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...The Development...
...A Few 'Behind the Scenes' Shots and Info...
All shots can be
clicked on and enlarged.
Blood Amongst the Stars draws upon it's originality of concept to
produce something very much unlike any other current CnC Generals Mod.
Featuring a unique locational damage system, a specialist zero gravity
physics environment, and plenty of well thought out solutions to various
problems such as energy shields that actually go up and down as they
take damage and regenerate once more, and even limited directional
firing, it's certainly one to keep your eyes on.
BAtS is expected to be of extreme visual quality, featuring high
quality precision design and equally detailed texture and skin work.
Compelling visuals, accompanied by fantastic game design and unique mod
solutions should turn BAtS into something truly remarkable.
Developing the Scenery
So far, even the basic scenery has taken a great many evolutions. In
this short section, I hope to take you through these subtle changes, as
they progress further and further into the realm of extreme graphical
quality. We're still working furiously to improve these as much as
possible before we hit release.
Through the Stages so Far
This isn't the earliest shot that we took during development, but it
is however one of the most critical. This is the first shot with a real
background texture, our very early concept of having nebulae styled
textures didn't really work as well as planned, although it's still
possible that such effects may reappear for special maps set inside gas
clouds. You'll also note that radar colouration was already in effect at
this point, with the underlying texture actually appearing on the radar
screen, as well as warp rifts being very visible over the top of this.
It was clear at this point that we intended to make a large variety of
maps and textures, with accompanying radar colourisations to go with
each. An experimental particle effect is also somewhat visible, an early
effect which included the odd asteroid fragment passing the screen
during play. Although that in itself has been saved for missions based
in dense asteroid missions, the particle effect has spawned a number of
exciting concepts, such as having thick fog, representing fighting in
dense gas clouds or even something more sinister!

Ambershee: Warp Rift Textures
Rybolt: Space Background, Asteroid Model
This first attempt later gave way to actually getting round to
skinning the asteroid clusters shown in the previous shot, as well as
refining the background textures to simpler star fields and giving the
warp rifts a slightly altered colour to match, making them easier on the
eye. A new fading technique was used in the creation of this map, making
some edges more harsh than others, making for what will later become
increased variation amongst warp rift designs.

Ambershee: Asteroid Textures
Rybolt: Space Background
After some serious pixel-by-pixel editing of thirty-two 512x512
frames of rift texture, this second alternate version was created, with
a much darker and a more threatening colour and feel. Fortunately, it
was around this time that a technique for allowing different types of
new rift texture sets to also be included for ever map. This version
also allowed for the rifts themselves to become as animated as the
asteroid clusters, with many asteroids floating around unfathomably and
the softly eddying currents of the warp rifts themselves adding to the
busy atmosphere supplied by the game.

Ambershee: Red Warp Rift
My obtaining Photoshop, and the knowledge in the ability to create
many different warp rift variations spawned a short creative pulse,
whereby five different variations of warp rift were spawned. Although
some of these were not accurately blended into the surrounding scenery
as they were before, they still did have this potential at the time.

Ambershee: Warp Rifts
Now, I've thankfully invented a fantastic overlay system that allows
placement of large individual textures over the top of the somewhat
repetitive existing star field textures with great ease (one the hard
job of getting them into Worldbuilder (or Galaxy Builder as the Dh4RTS
modified version has been named!) is dealt with, they have varying
success in visual quality. Whilst I continue to battle with the visual
quality of the individual overlays to render their appearance ingame at
the very best they can be, I also battle with their file size, and their
apparent ingame size. Some of the larger textures are admittedly up to
10 megabytes on their own, which really needs to be dealt with, and I'm
doing my absolute best to reduce these as far as possible, keeping them
up to the high visual standards demanded by the mod itself.
As to where the images came from, most I obtained by taking and
editing ultra-high resolution photographs taken by the Hubble space
telescope, making these space phenomena images as utterly realistic as
possible - after all, how more real can you get than the real thing
itself?
You may also now notice that the shroud has had a slight red
recolourisation. This was concocted to avoid confusion with the
otherwise very dark backgrounds that inhabit the mod thus far. There are
still issues with the overlays in general, as many lack detail and many
also lack the necessary transparencies to fit into their world better.
The first image is a gigantic nebula image, shown there at
approximately five screen widths wide and three tall - something
particularly spectacular in terms of experience, although it needs work
on graphical quality. The second was a fractal image supposed to look
like a warp rift seen from a great distance. I still think they look
like this, even if the graphic requires work. The second is a fantastic
and finalised small nebulae texture, the third is also finished, being
the famous 'Cat's Eye Nebula' that many may have previously heard of.
The last is a distant spiral galaxy texture, which is also a very large
overlay in itself, also requiring some work before making the final cut.
I'm currently working on getting about forty of these into Galaxy
Builder at the moment!

Ambershee: Giant Overlay Decals
Lastly, another interesting piece of work is the enormous Planet
models we're working with. These models will be truly gargantuan ingame,
sometimes being responsible for covering a great deal of the map, and
turning it into impassable terrain. These hugely detailed leviathans are
currently being worked on, and we're hoping to include animated axial
rotation, as well as separately animated atmospheres and rings. Later,
we'll even be including orbiting moons and comets that whip in and out
of the map unexpectedly, maybe even a truly terrifying star model, with
the necessary particle and lighting effects to go with it!

Rybolt: Planet
Designing the Units
With the invention of an almighty cunning locational damage system
came the introduction to a whole new world of pain when it came to
designing units. Fortunately, during the development process, our ship
were being designed minus weapons systems and other external features -
just as raw chassis, making them prime candidates to receive a great
many turrets and other useful bits and pieces, such as shield generators
and fighter bays. However, plans had not always been like this...
Through the Stages so Far
One of the very first models made for Dh4RTS (the pre-title working
name of BAtS) portrayed a very large battleship with some interesting
features that are likely to be seen again as time goes by, as well as a
few that are visible in current model designs too. This early version of
what was to become either the Thunder or Lightning class battleship, and
it's design is likely to be very similar with it's final rendition.

Rybolt: Human Battleship
The first concept model spawned an entire series of small pieces, a
handful of which are shown below. The original extremely bulky design
had been abandoned in favour of more fluid designs, reminiscent of
modern submarines. These new machines looked far more aerodynamic, and
it was the unusual design that we stuck with, deciding that the atypical
blocky or bulky capital ships were outdated and in need of a more
suitable replacement. The first design in this selection is the second
rendition of the Human Battleship design, although the first thing to go
was definitely the unnecessary red turret, the rest of the model remains
intact. Now, each and every green firing step will mount a small turret,
and the red turret will be replaced by a main turret weapon instead. A
great many smaller features will protrude from the hull, possibly making
it the most detailed unit ever to grace a CnC Generals mod. The second
is a far smaller vessel, the Stickleback Corvette. The Stickleback is
the smallest vessel in the Human fleet (other than the tiny one man
fighters of course!), mounting an insignificant three weapons turrets on
it's entire body. The Stickleback itself is only really a little larger
than the red turret on the Battleship prototype, giving an idea of scale
between the objects. The third object is a Human Cruiser prototype,
although at the present moment it requires some work, mostly in creating
a suitable surface for weapons turrets, as well as shortening the object
itself, making it less pencil thin.

Rybolt: Battleship, Cruiser, Corvette
Following these second stage prototypes (which will make it into the
game), a selection of miscellaneous models arrived. Designed in a
similar fashion, the Fighter Wing and Human Repair Station are two
models that will also make it into the game. The Human Repair station
will later gain some serious additional appendages, turrets and some of
the most uber particle effects I'll ever get the pleasure to work with.

Rybolt: Fighter Wing, Repair Station
Creating the Special Effects
BAtS relies upon an incredible quantity of special lighting and
particle effects to achieve the majority of all it's special effects,
including those that have currently been completed; the early designs
for weapon firing special effects.
Through the Stages so Far
The first evolution was mostly an experiment into seeing what could
be achieved, with some fairly bland results, but also a few absolute
shockers too, that will likely make it into the final version, and
dictate the path for other weapon effect designs to take. From left to
right; Lasers, Plasma Cannons, Pulse Weapons, Tachyon Weapons, Neutron
Beams.

Ambershee: Weapon Effects
It wasn't long before these designs were modified slightly, with the
second evolution of special effects instead relying upon more complex
multi-part beam, lighting and particle effects to achieve more
spectacular effects. These will hopefully alter advance further up to
the standard of the fantastic Neutron Beam weapon effects. Notably, the
Plasma Cannon effect became the effect for the many-barrelled
Anti-Fighter Battery turrets instead, Lasers were advanced slightly, and
Plasma Cannons got a new swirl-shot yellow effect, which is prime for
further development. From left to right; Lasers, Plasma Cannons, Pulse
Weapons.
Ambershee: Weapon Effects
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