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Imagine a world where the villages of humans were scattered along mountaintops, and the world below was completely blocked off by an impassible wall of clouds. In a world like that, advancements in air travel would precede both land and sea. This is the kind of world that Aero Empire is set in. In this world, the player can rise through the ranks, from a lowly gunner manning a turret aboard an airship to the commander of several airships, ordering the crew of your own airship and the captains of the airships in your squad. Aero Empire is a cross-genre game, incorporating elements of role-playing games, shooters, flight simulators, and squad combat. Production on the game started November 25th, 2008, and is scheduled to release by the end of 2010, and a potential sequel focusing on nation management may come later. The single player version will be free to download and play, with no restrictions.

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Add media Report RSS Marketplace Completed (view original)
Marketplace Completed
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sbnewsom
sbnewsom - - 656 comments

Instead of applying the cell shading ink line to the texture, you should develop a shader similar to Prince of Persia 09. It would definitely compliment your style a lot more.

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terra0nova Author
terra0nova - - 178 comments

Care to elaborate?

There are both lines in texture and lines generated by the renderer in the image above. Here's an old image showing only the lines generated by the renderer alone (brightened to show color): I106.photobucket.com

If Prince of Persia is doing something different - then send me a link to a screenshot or perhaps tech report (if one exists), and I'll look into it.

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sbnewsom
sbnewsom - - 656 comments

When you encorporate lines in the texture, you get lines where there should be any. Like that pillar closest to us. It looks very awkward with the thick black line down two thirds from the left.

Lines are used to differentiate itself from background objects. When you see a line on itself, thats usually to differentiate itself from other features.

Unless I'm wrong and that black line is actually rendered. It just looks like an awkward place to render a line on an object.

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terra0nova Author
terra0nova - - 178 comments

That line is rendered, not in texture. In addition to silhouette lines which separate foreground from background, ridge and crease lines are also generated (ridge and crease lines are lines at very sharp angles - in this case, a 90 degree angle). Ridge and crease lines are added to the model in a preprocess step, so it's easy to remove them if people think they look bad, but personally I like them. If the pole was round instead of square, no lines would be added.

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sbnewsom
sbnewsom - - 656 comments

Judging by the latest images and videos, its looking great. So I'll resign my previous comments. Keep up the great work.

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terra0nova Author
terra0nova - - 178 comments

Thanks!

It's kind of tough to tell how the lines are added in this screenshot, so I can see where your comment came from, but I think in general the lines look pretty good.

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Description

Our first complete model + texture (the airship's texture needs revising), the marketplace. The marketplace has 381 triangles, and is one of the buildings found in towns. Included is concept art and screenshots from the game engine's model viewer of the Marketplace.