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kmega00
Game Developer
Posts: 18
Filters: 1
Hi. I'm attempting to build an RTS space game using filter forge as the main texture source. I've brought the professional edition and it appears that I can legally use the filters in a commercial game.

There are just so many textures/filters to use. Deciding what to use is difficult sometimes because of the large numbers of variations and most of them look just a good as the other.

Also the ability to edit any filter makes it possible to achieve any design. This will be my first game but I'm attempting to make it a very good one. I'm in the beginning stages.



It will be an RTS space game with features like no other (if everything works out).
Kenneth Matthew
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Morgantao
Can't script

Posts: 2185
Filters: 20
First, lemme say good luck, and here's for making the best game the world has ever known smile:)

Second, welcome to the family. You will find alot of nice people willing to help you and answer your questions.

Third, as I understand you can legaly use any filter for your game. It would be cool if you listed the users who made the filters in the credits though smile;)

Fourth, I want a free copy of the game smile:D
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kmega00
Game Developer
Posts: 18
Filters: 1
I will list users in the credits from the filters I use. The background in the pic was created using filter Nebula by geekatplay.


Then made the initial background by accident in spacescape 0.3. After loading in the generated nebula into spacescape (res 1024x1024) I increased the size until everything overlaped allot (I was bored and frustrated when I did this). Your looking at about 500 copies of the nebula blended together. Colors were changed around from within spacescape, added some stars/flares and now I have something with allot of detail.


Later on down the line I'll try mixing different nebula's but for now this background may be used to create the first stage in the game. I think I did a good job on it but that's my opinion. The asteroids, planets, etc will be added in later (after the daunting task of creating them).

I'll continue to post screen-shots as I make progress and opinions of my work both good and bad are welcome. Thanks for taking a look. smile:D
Kenneth Matthew
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Cool... smile8)
Stupid things happen to computers for stupid reasons at stupid times!
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kmega00
Game Developer
Posts: 18
Filters: 1
I have created a new filter specializing in creating maps for 3D planet model design but it can also be used for other things as it is very versatile and tillable.

Planet Geographer














It was designed with rendering speeds in mind (it seems to render fast). Building this filter took a few days of slowly connecting nodes, waiting, connecting more nodes, more waiting and repeating this process until I got something that looked good. I plan to use this filter for most of my planet designs.

Planet Geographer has been submitted to the filter forge library.
Please enjoy my contribution. smile8)
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
Need help with alpha texturing please.


Is there any way to save the texture with the alpha background. I need just the land and have set the background to invisible but when I save the texture it also saves the black background. smile:?: All textures with invisible background is doing the same thing. Please tell me how to save the textures with the alpha parts showing instead of black.

Thanks.
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
Figured out the alpha transparency thing. To make the texture have a transparent background just adjust the alpha channel in the fill color setting under new image.
.

I knew I had done it before when I first bought the program a few months ago but I just could not remember how to do it. I'm still kind of new in the whole graphics thing (diffuse, specular, normal map, etc) still learning.

It's been my dream for years to have a game out there. Sometimes I question my skills and whether I will succeed or not but I'll continue building until its finished because thats the only way it'll get done. I've practiced game scripting for about a year now so my skills in scripting is above average. Soon I'll have to take the time and go through all the tutorials for this program but for now I can succeed in most of the basics of filter creation.

I believe this program is the best for creating graphics without having to know much math and I'm terrible at math. Just connect nodes to different effects and wallah...sometimes weired unexplained but cool looking things are produced which can be applied to other things that looks, weired, crazy, or normal. smile:D
Kenneth Matthew
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
very nice! I think you have a good hunch.

Keep in mind that square images are generally better for storage reasons and otherwise easier to maintain/texture than other ratios. I'd squeeze those to a square
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hi Kenneth:

Nice stuff: i like the planetary noise thing in particular.

You might check out the stuff over at my junkyard.
CCX Junkyard I've done a space game that was published back in 2010 & 11 using FF as the primary source for textures. I've got a lot of filters etc posted in there. Feel free to PM me if you have questions, etc.

http://www.filterforge.com/forum/read...#nav_start

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kmega00
Game Developer
Posts: 18
Filters: 1
Thanks all for such positive feedback. smile:D
Kenneth Matthew
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Morgantao
Can't script

Posts: 2185
Filters: 20
This is looking cool smile:)
One suggestion I have about the planets, try varying the gradient on the polar ice caps. Add some distortion and\or noise to the gradient, so it won't be a straight line.
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kmega00
Game Developer
Posts: 18
Filters: 1
I will accepted any and all suggestions as it will help point me in the right direction in becoming a good game developer.

Working on planet skills at the moment.
Kenneth Matthew
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Morgantao
Can't script

Posts: 2185
Filters: 20
In that case... smile:D



The oceans on this planet are waaaaaay to reflective. Unless it's a planet with seas of mercury. Take a look at earth videos fr om nasa, wh ere you can see the reflection is very diffused.
Here's a sample:


A general advise is to always do a bit of research on how things should look or behave in real life, that will help you achieve the right effect. smile:)
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kmega00
Game Developer
Posts: 18
Filters: 1
I've tossed the reflective water thing. It looked good but did not work out.
I think Planet Geograher is doing a decent job on these planets.
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
Still working on planets for multi-player space warfare.
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
I'm now at the point of creating the in game UI. I suppose I have to come up with something that looks cool, space battle like, and user friendly.
Kenneth Matthew
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Morgantao
Can't script

Posts: 2185
Filters: 20
UI design is one of the most important things to do right. It can really make or break a game.
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kmega00
Game Developer
Posts: 18
Filters: 1
I'm working on the programming. Programming is tough but still making progress.
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
I was making a mistake with my recent work. I was developing graphics on a monitor that was not displaying properly. When I looked at my work from a different computer I realized that allot of the good looks were gone, everything in the recent pictures is washed out so I had to redo everything smile:evil: smile:( . I'm just glad I caught it before I went any deeper into the game development even though it took a few days to redo it all. This is the way I saw the game on the monitor I was developing on. smile:D






The monitor I was using was set on a 20,000,000 :1 contrast ratio but Photo-Shop warned me that something was wrong with it even though it had a great picture. Ignoring the warning was the mistake.

A lesson learned, just because something looks good on one monitor does not mean it will look good on others. I now fully understand why most games have gamma correction and so will this one.
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
unarmed warship. type not yet known/decided.


Kenneth Matthew
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Nice smile:-)
I have to say your new pictures look very dark on my screens now. Is that the intended look? Maybe it´s just me tho.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Not just you. The new images are very dark for me too.
I suppose you will have a brightness setting in the game, as each screen is configured differently (As you've discovered with your other computer).
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yup, a bit more brightness would help! smile:) I think these are coming out really nice. Very excited to see them in motion.
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kmega00
Game Developer
Posts: 18
Filters: 1
All ships in game will have a color option (blue, green, red, purple, etc).


The contrast/gamma thing.......

please save the picture above, edit the brightness/gamma in some picture software until it looks right, then please post results so that I may make good adjustments to the game's default brightness/gamma settings.

Thanks. smile:)
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
Only the ships hull colors are changeable.

The real bitmap color of the ship's hull is gray scale.


Color is then added from within the game. The hull goes from gray to any player chosen color.
Kenneth Matthew
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Morgantao
Can't script

Posts: 2185
Filters: 20
You really should model some weapons on the ships smile:)

And here's my take on lighting for the above image:

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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
any player chosen color

Can I has me a rainbow ship? smile:D
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kmega00
Game Developer
Posts: 18
Filters: 1
Thanks for the gamma guide on the pic. Players will be able to have a rainbow fleet by choosing different colors for each ship smile:D if they desired but only one color per ship can be chosen.

For those who are curious about the numbers in the pictures above, it is not the UI. It's some debugging stuff I programed for trouble shooting and development. The top number is the distance between the camera and the planet in the background and the second number is meaningless because it was not doing what I wanted it to do smile:evil: which is another reason why I hate math (it won't effect the game).

Weapons will be changeable on each ship and fighters. Although it would be much easier to just have all ships have particular weapons... it will be more fun for the player to choose what weapons they want for any ship. The mechanics for each ship will be customizable/upgradeable include weapons. smile:D
Kenneth Matthew
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kmega00
Game Developer
Posts: 18
Filters: 1
Project is still ongoing. I've reached some major programming stages in the game. Lines of code is already in the thousands. I'm slowly getting rid of any bugs as I go and also programming in a few failsafe algorithms that will prevent most bugs. Because of my OCD I sometimes find myself triple checking most of my programming to make sure every piece of code exchanges data flawlessly.

I may have a beta version available sometime around March 2013. smile:)

More screen-shots soon.
Kenneth Matthew
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