Check the screens over at the Weebly site (orbital-studios.weebly.com), along with some related screens in the OMDTool section. My current approach to animation will use typed in values for transformations for complete control and precision. I did have a mouse-based visual system in place, but it would be too inaccurate for the kind of stuff an animation needs.
Orbital Studios Website; Shortest Post Ever
The weebly site for orbital studios is officially up and running. You may catch a few bugs or pages under construction (like the products and resources pages) – just ignore them. Link here.
HDR/HDRI Screenshots
As promised, here’s some screenshots of the HDR/HDRI system I have in place. They aren’t screenshots of the map I’ve been working on, but the crates use the same textures so you can get an idea of what it will look like. I based the HDR off of Phantom107′s Glow example (though I modified a lot of it).
I included some gray crates so you could see the blue and green lighting cast on them, not just the sunlight.
Editor
Well, I’ve made slight progress on the editor… you can’t see it in these pics of player mode, but it will be super awesome. Also, I know the player doesn’t have a gun… I didn’t feel the need to add such a system (or collisions, for that matter) in the editor. Player Mode, Spectator Mode, and Editor Mode are functional in the editor right now.




Also, some extra info: players will be able to switch to spectator mode when they are eliminated from play or when there are too many players in a game. Spawns will be chosen by the player – they will be able to choose at least 2 different spawning zones, each of which will contain spawn points. Also, there will be HDR in the next batch of screens… I’ve adapted Phantom107′s Glow engine to use lighting, and lightmaps will also be used shortly.
Edit: Okay, I lied… I’ve got more screens, but they don’t have HDR in ‘em – I’ve been too busy, and I need to redo the lightmap. What they do have, however, is a reticle, particles, and a screen of the editor.




Shader Library; DOF problems
I’m writing a “shader library” for the game that will allow stacked shaders with dynamic settings. Pretty cool. The extension for such data will be *.osd (Orbital Shader Data). I’ll probably release the source along with the engine.
The Depth Of Field Newly Discovered sent me is acting up… while trying to boost the fps, I found that the blur is very iffy. By resizing the capture view, the fps boosts to 60, but it definitely shows as pixelated… even the stuff not being blurred, which makes no sense. So I think I’ll render the view to another surface just to simplify it, then I can solve the problem (lol, I don’t want to ask for help again, we’ve already exchanged several pm’s and I don’t want to annoy him).






