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Wouldn't it be great to make your own Myst-like game?
I checked out the Myst IV demo yesterday. It uses a 3D game engine for
a much more dynamic interface than the original games, but remember when
the Myst stuff was just a series of statically-rendered postcards?
Anyway, I was inspired ...
Terrain for a Myst-like game is attached. Any good?
Also, testing out the Thunderbird newsreader for the first time ...
Aaron
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Attachments:
Download 'test.jpg' (182 KB)
Preview of image 'test.jpg'
![test.jpg](/povray.binaries.images/attachment/%3C41c6d515%40news.povray.org%3E/test.jpg?ttop=441697&toff=5800&preview=1)
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> Wouldn't it be great to make your own Myst-like game?
>
> I checked out the Myst IV demo yesterday. It uses a 3D game engine for
> a much more dynamic interface than the original games, but remember when
> the Myst stuff was just a series of statically-rendered postcards?
>
> Anyway, I was inspired ...
>
> Terrain for a Myst-like game is attached. Any good?
>
> Also, testing out the Thunderbird newsreader for the first time ...
>
> Aaron
Yes, nice. And it looks like "plastics" Bryce's terrains too... ;-)
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LightBeam <s.f### [at] tiscali fr> wrote:
>
> Yes, nice. And it looks like "plastics" Bryce's terrains too... ;-)
Plastics? Bryce? Hrm? Je ne comprends rien.
Aaron
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"LightBeam" <s.f### [at] tiscali fr> wrote in message
news:41c6daec@news.povray.org...
> > Wouldn't it be great to make your own Myst-like game?
> >
> > I checked out the Myst IV demo yesterday. It uses a 3D game engine for
> > a much more dynamic interface than the original games, but remember when
> > the Myst stuff was just a series of statically-rendered postcards?
> >
> > Anyway, I was inspired ...
> >
> > Terrain for a Myst-like game is attached. Any good?
> >
> > Also, testing out the Thunderbird newsreader for the first time ...
> >
> > Aaron
>
> Yes, nice. And it looks like "plastics" Bryce's terrains too... ;-)
Wow! When I first looked at this image, i thought "Bryce" right away. And I
havn't used Bryce it first came out! Although, my reason was the horizon and
the water. It's almost nostalgic, i spent way too much time my freshman year
of college playing with bryce :) I found bryce before povray.
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"Ross" <rli### [at] everestkc net> wrote:
> Wow! When I first looked at this image, i thought "Bryce" right away. And I
> havn't used Bryce it first came out! Although, my reason was the horizon and
> the water. It's almost nostalgic, i spent way too much time my freshman year
> of college playing with bryce :) I found bryce before povray.
Oh ...
I guess that explains Light Beam's comment.
I have to admit that I am a bit disappointed to have gone through all the
work only to replicate the effects of that program. I always thought that
the landscapes that people made with it were awful. :)
Aaron
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Aaron Gillies wrote:
> "Ross" <rli### [at] everestkc net> wrote:
>
>
>>Wow! When I first looked at this image, i thought "Bryce" right away. And I
>>havn't used Bryce it first came out! Although, my reason was the horizon and
>>the water. It's almost nostalgic, i spent way too much time my freshman year
>>of college playing with bryce :) I found bryce before povray.
>
>
> Oh ...
>
> I guess that explains Light Beam's comment.
>
> I have to admit that I am a bit disappointed to have gone through all the
> work only to replicate the effects of that program. I always thought that
> the landscapes that people made with it were awful. :)
Don't worry, your work wasn't wasted. :)
I have seen enough Bryce work (and used it myself to a small extent) to
agree with you - I prefer even Terragen (of which I'm no great fan) to
Bryce. And, of course, POV-Ray is leaps and bounds higher than that. :)
If you wanted to reduce the Bryce effect I would probably think about
your lighting some more. All the Bryce renders I've seen had very simple
and point-light lighting in them. I might also do something with the
sand, but I'm not sure what. It looks rather like it's all one piece
(like a glued sandcastle) rather than blowable dry stuff.
I like the texture on the rock as well. An interesting mix of "Clay
Sculpture" on the near side and "Petrified Driftwood" on the right.
I've thought about doing a Myst-style game with POV-Ray before.
Something akin to the "static postcard" thing. The problem I see with
this is that it would be incredibly labor-intensive to create the many
different environments. But, the advantage would be that it would look
awesome in the end. :)
I'm anxious to see more of this. I like the "fantasy" kind of feeling it
evokes.
~Mike
I really like the way the sand sort of fades into the water.
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> Terrain for a Myst-like game is attached. Any good?
It looks interesting, but most of it looks like you can't walk on it.
I think all of us Myst and POV-Ray lovers have thought of making our own
Myst game at least once. =) Of course, the easy thing is making an
environment, when you compare it to the challenge of actually making a game
that's fun to play...
- Slime
[ http://www.slimeland.com/ ]
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> I have seen enough Bryce work (and used it myself to a small extent) to
> agree with you - I prefer even Terragen (of which I'm no great fan) to
> Bryce. And, of course, POV-Ray is leaps and bounds higher than that. :)
> If you wanted to reduce the Bryce effect I would probably think about
> your lighting some more. All the Bryce renders I've seen had very simple
> and point-light lighting in them. I might also do something with the
> sand, but I'm not sure what. It looks rather like it's all one piece
> (like a glued sandcastle) rather than blowable dry stuff.
>
> I like the texture on the rock as well. An interesting mix of "Clay
> Sculpture" on the near side and "Petrified Driftwood" on the right.
Thanks for your feedback ...
The effect of the sand fading into the water is done with fade_distance and
fade_power in the interior statement of the object. The water is just a
plane with a bozo normal. The effect can be somewhat more painterly than
photographic, but I like it! With the combination of the ground fog at the
horizon, it sort of gives the pictures a "Distant Worlds" fantasy-genre
book cover look ... Or at least I was hoping for it.
I know what you mean about the sound. But I am not even sure how to
approach the problem, except maybe to go back into my bitmap editor and try
to make a better heightfield.
Aaron
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Aaron Gillies wrote:
> I know what you mean about the sound. But I am not even sure how to
> approach the problem, except maybe to go back into my bitmap editor and try
> to make a better heightfield.
Maybe a bump normal, scaled way down?
~Mike
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Aaron Gillies wrote:
> I have to admit that I am a bit disappointed to have gone through all the
> work only to replicate the effects of that program.
Well, Myst-like games always looked very "brycish" to me... ;)
--
Jaime
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