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Post by mirak on Oct 2, 2007 10:24:01 GMT -5
Hey Devillock, you're still interested in textures?
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on Oct 2, 2007 13:56:20 GMT -5
Sure! What do you got?
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Post by luketrigger on Dec 23, 2007 11:00:29 GMT -5
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on May 24, 2012 22:26:43 GMT -5
Forgot about me, eh? I don't blame you, it's been ages Ever since I went to the academy, I stopped working on everything. It's been ages, but Volnutt/Trigger never left my thoughts. In the way of 3D I have lots of material covered, slow but certain I'll be working on something solid. The Unity engine is so very user friendly, and I bought all the DigitalTutors classes for it. I also did a 'rescue mission' on hard drives which were apparently of a passionate game developer who's work was on them. He informed me that he had a Unity3D license, so as a gratitude, if compiling be needed, I'll be sure to talk to him. If any solid product appears, It's gonna be on all platforms (PC, Mac, PS3, XBox360, Android, iOS). I don't own any of the modern consoles, so I dunno how the heck it's gonna be playable on PS3 and XBox360 :06: Anyways, not to bug you with just pretty pictures 'n' stuff, as soon as I get rid of the final exams from the academy (2 left) I'll do a re-make of the ocean tower level and release it here. Until then, if anyone's interested in contributing, please let me know
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Post by Blues on May 25, 2012 22:33:33 GMT -5
Hiya Devillock, nice to see ya back. I recall that we talked a few times back in the day for ruins concepts and similar matters for games. It's good that you still plan to make an MML fangame, even after all these years; shows you've got real passion for this, or at least a strong desire to tell this story of yours I guess. Anyway, can't wait to see that ocean tower level, and hopefully any projects that follow. ;D
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on May 29, 2012 2:27:16 GMT -5
Hiya Devillock, nice to see ya back. I recall that we talked a few times back in the day for ruins concepts and similar matters for games. I remember It's good that you still plan to make an MML fangame, even after all these years; shows you've got real passion for this, or at least a strong desire to tell this story of yours I guess. Anyway, can't wait to see that ocean tower level, and hopefully any projects that follow. ;D I'm boiling from the inside for another crack at this. There are quite a few projects from the fans aiming at Megaman Legends 3 and Barrett. I don't know why, but my heart's not into the 3rd game, even though I was excited when I heard it. Truth is I never was into Legends 2. MML1 was the 1st 3D game I saw, October 1998 at my neighbor's house. Bought it off him and played it ever since. I got MML2 10 years later, so that kinda justifies the matter on my disliking it. During that 10 year period, I learned every single possible corner on Cattelox Island so my heart's really in there :/. As of yesterday (May 28th) I'm officially a Cisco Certified Network Associate. After two years of absolute zero usage of the Cisco way, I sat down, went through the entire material and got rid of that exam. There's only one left, and I'm preparing that one as well. A little down time after this one and I'll get on the next. I'd very much like to release the 1st map off the MML1 game, the Ocean Tower. The mapping's pretty much complete, the implementation will take some time, and the educational process for the Unity Engine. I'll release that, and with something solid to go on, tested by the community, I will have more of a motivation for people to contribute, if they want to, of course. There are a LOT of talented people here, in every possible way. I'm sure that with assistance of some of them, a lot of things can be accomplished in view of story, gameplay and experience. P.S.
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Post by Loken on May 30, 2012 21:39:25 GMT -5
So is what you are planning to release part of the fabled MMLEx, or is it something you made on your own? After reading this whole page I'm not quite sure. What I am sure about is that you are obviously very talented, your work here is pretty dang nice. Good luck with the ocean tower!
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on May 31, 2012 2:24:53 GMT -5
Well, part of the material intended for MMLEx is the code, the engine and other stuff, I don't own any of that. JMC47 and NotMyName have that stuff, and they're working on another project. This would be something different. Like previously mentioned, I just want to release the Ocean Tower map, but a little more extended and complicated, maybe with Volnutt jumping off the Flutter and accessing the elevator from which he exited. The map textures are quite amazing to be implemented in 3D. What do I mean exactly? For starters, let's look at this lil' pic 'ere. There are a bunch of details on the textures pointing out what can be made in 3D to add depth and character to the gate. The Logo on the door is probably some sort of a Coat of Arms for the ocean tower since it appears on other places but only on this map. The famous initial hallway. This wall can be made by random rocks with slightly different design and textures. The top and bottom frames will be extended a bit, and the middle section with the lights will also be popped out, with its own shape and the lights rounded. The Reaverbot spawn points are also gonna be in 3D with special dimensions for the Zakobon. The hallway can be added detail, maybe even something that's not on the map itself of course. You can notice the pipes passing through the wall and several are broken, than can be made as if there's a gas leak or something. Something harmless, just there for aesthetics. This section is most definitely my favorite. The walls with the three reaverbot eyes and everywhere else will be closed and resting when you enter the domain :19: all up to the point where you remove the refractor at which point they'll open up and as you walk into a room, they'll 'keep an eye on you'. I imagined them as the tower's security system. This and many more details will be implemented in the Ocean tower map. As for a more massive release for later, there are couple of ideas floating in my mind, especially with Barrel Casket in mind, but that kind of an Idea needs extensive writing and planning. P.S. Anything that I'm working on that'll be released, the source materials, models and misc will be released also. If anyone wants to use 'em, be my guest. The Megaman Legends fan family is huge and I'm sure some can make use of it if I don't get to .
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Post by Loken on May 31, 2012 13:45:42 GMT -5
Well that's a pretty cool idea. Goodluck adding all those little details to the map. I have to admit, besides the annoying instructions that I accidentally press 'hear again' to, the ocean tower is very unique and cool, and I wished that there would have been more to it. I mean there isn't any other ruin with similar wall textures or design.
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on Jun 16, 2012 22:21:25 GMT -5
Well, here I am, posting somewhat of an Update to let you 'I mean business' ;D. I finished the most difficult exam in the Academy, and since then I've had to catch up on a lot I missed the two previous months. I played a lot of MML1 and MoTB, and some MML2 for some inspiration until I started working. I got a free weekend (finally after ages) and this is what I cooked up. Obviously the images on the left are the respective designs from the original Megaman Legends game. All of the 7 designs were made this Saturday/Sunday. They could use some detail, and perhaps they'll receive some, but for now, I'm moving on other designs. The other obvious thing is that they are not textured. I've been thinking that for some time (during the inspiration process) and given the initial texturing 'complexity' and the lighting capabilities of most of today's engines, I could simply use a single color texture for the entire process, except for some minor details. If I don't think of anything soon (or someone with a solution doesn't show up) I'll stick with that one. (all images are hyper-links to larger images for preview) The block on top of the door will receive it's make-up. This was the most time consuming, and I've got 2-3 ideas of a redesign for it. In between the set of random blocks there ought to be little red lights, I'll patch that up soon in 3D, and texture it as well. The textures will do the trick on this one. The textures will do the trick on this one too. I don't know weather the three hexagons in the middle are holes or poles. I made 'em holes with spheres inside. The sphere is meant to be a reaverbot eye. On entering the domain, they'll be closed. After taking the refractor, they'll be open and active. The little holes will serve as reaverbot eye sockets which will be randomly placed. I'll make a damaged pipe eventually. I'd like to receive some feedback on anything possible. I'll take the time to join the Island Landmark Design contest. After that, I'm back on this, although I still got one exam left and I'm preparing that one aswell.
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Post by Loken on Jun 18, 2012 21:38:20 GMT -5
I don't really know how to critique this (Especially since I'm not a great critiquer in the first place) because I don't have any experience in your field, but I think it looks pretty great. I think having actual gaps and stuff is pretty neat.
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SketchMan3
Poh
That's "SketchMan3". Capital S, capital M and the number 3. It's official (nicknames are ok, though)
Posts: 464
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Post by SketchMan3 on Jun 19, 2012 22:07:41 GMT -5
OH snap! I just realized this THE MMLEx!
Snapssssssss sweet. This is still being worked on? Or is this something else?
Edit: Nevermind. I see it's something different. But still, cool.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 2, 2012 12:37:32 GMT -5
Wow, these are great. Love the ruins and the other textures as well. They definitely capture the feel of the Legends series.
Looking forward to more of these from you.
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Post by kruess on Mar 11, 2013 4:03:52 GMT -5
Looking at your hope to make it playable on all common platforms is admirable, but I don't think is feasible.
At best, you'll be able to make it available to the PC, Android and Mac/iOS platforms. The X360 will require licensing fees to list it and make available on the Live market, and the PS3 will require you to get it coded for the PS3 architecture. Plus there's the matter of you working with a licensed IP, so there's that in mind. It'd be easier to make it on the computer platforms as you can avoid some licensing issues, and have the option to ask for money/ donations or make it available for free.
Unless you want to make this an entirely original story utilizing the gameplay ideas of MML1, then you should hopefully not have any issues legally from Capcom.
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joshmnky
Miroc
Out of hospital after Hot Pocket Incident
Posts: 47
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Post by joshmnky on Mar 11, 2013 12:18:01 GMT -5
Devillock As you can see, I only hear about most things when they appear on the "Recent Threads" page. Those walls look great and very true to the game. I think the only thing I would change would be the depth of the three-eyed wall. It looks a little too deep to me. How would you feel about implementing normal maps for some of the finer details? I think it would be good for representing wear and tear along with the smaller gaps and crevices without blowing your poly budget. The free-and-open-source distribution of source materials is very cool. I would love to whip up a ruin and do a camera fly-through. Any chance you might release your materials before you finish the game? I would have to agree with kruess about narrowing your target platforms, though I would suggest only distributing on Windows/Mac/Linux (and Xbox if you're feeling froggy). I wouldn't bother with any smart phone platforms because you're dealing with pretty high poly counts.
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