-style mech if you still have room...



Ok I guess that can cover the last two slots.
Now I just need to get a friend of mine who's a FULL expert at modding because the detail on these mechs is monsterous!

Adding them to the game will take some time o_o


Tue Dec 21, 2010 5:02 pm
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Spider

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Joined: Tue Dec 07, 2010 10:49 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
No worries; this one's just under 17k polys.
Expect a PM in a few.

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"and when he is seen in his transcendence
the ties that have bound the heart are unloosened
the doubts of the mind vanish
reason itself rests in silence
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Tue Dec 21, 2010 5:10 pm
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Inhert

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Inhert

Joined: Mon Nov 16, 2009 8:10 pm
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Post Re: ZOEOA GRAPHICS PUMPED UP& OPTIMIZED!
Alrighty. Further news on the optimization:

The frame-skip limmit has gone up to 40 frames.
This means that the normal game speed is 60 FPS.

if your computer can only run it at 30 FPS, then this adds an extra 40 FPS to it.
With 10 frames of processing power to fight lag.
Better yet, I optimized the texture quality of the entire game so that it saves processing power ANNND looks good enough to be a ps2 game.

God... I'm taking a break for the rest of the day. This was a pain in the arse..


Tue Dec 21, 2010 6:20 pm
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