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From: Jörg "Yadgar" Bleimann
Subject: POV 'n' Roll: building the railings
Date: 3 Dec 2016 23:13:27
Message: <584397e7@news.povray.org>
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Hi(gh)!
Perhaps you remember my announcement of an animated POV-Ray version of
the classic Amiga game Rock 'n' Roll... here is what I produced until now.
The level is far from completed - after the railings, there will be
ramps, bumpers, fields collapsing under the player's ball's weight and
special sections of the railings which can be shattered using a
non-standard ball (for both of them I will have to use isosurfaces...),
periodically opening and closing gates, lightning gates, locks, electric
fences, tubes, fiery plumes rising and dissolving (probably going to be
the most difficult thing to model!) as well as diamonds, keys and golden
coins to be collected by the player, equipment items on display (to be
bought with the coins), teleports and the exit hole.
And this is only the very first of a total of 32 levels (albeit all of
the same size), where many more features will be introduced...
Attached here:
1) a screen "photograph" of the original level layout, stitched together
using the Ubiquitous Amiga Emulator (UAE);
2) a "bird's view" of the entire POV-Ray level in its current state
3) a "ball camera" view from the player's starting point in northwestern
direction
4) an eastward view along the "conveyor arrows" in the northernmost part
of the level, also from a camera attached on top of the (not yet
modeled) ball
5) another "ball camera" view from the northwestern corner of the level,
looking southeast
See you in Khyberspace!
Yadgar
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Attachments:
Download 'povnroll_level_01.png' (364 KB)
Download '2016-12-04 pov'n'roll level 1 wip, take 012.jpg' (279 KB)
Download '2016-12-04 pov'n'roll level 1 wip, take 013.jpg' (275 KB)
Download '2016-12-04 pov'n'roll level 1 wip, take 014.jpg' (235 KB)
Download '2016-12-04 pov'n'roll level 1 wip, take 015.jpg' (306 KB)
Preview of image 'povnroll_level_01.png'
Preview of image '2016-12-04 pov'n'roll level 1 wip, take 012.jpg'
Preview of image '2016-12-04 pov'n'roll level 1 wip, take 013.jpg'
Preview of image '2016-12-04 pov'n'roll level 1 wip, take 014.jpg'
Preview of image '2016-12-04 pov'n'roll level 1 wip, take 015.jpg'
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
>
> The level is far from completed - after the railings, there will be
> ramps, bumpers, fields collapsing under the player's ball's weight and
> special sections of the railings which can be shattered using a
> non-standard ball (for both of them I will have to use isosurfaces...),
> periodically opening and closing gates, lightning gates, locks, electric
> fences, tubes, fiery plumes rising and dissolving (probably going to be
> the most difficult thing to model!) as well as diamonds, keys and golden
> coins to be collected by the player, equipment items on display (to be
> bought with the coins), teleports and the exit hole.
>
> And this is only the very first of a total of 32 levels (albeit all of
> the same size), where many more features will be introduced...
More to it than just pretty pixels! I admire the dedication to your work (or
play?).
Speaking of pixels, might it be a blasphemy to use antialiasing? Or is that of
any matter for this project?
Bob
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On 12/4/2016 3:21 AM, omniverse wrote:
> More to it than just pretty pixels! I admire the dedication to your work (or
> play?).
>
> Speaking of pixels, might it be a blasphemy to use antialiasing? Or is that of
> any matter for this project?
>
> Bob
>
I think the first-person views already do use antialiasing.
Mike
Post a reply to this message
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From: Jörg "Yadgar" Bleimann
Subject: Re: POV 'n' Roll: building the railings
Date: 4 Dec 2016 22:24:50
Message: <5844de02$1@news.povray.org>
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Hi(gh)!
On 04.12.2016 09:21, omniverse wrote:
> Speaking of pixels, might it be a blasphemy to use antialiasing? Or is that of
> any matter for this project?
As the whole thing is meant to be animated, I doubt whether it really
would profit from antialiasing - it would be hard to tell at 25 or 30 fps!
Another reason is that I was out of home last week and had to use my
ancient single-core laptop built in 2003...
See you in Khyberspace!
Yadgar
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> On 04.12.2016 09:21, omniverse wrote:
>
> > Speaking of pixels, might it be a blasphemy to use antialiasing? Or is that of
> > any matter for this project?
>
> As the whole thing is meant to be animated, I doubt whether it really
> would profit from antialiasing - it would be hard to tell at 25 or 30 fps!
Some confusion here, I believe. I meant the old game probably didn't have any AA
due to a lack of smooth curves in the grid-like pixels and the low display
resolution. I was only guessing anyhow.
Your first person views looking high resolution aren't as pixelated, therefore
smooth and possibly AA'd. So I was wondering if that didn't matter, to not
retain an overall low resolution appearance?
Bob
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From: Jörg "Yadgar" Bleimann
Subject: Re: POV 'n' Roll: building the railings
Date: 5 Dec 2016 00:42:22
Message: <5844fe3e$1@news.povray.org>
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Hi(gh)!
On 05.12.2016 06:18, omniverse wrote:
> Some confusion here, I believe. I meant the old game probably didn't have any AA
> due to a lack of smooth curves in the grid-like pixels and the low display
> resolution. I was only guessing anyhow.
Even this is a little bit more complicated - of course, the original
Amiga game did not use any anti-aliasing as it ran not in HAM (4096
colors), but only in 16- or perhaps 32-color mode, where there aren't
simply enough colors available to do this.
Originally, I got the idea of a 3D animation of Rock 'n' Roll while
staying with my friend Micha who runs the UAE under Windows 7. Unlike
the Linux version, the Windows version does not use anti-aliasing by
default, so the screenshot mosaic I started to stitch together looks
"low-res" - also because I doubled the size of the UAE window.
Back home, when I continued the work at the screenshot mosaic, I found
that I also had to install the Windows version on my second operating
system (also Windows 7), as non-antialised screenshot allowed more
precise measuring...
And, no, I don't want the 3D animation to look like it was running on an
Amiga!
See you in Khyberspace!
Yadgar
Post a reply to this message
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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmxde> wrote:
> Hi(gh)!
>
> On 05.12.2016 06:18, omniverse wrote:
>
> > Some confusion here, I believe. I meant the old game probably didn't have any AA
> > due to a lack of smooth curves in the grid-like pixels and the low display
> > resolution. I was only guessing anyhow.
>
> Even this is a little bit more complicated - of course, the original
> Amiga game did not use any anti-aliasing as it ran not in HAM (4096
> colors), but only in 16- or perhaps 32-color mode, where there aren't
> simply enough colors available to do this.
>
> Originally, I got the idea of a 3D animation of Rock 'n' Roll while
> staying with my friend Micha who runs the UAE under Windows 7. Unlike
> the Linux version, the Windows version does not use anti-aliasing by
> default, so the screenshot mosaic I started to stitch together looks
> "low-res" - also because I doubled the size of the UAE window.
>
> Back home, when I continued the work at the screenshot mosaic, I found
> that I also had to install the Windows version on my second operating
> system (also Windows 7), as non-antialised screenshot allowed more
> precise measuring...
>
> And, no, I don't want the 3D animation to look like it was running on an
> Amiga!
>
> See you in Khyberspace!
>
> Yadgar
Thanks Yadgar, that explains it. Not exact replication, so it is recreated or
renewed for another kind of view.
Bob
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