Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
NiGHTS into Dreams: Second Slumber
#1
Posted 07 September 2007 - 07:50 PM
I've decided that I need something to get me out of the habit of making the odd character here, the odd model there. A project to really focus on and get stuck into, and whilst I know the new NiGHTS game is coming out, this is something I've had in mind for a while.
I'm going to try and remake the first level of NiD.
I'm an artist, not a programmer, so at some stage I'm going to need to find some clever code monkey to stick the assets in an engine for me. I'm not claiming this will ever play exactly the same, but even getting the models in an engine and being able to fly around collecting stuff would be an achievement.
Anway, with this in mind I set to work last night on the most important aspect which is of course NiGHTS his.... her.....its-self
Just need to model the hands and texture the body which shouldn't take long (all textures are being hand drawn by the way, I'm not ripping anything from images, etc. - this is all for my own development so there would be no point doing that), then I can get it rigged (the body is now properly unwrapped).
2478 triangles so far:
I'll post more as it gets done.
If anyone reading this feels they could contribute in someway then please let me know, however don't be offended if I don't take you up on it. Other than the coding, this is intended to be a personal project to accompany my portfolio.
Hope you like.
#2
Posted 07 September 2007 - 08:26 PM
#3
Posted 07 September 2007 - 08:39 PM
#4
Posted 07 September 2007 - 10:28 PM
i can't wait 'till this is done, it looks excellent already.
#5
Posted 07 September 2007 - 10:31 PM
#6
Guest_Ekairi_*
Posted 07 September 2007 - 10:48 PM
Should be lighter color then darker color not darker to lighter. If that made sense...
(And again that might just be me...)
#7
Posted 07 September 2007 - 11:34 PM
Think it might differ on some other shots but i'm happy with that for now. Things like that are simple 2 minute changes, i'm more bothered about getting all the models done and then trying to find a kind soul to help me start putting it together into something playable.
#8
Guest_Ekairi_*
Posted 07 September 2007 - 11:52 PM
I'm working off promo/fmv images from the original game colours wise - namely this one:
Think it might differ on some other shots but i'm happy with that for now. Things like that are simple 2 minute changes, i'm more bothered about getting all the models done and then trying to find a kind soul to help me start putting it together into something playable.
Ah so I would be right but it doesn't matter at this point.
For coders I use to know a few but I don't know if I could find them again.
I suppose I could look around for you but I wont say that I promise I will find anyone that would be willing to.
#9
Posted 08 September 2007 - 12:57 AM
Would you say your about 2% done?
#10
Posted 08 September 2007 - 01:10 AM
Who knows, maybe this will be my entry to the coding world. I'll just take things as they come for now.
#11
Guest_submas13_*
Posted 08 September 2007 - 01:27 AM
#12
Posted 08 September 2007 - 01:36 AM
i know a couple of good, friendly programmers that might help you. though, they're working on projects of their own.
#13
Posted 08 September 2007 - 01:59 AM
But no, the Saturn was notoriously a complete bastard to code for which is one of the reasons there was so little 3D stuff actually on it. Plus getting the source code will be impossible, it might be stuck away in the vaults of Sega somewhere, but you can't grab code once stuff has been compiled. Even if you could, I'm looking to run this on a PC.
Nah, this will need a new engine.
#14
Guest_submas13_*
Posted 08 September 2007 - 03:37 AM
Its strange that Sega hasn't released NiGHTS's source code. I've seen many companies that release the source codes for games that don't make any more money for them. Since NiGHTS hasn't made any money for Sega in years, I find it strange that they haven't given up source code.
But.... then again, Sega may be afraid that people who get a hold of the source code may tarnish the game's reputation by making games that humiliate Sega or ruin one of their best games, which will soon have a sequel coming out.
#15
Posted 08 September 2007 - 04:21 AM
Progress:
GoodNiGHT folks.
#16
Guest_submas13_*
Posted 08 September 2007 - 05:23 AM
Oh, and GoodNiGHT to you too.
#17
Posted 10 September 2007 - 02:03 AM
I've added a specular map (that makes stuff shiny if you're not used to these terms) and a normal map to give the jacket stars more emphasis. I also decided to add some lacy detailing along the sleeves and small detail on the gloves, again using the normal map so the poly count wasn't altered.
So there we have it (renders are done). My version of the classic NiGHTS character which now needs to be rigged for animation.
Remember that this is a large close up render, and you would never see the character this close in the game, so small errors in the texture, or areas that aren't quite as sharp as the rest would not be noticed. Just figured people here might like a proper look.
Hope you like, it's been great fun to make
....Now, which bit to start next I wonder
I've just started rigging the model which (again, for those not familiar with this sort of thing) involves creating a skeleton that fits within the model. It is this skeleton that is animated so that the model/mesh deforms around it. Once you have made your skeleton though, you have to go through each bone one by one and essentially define which parts of the mesh that particular bone has influence over.
This process of editing the 'envelopes' can take a long time, but is necessary so that you don't get bends in the wrong place, or part of the mesh being left behind when the skeleton walks away, stuff like that.
HOWEVER; I always find it amusing to see how things are behaving prior to altering any of these settings and here is the result,
Check out them funky legs, heheheh.
Right, its 5am again (oh why do I do it) and bedtime. GoodNiGHT all.
#18
Guest_submas13_*
Posted 10 September 2007 - 04:54 AM
Oh, and one quick question. What program are you using to make the models?
#19
Posted 10 September 2007 - 12:21 PM
#20
Posted 10 September 2007 - 02:02 PM
@submas13: I do all my modelling in 3ds Max and then use Zbrush and Mudbox for sculpting (for normal maps) and touching up seams on the texture unwrap.
#21
Guest_submas13_*
Posted 10 September 2007 - 10:53 PM
#22
Posted 11 September 2007 - 01:00 AM
#23
Guest_Ekairi_*
Posted 11 September 2007 - 01:10 AM
Those funky legs look rather painful..
Not including the fact of not all bones and parts connected yet.
I wonder what damaging thing could cause such a deformity.
#24
Posted 13 September 2007 - 12:49 AM
Original:
Remake:
#25
Posted 13 September 2007 - 01:25 AM
I like the star engraved on the floor of it.
#26
Posted 16 September 2007 - 09:45 AM
good luck with this, keep posting updates, i'll be watching
#27
Guest_submas13_*
Posted 16 September 2007 - 11:14 AM
Really though, great stuff.
#28
Posted 16 September 2007 - 11:18 AM
sounds wonderfully awesome. I'm going to start a remake myself soon, but since i'm terrible at 3d coding, i'm just going to be doing it in 2d, sidescroller style, which i'm pretty darn good at, but hopefully making it as accurate as possible otherwise.
good luck with this, keep posting updates, i'll be watching
If you're a 2D coder, perhaps you could help with a menu system or something like that? Like I said, I don't code at all. You got any examples of what you can do? Also, what do you work in?
It looks like a blue gingerbread Ideya Palace.
#29
Posted 16 September 2007 - 02:06 PM
well just in the registered version of gamemaker 6.1, but that's a pretty sweet programme in my opinion, and totally underrated. it's not the best for 3d unless ya have 3d modelling software though.If you're a 2D coder, perhaps you could help with a menu system or something like that? Like I said, I don't code at all. You got any examples of what you can do? Also, what do you work in?
anyhoo, i'm not entirely sure i can be arsed currently to be frank, i'm starting on my own one the now, but i may whip up a wee sploodgy for ye if i have the time. i wouldn't like to commit myself to helpingyou though, cos i'm ferosiously unreliable.
#30
Posted 16 September 2007 - 02:47 PM
#31
Posted 18 September 2007 - 01:36 AM
I like it! No I wub them!
#32
Posted 24 November 2007 - 01:05 AM
I really really would like to get this off the ground, but until I have someone to work with on it, I'd be better off spending time on original works - in terms of my portfolio you understand.
Anyway, the final layout for NiGHTS that I put on my portfolio site is below. Come on people, help me find a coder
#33
Guest_Ekairi_*
Posted 24 November 2007 - 01:11 AM
This is a bit of a bump really, but I'm still looking for a coder for this project, or possibly someone that knows UnrealEd a fair amount (considering using a top down camera, ala Alien Swarm and doing some camera/character rotation trickery to get the right look).
I really really would like to get this off the ground, but until I have someone to work with on it, I'd be better off spending time on original works - in terms of my portfolio you understand.
Anyway, the final layout for NiGHTS that I put on my portfolio site is below. Come on people, help me find a coder
...
I'm still looking around for coders on this still don't have much I can get into contact with anymore though.
Your just going to do the first level right?
(I would hate seeing this turn into what happened to a fan creation of a remake on Chrono Trigger.)
#34
Posted 24 November 2007 - 01:35 AM
#35
Posted 24 November 2007 - 08:53 PM
#36
Posted 24 November 2007 - 10:13 PM
#37
Posted 25 November 2007 - 11:11 PM
HOWEVER, ba ba da da da bah!
It seems I may have found a coder over at the site Mitsuu suggested. He's going to do a few test things as he's not done much 3D coding for a while, and then knock up a space that can hopefully deal properly with the 2D movement on a 3D plane, possibly with collectable items. Then we'll take it from there, based on the results of that.
The main thing is, this will be done using XNA, which uses DirectX9, which to those of you less technically inclined, means that this can potentially look very pretty indeed should I wish to push it that far.
Obviously for initial phases, I wouldn't worry too much about making everything look top notch, but once the core mechanics are in place, then I can go to town on the visuals.
Until anything developes, please "enjoy" the arse water that was my efforts earlier today. This will truly be a footnote on the development of NiGHTS into Dreams: Second Slumber (oh that's right! I've named my baby project!)
http://www.youtube.com/watch?v=lwBFF6XLksI
#38
Posted 03 December 2007 - 02:12 AM
Thankfully he suggested I contact Infinitus from the ZFGC boards and tonight we've set things in motion. He really knows what he's doing it seems and has written game editors, games, even his own coding language in the past. Basically it seems he's the perfect guy for the job. Plus he lives in England which means I don't have to stay up all night to get to speak to him as I would have with MiNalien.
So where are we. Well Infinitus hasn't actually played NiGHTS before, but we're dealing with that situation. Until then, when he can get a real feel for how the game handles, I've sent him a "test" level. This is very much a land of bugger all, but you'll understand it has the core elements for the start of such a project - i.e. a character model, a level, a "track" to follow and some lights for good measure.
Once the control scheme is down in a basic sense, then things can start to move on.
Oh yeah, and I also put the title screen in the first post here. Hope you like it.
#39
Posted 07 December 2007 - 03:37 AM
Just finished my skybox texture and I'm proper chuffed with it
Based very much on that of Spring Valley but almost entirely remade (only parts of the mountains are original, and even those parts have been bombarded with layer masks, blending modes, etc, etc.)
Obviously with this being a texture I have worked hard on I don't want it stealing, hence the watermark. Hope you like it, and I look forward to getting it into the game
Spring Valley Reference:
My Skybox:
And just for fun:
#40
Posted 07 December 2007 - 04:22 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users