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Posted: Tue Dec 05, 2006 9:05 pm
by Chameleo
I wish you good luck and I'm not to worried about the tongue movement, it was only on our wish list... a 'nice to have' so to speak. The game is fun as it stands.

What is an EE System Engineer?

cheers

Posted: Wed Dec 06, 2006 12:46 am
by lord_kungai
Chameleo wrote:What is an EE System Engineer?
clicky

Posted: Wed Dec 06, 2006 1:42 am
by Romulus777
in short (okay, shorter) they make state-of-the-art hardware and software.
hmm, then CUT is clser to home* then I thought.

* by home I mean work**
**by work I mean the thing you do to make money***
***by money I mean a form of currency****
****for pete's sake, check http://www.answers.com

hehe, I'd best credit Artix von Kreiger.

that last bit with the footnotes is (c) Artix von Kriger
The ideas found at http://www.dragonfable.com/df-designnotes.asp

Posted: Wed Dec 06, 2006 6:37 pm
by jb
Chameleo wrote:What is an EE System Engineer?
Hmmm not sure if thats my actual title but it seems close. Basically I hired into Motorola as a EE desgining and building Phones/Pagers. About 7 years ago we were trying to improve or method for using Computers to help in the design processs of our products. Motorola bad been up until then a Mac and Unix place so PCs were still new. I had always been good with them so soon I was working to support our PC network as well as trying to desgin products. So I decided to make the jump over to the IT world and now I focus soley on the Electircal Engineering enviroment. Its my job to make sure all of our EEs have access to all of our CAD and other tools they need to do their jobs. So I setup systems (servers, file storage, networks, software) to support them. The nice thing is the job is always different from day to day. Some days its setting up new hardware, installing the software for it, creating our own software (here is where I can use all the programing I did for chaos to help me here when I am wrting new code for my real work), dealing with user issues, working with the vendors, ect. So its like a blend of EE, IT and systems engineering all into one role. If that made any sense...

Posted: Wed Dec 06, 2006 11:58 pm
by Chameleo
Cool, that helps explain it... is the company sort of an open source software/hardware company? Or was that link in error and you still work for Motorola? Is there a game division there? hehe.

Cheers,

Dave

Just starting enemy AI, any suggestions?

Posted: Thu Dec 07, 2006 3:47 pm
by Romulus777
woah woah woah woah. you work for Motorola? dang man. [idoic rant]just when I think I'm entirely clueless you tell me more about you. AARGH! will the tormenting never end?[/idoic rant] on a side note, AM I INVISABLE ON FORUMS?

feel free to tell me how over execessive I am.

Posted: Thu Dec 07, 2006 5:59 pm
by jb
Chameleo wrote:Cool, that helps explain it... is the company sort of an open source software/hardware company? Or was that link in error and you still work for Motorola? Is there a game division there? hehe.

Just starting enemy AI, any suggestions?
We buy software from all over. And just sometimes we have to tweak it to work in our enviroment is all. And yes still work at Moto.

Enemy AI huh? What do you want it to do that its not doing right now? could have to make custom sqaudAI and TeamAI files. Or maybe modify the one used for DM now just set Chameloe as the only enemy.. or use the TeamDM versions so he is on his team all by himself :)

Just let me know what I can do to help!!!

Posted: Thu Dec 07, 2006 5:59 pm
by jb
Chameleo wrote:Cool, that helps explain it... is the company sort of an open source software/hardware company? Or was that link in error and you still work for Motorola? Is there a game division there? hehe.

Just starting enemy AI, any suggestions?
We buy software from all over. And just sometimes we have to tweak it to work in our enviroment is all. And yes still work at Moto.

Enemy AI huh? What do you want it to do that its not doing right now? could have to make custom sqaudAI and TeamAI files. Or maybe modify the one used for DM now just set Chameloe as the only enemy.. or use the TeamDM versions so he is on his team all by himself :)

Just let me know what I can do to help!!!

Posted: Thu Dec 07, 2006 8:08 pm
by Chameleo
Looking over the code our Programmer is going to create his own custom AI, much like you would find in Super Mario or other platformers. Anything else would just be to cluttered and harder debug!

Unless you know something we don't (which is probably the case), we are just going to extend the Monster Controller.

Alpha in a week! 8O

Cheers,

Dave

Posted: Fri Dec 08, 2006 9:26 am
by L'architecte
Hi all
I was busy with real life and as I have released my last koth map I had no time to reply to your post Chameleo sorry :)
Your project looks really original and funny. Good job !
As the other said I am a "productive" mapper (lol) and if you need any help let me know !


*-*-*

oh and I go sometimes to Vancover, I have cousins living there. Are you studying at UBC ? I went there once too :)

one word about me : I am studying the architecture in France and working with architects on virtual demonstration of their projects (also using unreal engine)

Posted: Fri Dec 08, 2006 7:57 pm
by Chameleo
Bonjour, we are looking at taking out the sunlight in the levels and using ambient light only along with turning off shadows on our static meshes and then using a projector to display their shadows. The only thing I'm noticing is that the levels feel 'dark'. I might need to add in some light actors to help out. Any other lighting tips would be great!

Thanks,

Dave

Posted: Fri Dec 08, 2006 9:43 pm
by L'architecte
It may feel dark cause there is no sunlight and the ambiant lighting isnt enough when it is used alone, it isnt enough bright, if you have some screenshots, it can be usefull. Personnaly I always work with sunlight AND ambiant brightness, it makes nice lighting effects and the map takes live

I dont know if you will need any "dynamic" light effects, using light waves or stroboscopic etc I know a lot of tips about that :)

If you wish I could create a map especially for you to test lighting effects, to propose ideas of textures or whatever ?

Posted: Fri Dec 08, 2006 11:22 pm
by Chameleo
There are some screenshots back a few posts that are somewhat representative of our look. With the sunlight we get alot of bad shadows and I'm guessing that they are because we are stretching a 512X512 texture across a large BSP. At this point we haven't used any terrain to create our level, do you think that would help with the look? Remember we are going for a cartoony look.

thanks,

d.

Posted: Sat Dec 09, 2006 2:14 pm
by L'architecte
well, you can simply disable shadow casting for your staticmeshes (have a look in their properties), then you can use cool light effetcts without being disturbed by awfull shadows, or if you really want to have higly detailed shadows and that are projected on bsp surfaces, you can modify the bsp lightmap too (the default number is 32, you can set it to 1, you'll see the difference after light rebuild :) )

edit : I forgot this : only bsp surfaces have a lightmap that can be modified to improve the quality of your shadows, this wont work with shadows that are projected on staticmeshes or a terrain. For those two cases, it will be better to use projectors (and also disable shadow casting^^)

Posted: Sat Dec 09, 2006 2:32 pm
by L'architecte
Here are 2 examples of using bsp lightmap (this is a project my boss realised, I had to create a 3D presentation)

Image

Image

Can you see the difference between blob and detailed shadows ? :P