Journal of RageHard

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RageHard
January 18, 2007
Cinematics
we just finished our ingame cinematic system.

Its totally done in Lightwave. We have different scenes for camera movement, object movement and character movement. Characters are animated the same way as in game its just a special custom animation.
All the different camerashots are linked by the scrip…
714 views
RageHard
January 11, 2007
Flinch & Bullettrace
I fixed a few things mentioned in previous comments.

Bots have now one flinch animation if they are hit(best seen in video in second in game cinematic). It takes one sec and they do not shoot back at this time. Maybe more are added later showing animation where they were hit, like grab shoulder, leg…
689 views
RageHard
January 06, 2007
Untitled
In the last weeks we inserted script system and ingame cinematics(cms).

Script handles triggers and spawn behaviour.

Triggers can start cms de-/activate spawns and other triggers or change bot/teammate behaviour.

Picking up of ammo, medkits and weapons is possible now. Changing them if all slots are f…
619 views
RageHard
October 25, 2006
Untitled
here is just a quick entry. The video shows physics speed increased by 20%. Looks a lot better now [grin]

It shows some more things, like damage over time from particles and it should play better on mediaplayer. Previous video made some problems on some systems[headshake]


Click here to watch new phys…
621 views
RageHard
October 23, 2006
Big bada boom!
A few weeks ago we decided to insert a big singelplayer campaign. Just multiplayer with bot support will not be enough.

First time i finished network gameplay a little. Its now working quite stable with normal weapon usage(no flamer and no grenades). We used RakNet to implement netcode and i can rea…
714 views
RageHard
August 24, 2006
Back...
Last weeks we put in so many things to get a techdemo ready.

Rage Hard is now offline playable against some bots.

- We put in a particle system for fires, smoke etc.

- Sounds inserted

- One very annoying part was the handling of the lost device if you change from fullscreen to desktop or other cases. F…
618 views
RageHard
June 24, 2006
long time ago
We were very busy last time so no time for updates here but now i found some minutes before next WorldCup game from Germany [grin]

-Bots now aim during run at your direction or whatever they have set as target if it is in angle of +-45 degree and if they stand around they rotate also with total body…
631 views
RageHard
May 12, 2006
progress...
Animation are set now right way if bots are running, changing weapon or standing around. During any movement they look slightly around with upper body and head. This moving is smoothed at the end of the rotation to avoid a robotic look.

First tests looked like some zombies are moving around but now …
657 views
RageHard
April 17, 2006
Shaders shaders shaders...
a long time ago in a far far...

It has been a while since the last update.

We decided to bring shaders to a good state so the bots had to wait again.
They work like this for ps 3.0:
Bump, specular effect and lightmap are put together in 3
different basic type of shader. These are bump only, spec only, b…
766 views
RageHard
March 11, 2006
Bloom and dynamic objects
As always if i get bored by some parts i don't like(bot AI) to implement i insert some others which are more fun and need to be done [smile]

First i nearly finished dynamic objects handling. Placement of these objects is read from a lightwave scene and set with objects class. Lighting of objects is …
633 views
RageHard
March 04, 2006
First Bot died
Bot stuff is progressing a bit slower than expected.
But last night first one died [oh]

So bots find now their way and can be shot by player. But no animation "died" bots working yet, just some flags show me they are dead and they respawn on another place after a few seconds.

They should die using rag…
570 views
RageHard
February 23, 2006
Homepage
Heyho,

here we go!

Our homepage is finished now.

Rage Hard Homepage


Have a look at it if you want [smile]
561 views
RageHard
February 17, 2006
Reflection
Last 1.5 days i made a break from bots and inserted reflecting surfaces. Water looks now a lot better [cool]

Each room can have one reflecting plane. The room is then mirrored on that plane in a rendertarget and the not usable part is cut off with a clipping plane.
In the main render buffer a stencil…
575 views
RageHard
February 14, 2006
Progress
Yoho [cool]

Some time ago since i did last update.
Still implementing the bots.
The pathfinding is done in a second thread. This should keep everything very smooth on HT or dual-core systems. I need to check this on single cpu later and hopefully changing priority will keep it smooth on single cpu sy…
558 views
RageHard
February 06, 2006
AI

AI

Currently working on AI.

We are using these grids:


to cover every level. All these fields are numbered and if any bot has another bot or player in view it can run to this field.

Bots will patrol defined pathes or randomly walk to different fields.
If some opponents will cross their way they will attac…
560 views
RageHard
February 02, 2006
Untitled
Here is a little video showing 5 different animated characters. Going from run to walk to duckwalk to crawl, change weapons, show addons, attack with knife etc
We used our own animation SDK for this(link)[smile]

All animations have smooth transitions from one to the other.
Two different bone-sets are …
515 views
RageHard
January 31, 2006
Anims work so far
Some screens from the characters in engine. One hick up remaining if i change from one anim to another.
Will put video online later when it works to show it in action[grin]







***EDIT***
738 views
RageHard
January 29, 2006
Back to shaders for some time
Processing this endless list of animations is so boooring, so i did a little break fixing some more intersting things.

I fixed some shader issues with multiple lightsources and a square look on some areas. Especially on gasbottles it looked not smooth enough but now it does.
I cant stop playing arou…
546 views
RageHard
January 28, 2006
character import
At the moment i am importing some characters with animations. They are for now all animated and modeled in Lightwave and are using bones.
These bone animations work well for the first person view weapons.(you can see some in video from previous entry).
But they are 'only' played the way they are an…
601 views
RageHard
January 25, 2006
intro
Today some more info about the project.

We are using Lightwave for modeling levels and for modeling and animating characters.
3D engine uses directx9.0. Compiler is Visual Studio 2005.

We use lightmaps for lighting but dynamic objects are planed to have stencil volume shadows.
Lightmaps are calculated …
585 views
RageHard
January 24, 2006
First post
Here we are with YAFPMS - yet another first person multiplayer shooter =).

We are a small team of 3 persons developing engine, levels, characters etc.(1 programmer, 1 3d modeler, 1 gfx artist) to do a multiplayer tactical shooter















Soon more to come...including some videos
576 views
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