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  #16  
Old 03-22-2010, 08:33 PM
KrimsonSky KrimsonSky is offline
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Hmm, very nice :]
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  #17  
Old 03-22-2010, 08:50 PM
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Great work!
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<Dustyshouri> no, RogueShadow is always talking about scripts lol
<Dustyshouri> in fact, he pretty much brought Graal back as a topic single-handedly
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  #18  
Old 03-22-2010, 09:01 PM
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excellent work
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  #19  
Old 03-22-2010, 09:02 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Door View Post
hahaha that's pretty awesome pal. I can totally imagine a custom Halflife level tailored to look like Graal with this stuff. It would be.. surreal. LOL imagine.
New word of the week, Door?
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  #20  
Old 03-22-2010, 09:10 PM
Fulg0reSama Fulg0reSama is offline
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lol, Anyone else getting a toontown vibe here?

Nice stuff bro
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  #21  
Old 03-22-2010, 09:42 PM
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Originally Posted by DustyPorViva View Post
New word of the week, Door?
No I was referring to two different types of surreal. In this case it would be a totally personal subjective surreality. In YOUR case I was referring to the art movement.
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  #22  
Old 03-22-2010, 10:03 PM
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I'm getting N64 wibes over here. :>
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  #23  
Old 03-22-2010, 10:07 PM
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Awesome :3
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  #24  
Old 03-22-2010, 10:26 PM
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Originally Posted by trifle View Post
Thanks everybody



Yeah, I guess, but now I got 2!
I think the middle part of the fence should have some thickness, but other than that it looks nice.
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  #25  
Old 03-22-2010, 10:35 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by salesman View Post
I think the middle part of the fence should have some thickness, but other than that it looks nice.
It's a 3D thing... a very, very useful way to save polygons. Establishing any sort of depth on such a thing like that will crank up the polygons fast, especially when you consider the fact that same polygon will be shown a lot(fences are long!).

It's why you see the same effect on n64/PSX games... and even on the PS2/gamecube games in some areas.
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  #26  
Old 03-22-2010, 11:18 PM
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Quote:
Originally Posted by DustyPorViva View Post
It's a 3D thing... a very, very useful way to save polygons. Establishing any sort of depth on such a thing like that will crank up the polygons fast, especially when you consider the fact that same polygon will be shown a lot(fences are long!).

It's why you see the same effect on n64/PSX games... and even on the PS2/gamecube games in some areas.
I figured it had something to do with that, but I didn't really think he was planning on using these in a game. Good work nonetheless.
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  #27  
Old 03-22-2010, 11:26 PM
Stephen Stephen is offline
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Fun. The biggest problem is making an acceptable 3D classic-style character, and after that, presenting the 3D world in a acceptable classic camera-angle.

I think the only way you could present the 3D world, as far as camera angle goes, is some sort of close-crop light fish-eye effect. I've never seen any of it done though.
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  #28  
Old 03-22-2010, 11:31 PM
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Quote:
Originally Posted by Stephen View Post
Fun. The biggest problem is making an acceptable 3D classic-style character, and after that, presenting the 3D world in a acceptable classic camera-angle.

I think the only way you could present the 3D world, as far as camera angle goes, is some sort of close-crop light fish-eye effect. I've never seen any of it done though.
The style of the DS pokemon games would suit Graal insanely well.
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  #29  
Old 03-22-2010, 11:41 PM
Stephen Stephen is offline
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Quote:
Originally Posted by DustyPorViva View Post
The style of the DS pokemon games would suit Graal insanely well.
Looks very nice to me. The character is sprite-generated?
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  #30  
Old 03-22-2010, 11:43 PM
DustyPorViva DustyPorViva is offline
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Well actually, most of the overworld is sprite generated(characters, trees, fences).
It's just the camera is mainly from one viewpoint, thus they can get away with it.
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