| Because I'm working hard, darnit. |
[Feb. 24th, 2009|02:27 am] |
http://img93.imageshack.us/my.php?image=itworks4.png
The models and model textures are courtesy of maskedretriever, but they're intentionally quick little prototypes and not supposed to be good. (I still like them.)
This is two days into a game project written in XNA (C#). It uses the Quake 3 BSP map format to render the bridge of your ship (through a handy little rendering library), with my own little custom entities on the map to say where the control panels go. The models are rendered in their own little ways. There's a fun little system where your bridge and outer space (out the window) are rendered completely different... Anyway, it's barely even recognizable as a ship's bridge now, but I'm quite happy with the way it's coming along. I have until March 29th to finish this... My eventual goal is to be like Puzzle Pirates in space, with little minigames and stuff. But with substantially less awesome (but still present) online multiplayer. Expect more posts as time goes on. |
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| Comments: |
Looks pretty cool so far!
Holy crap, the UV map really *is* mangled on the legs of the panels there.
Those are getting fixed in the next version :B
I had to mangle one of those myself because it won't export when it's kinked. But yeah they came pre-mangled! Still, it actually helped because it let me see the presence of a texture better...>.>
I'm going to see how many effects I can pile onto this thing with pixel shader 1.4 (not many) eventually.
I can start using a default texture that should be readily visible: checkerboarding black and white based on faces or perhaps holodeck black-and-gold :3 | |