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Showing posts with label skeletons. Show all posts
Showing posts with label skeletons. Show all posts

Monday, May 21, 2012

Forest of Silence

I went back to fix a couple of textures in Forest of Silence. All in all this level is nearly finished.

I did attempt to make it look like TihuĊ£a Pass (the one Borgo Pass from Bram Stoker's novel is based on). Sadly there is only so much that can be done with the original look of the game and a place that looks completely non-threatening (at least in pictures, I've never actually been there).

So here's a huge post to show of a couple of screens.

Forest of Silence



The most noticeable change from the previous version is the improved treeline. Originally I had simply taken a picture of several trees, erased the edges to make it look like a pine forest and darkened the texture to make it harder to notice that it weren't pines. Right now the trees are actual pines, properly cropped and as a result can appear a lot more clearly and detailed.



A lot of the buildings and pathways in this levels are in ruin. I imagine that the walls and buildings outside of the castle itself wouldn't necessarily be subject to the chaotic nature of Dracula's Castle. Dracula's creatures could have possibly (re)built the walls and gates in the time between Castlevania's resurrection and Carrie & Reinhardt's adventure. That's why I went with a boulder texture instead of giant bricks. (Yes, the giant skeleton doing construction is my justification).



Another shot of the treeline. The skeleton was also nice enough to pose for a good shot (making them a lot nicer than the Castle Center female vampire). In a post from January I said I didn't touch the actual bones. I found out I lied since I did smooth out the edges and forgot about it.



I painted the statue myself. It isn't an exact replica but I think it does the job. I already talked about the werewolf here.



As a kid I always thought the moon in this game was rather intimidating. I'm rather disappointed I couldn't get that menacing grin out of an actual picture of the moon (or am I the only one who notices the grin?).



I think the textures inside the buildings really complement the lighting here. At one point I considered putting a lot more green patches on the ground (it is supposed to be a forest after all). Sadly I haven't found a way to make it work.



I don't understand why a canyon cut by a river would look like a rock slide. Especially with walls cut this straight. I guess the canyon could have been the result of an earthquake but the broken bridges between them seem to make that rather unlikely.



In an attempt to close the gap between Castlevania and Bram Stoker's Dracula I decided to make the signs say "Borgo Pass". Luckily investigating the sign merely says "route" so I was given some freedom (considering it is a rather useless description and written in lower case I'm assuming the developers intended to replace this text with something more useful).





I scaled the texture of the torch from the previous 256x256 to 512x512 as it is a recurring object throughout the game. I originally put a desaturated version of Leonardo da Vinci's Last Supper on the banner. Right now it is Giovanni di Paolo's illustration of Dante's Paradiso, canto X.



It turns out the inside of the tombs share a texture with the top of a previous pillar. It still looks pretty appropriate. Lucky accident I suppose.

Monday, January 2, 2012

Of New Year's and Skeletons

Despite me not having been here a whole lot during the last few months, it seems this blog has picked up a bit in popularity. So let me first say thank you for the support, and I am indeed still working on the project. It's just going slow because I'm also very busy in real life.

So let me start of 2012 with a few problems!

Skeletons
Because they move around so much, my work on skeletons is minimal. Since it is its most prominent feature, I only replaced the skull. The bones, I feel, are barely worth tinkering with since it would require a lot of work replacing them with proper high resolution bones which you won't even notice in-game.


Now there is one type of skeleton which seems to be a continuous source of problems: the exploding blue ones. Just having (an unaltered) one of those crawl from the ground causes framerate lag. A newly textured one actually crashes the game (especially when they explode), which is sad because I had actually made some adjustments to the original look.

I tried to make it look like their heads actually had bombs implanted in them. However, due to the problems this guy seems to cause I have opted to remove these textures for the time being.




Carrie Fernandez
I wasn't too happy with the way I made Carrie's eyes look (you can check out my previous attempt a few posts before this one). While I like this one a lot better, I might have overdone the eye shadow.


General problems
I have absolutely no idea about the settings of Rice's graphics plugin, furthermore I suspect my aging computer might be the cause of at least some problems, so these are probably my fault. However, I appreciate any help.

- Distance fog begins farther than it should (and therefore it doesn't hide distant terrain popping up)
- Aforementioned lag in certain places
- Some notes strangely don't seem to play during the intro screen

I'm currently using 'Mudlord's Rice Video Build CRC-Fix Update 10', which was advised to me on emutalk.net

In conclusion
That's all from me for now. Have a happy 2012!