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Topic : "Screenshots from our new game" |
micke member
Member # Joined: 19 Jan 2000 Posts: 1666 Location: Oslo/Norway
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Posted: Thu Jul 06, 2000 10:32 am |
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It's been a while since i posted anything new at all. I added some new things from the game we (Me and Joachim) are working on at the moment. If you want to take a peak you
can follow this link:
http://www.katode.org/noguchi/web/igi.htm
We have gotten a lot further since these screenshots were taken but these are the only shots we can release officially at the moment. There are some graphic bugs and
unfinished model+interface in some of the
screenshots.It's all realtime. The game is a first-person shooter/thinker game and is planned to be released this autumn. I'll add some concept
art and character designs when we are alloud to release it. Also, check out the teaser
that we putted together for a publishing meeting.
-Mikael
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-Mikael Noguchi-
http://www.katode.org/noguchi/
[This message has been edited by micke (edited July 06, 2000).] |
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Jabberwocky member
Member # Joined: 08 May 2000 Posts: 681 Location: Kansas
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Posted: Thu Jul 06, 2000 12:44 pm |
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Yeah a little more about the game would be cool.
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3...2...1
1...2...3
What the Hell is bothering me? |
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tsunami124 junior member
Member # Joined: 29 May 2000 Posts: 25
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Posted: Thu Jul 06, 2000 2:54 pm |
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great job. is it possible to add AA? or will that slow down the gameplay too much??
how many people are working on it? or did you program everything yourself?
i think thats enough questions for now
tsunami |
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Farwalker member
Member # Joined: 20 Feb 2000 Posts: 228 Location: Las Vegas, NV
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Posted: Thu Jul 06, 2000 3:17 pm |
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Hi Mickie
Wow, those screenshots look great!
I have been seeing alot of previews on IGI.
I even saw the painting you and Joachim did.
The one with the man aiming the rifle with the scope.
It was an ad in PC Gamer.
I remember reading that your using a flight sim engine. From your last game?
The horizon seems to render on forever. Is that the effect of the flight sim engine?
Should make for some great sniping moments=)
Looks like the crew at Innerloop has got something great for us to play!
Keep it up...
----- www.gamingvault.com
[This message has been edited by Farwalker (edited July 06, 2000).] |
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Frost member
Member # Joined: 12 Jan 2000 Posts: 2662 Location: Montr�al, Canada
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Posted: Thu Jul 06, 2000 5:21 pm |
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Great work you Innerloopers! It really looks good, I like the outdoor scenes a lot... congrats! =)) |
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BooMSticK member
Member # Joined: 13 Jan 2000 Posts: 927 Location: Copenhagen, Denmark
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Posted: Thu Jul 06, 2000 11:00 pm |
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yo micke
As a gamer I have been following Projekt IGI ever since news about the game was first published on the net and in magazines. I really hope that the game can live up to the great visuals! It looks like a breed between Hidden&Dangerous and Halflife which is not bad at all Great job indeed!
What are yours and Joachims positions at innerloop?
,Boomer
[This message has been edited by BooMSticK (edited July 07, 2000).] |
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chrisk82 member
Member # Joined: 16 Jan 2000 Posts: 91 Location: CO
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Posted: Thu Jul 06, 2000 11:08 pm |
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 |
Just wanted to say the screens look awesome. Especially the Terrain. What engine are you guys using?
More info on the game alltogether would be really nice actually.
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Chris Konchalski
www.geocities.com/clk8211 |
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micke member
Member # Joined: 19 Jan 2000 Posts: 1666 Location: Oslo/Norway
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Posted: Thu Jul 06, 2000 11:56 pm |
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 |
Thank you guys!
We're working as fulltime graphic artists
at Innerloop. Yes, the game uses the same engine as the Jsf simulator that we released some years ago, but it's heavily modified and looks much better.
Tsunami124:What's an AA? we are about
11 people all in all working fulltime on it.
Keep checking back for some concept art that should be up very soon
-Micke
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-Mikael Noguchi-
http://www.katode.org/noguchi/
[This message has been edited by micke (edited July 07, 2000).] |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Fri Jul 07, 2000 2:40 am |
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 |
just a few answers to the questions...
tsunami124,
AA, not sure what you mean..is it anti-aliazing ? If so, it depends on the graphics card. With voodoo 4-5 you will, but with so much polys this game is displaying, it do turns down the framerate.
We are 13 people on the team. And, yes everything is made from scratch inside innerloop. It's our own landscape technology, 3d engine, and game engine.
Farwalker,
well, it's the same technology as the flightsim, but I believe every bit of code has been rewritten. And, the quality of the landscape and everything is nothing in JSF (the flight sim) compared to this.
But, yes, the landcape is infinite, as far as the eye can see
Boomstick,
micke is doing models, most of the characters and also character design.
more detailed he will have to give himself
I'm doing some models, some characters and character design...but my main task is all the animations for characters and 1st pers. hands in the game. But, also I've ended up doing the visual design (lightsettings, logos, interface, etc...)
I guess the reason why we have so many different tasks is that we are only 3 artists on the game working with the visuals. So, all visuals you see in the game, is me, Micke and Olav. But in a way that is nice too, since you get to do a bit of many things that is not your main task....makes the project more personal
Btw, there's a fan site you can visit with a forum and everyday updated pictures. http://www.projectigi.com
Don't ask me were they find all this stuff, so I find it pretty fun just watching it myself
Our own official site will be released soon....don't really knw when, since it's made internally in Eidos.
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Joachim
web: http://home.online.no/~j-barrum/
[This message has been edited by Joachim (edited July 07, 2000).] |
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Nex member
Member # Joined: 25 Mar 2000 Posts: 2086 Location: Austria
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Posted: Fri Jul 07, 2000 3:41 am |
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This really blew me away.. I am serious..
I like the setting with the mountains, very moody.
What came to my eye though was this antialiasing "problem" and the texture on the combat knife (looks kind of off imho, dunno why exactly I think it could be a bit smoother, more real looking).
What system will this run on?
The lighting is really excellent. Models are great too.
If the models really look like http://www.katode.org/noguchi/web/_igi/jpg/igi_023.jpg
in the game.. phew.
I hope the gameplay-stuff will be as high as the graphics in the game...
- Nex
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- Nex
http://on.to/nex |
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Spitfire member
Member # Joined: 20 Mar 2000 Posts: 2009 Location: Amsterdam, the Netherlands
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Posted: Fri Jul 07, 2000 4:19 am |
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 |
You guys should all come to www.projectigi.com - it has a great forum too!
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Binke member
Member # Joined: 27 Oct 1999 Posts: 1194 Location: Sweden
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Posted: Fri Jul 07, 2000 5:48 am |
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 |
Looks awesome Micke & Joachimb, couldn't expect less
Hmmm, very interesting, what will the system requirements be?
And is it going to be a little rainbow6:ish?
that is, like one shot one kill?
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http://binke.gamesquad.net |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Fri Jul 07, 2000 6:41 am |
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 |
Nex, binke, spit,
Thx a lot.
Yes, I agree with the anti aliazing, but then, not many games have that yet. And, that is really something that we will let hardware take care of, if not it will be a veery low framerate.
The character in that screenshot nex, hehe, that's one of mine...thx. Yes, they all look like that or better in the game. That screenshot is taken straight from in-game. You can see the maps and mesh on my site.
Believe me the whole game look much better now. Almost none of the screenshots have full texture size, because they are taken with all the models in the game. Also, the lighsettings/colors and lightmaps are not tweaked. Some of the shots are also veery old, about half to one year. Soo, a few weeks from now you can see some better shots. Also, one avi is released and we have more that are done but not released yet.
requirements, well not sure yet. But as long as you have geforce, voodoo 2 (or better) or any other gfx card and a todays standard pc, it should play fine with a good framerate.
Thx again!
joachim
web: http://home.sol.no/~jbarrum/ |
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LeChuck member
Member # Joined: 20 Dec 1999 Posts: 406 Location: unknown
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Posted: Fri Jul 07, 2000 7:55 am |
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 |
Looks like a spin off of Delta Force. But will much better graphics. Rock on guys |
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Spitfire member
Member # Joined: 20 Mar 2000 Posts: 2009 Location: Amsterdam, the Netherlands
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Posted: Fri Jul 07, 2000 8:26 am |
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 |
On projectigi.com i believe 'principal', one of your colleagues, stated that they ran the non-optimized, editable version on a p450 without any problems. So the final version should run alot better.
It keeps amazing me how incredibly beautiful the terrain is. Who said polygons couldnt do vast, detailed outdoor terrains?  |
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Cos member
Member # Joined: 05 Mar 2000 Posts: 1332 Location: UK
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Francis member
Member # Joined: 18 Mar 2000 Posts: 1155 Location: San Diego, CA
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Posted: Fri Jul 07, 2000 11:12 pm |
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 |
I agree with Cos, the human faces are terrific!
Would it be possible for you to post either a wireframe image of the model or the texture or something?
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Francis Tsai
TeamGT Studios |
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TurboYVR member
Member # Joined: 24 Oct 1999 Posts: 189 Location: Vancouver BC Canada
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Posted: Fri Jul 07, 2000 11:30 pm |
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the only thing bugging me is that the character Cos mentioned two posts up, seems to suffer from Counterstrike knee syndrome. |
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Kyri member
Member # Joined: 05 Mar 2000 Posts: 193 Location: London England
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Posted: Fri Jul 07, 2000 11:50 pm |
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Really great work Micke and Joachim. The detail on the characters faces looks amazing.
Looking forward to the game. |
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Joachim member
Member # Joined: 18 Jan 2000 Posts: 1332 Location: Norway
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Posted: Sat Jul 08, 2000 3:02 am |
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thx again guys,
cos, that is the main character, so it's good you liked him Micke did him.
Francis, thx ! I will redo my page and add lotsa stuff. But, I have the mesh and maps of two characters on my page, on the 3d page. I will add lotsa more very soon ! Also, if you want, I've putten up some of the very many animations on my page as well..feel free to download them
http://home.online.no/~j-barrum/site/artframe.htm
TurboYVR, yeah, I see what you mean. But, that'f fixed I guess that screenshot is taken without bone influence, but now in the game, it's almost impossible to fuck up the joints, no matter how extreme the poses are.
kri, thx !
Joachim
web: http://home.online.no/~j-barrum/
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micke member
Member # Joined: 19 Jan 2000 Posts: 1666 Location: Oslo/Norway
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Posted: Sat Jul 08, 2000 4:20 am |
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Thank you again for the nice feedback.
The "principal"(Gavin Skinner) is one of our game designers and level-editors at work.
Yeah it would be nice to post some of the characters and textures, but i have to ask for permission first from our producer, since
we have limitations of what we can release at the moment.
-micke
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-Mikael Noguchi-
http://www.katode.org/noguchi/ |
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