As always, I'll start the new post with an obligatory link to the new OverDose website and forums. Over the last few years our servers have had the personality of a chronically depressed lemming and have had the tendency to drop out of existence at the best of times. Thankfully, we have been on the new server for a good while now and it’s as solid as an IT nerd on the front row of a swimsuit modelling contest. So, the big shiny logo below, go ahead and play whack a mole with it:
This link will give you access to the main OverDose website where all the news gets posted first, as well as access to the [TBG] forums, which we think of as kind of our "EXTRA!" area. We post a lot of development junk, pictures and info in there that doesn't make it to the main sites, so if you want first hand access to the inner workings of OverDose, get your filthy mitts on a forum account and get posting!
Development Update
So things are moving along at a faster pace these days, which is great news for everybody. Mapping is still seriously lagging behind which isn’t the best news, so lets get that out of the way. We have a grand total of zero people helping out. What makes it worse is that people don’t seem to know we are actively looking for people who have already made maps for other titles, so we can bring them over to OverDose with OD’s engine and features to create an even better looking version than before. So its not like you need to even do anything, as I can do that.
Right, lets move on to nicer news :)
Weapons are coming along great as you can see, and the pistol is heading towards being complete as we speak which is great news. I should have some gameplay videos up in the coming weeks btw to show you some of the weapons in action, so stay tuned for those. But another area we are working hard towards is more post processing effects and control, which is the reason for this update.
Colour Grading (Cross Processing)
I’ve had a lot of fun with this, I have to say. Colour Grading as its known to the gaming crowd, also known as Cross Processing, is a specific method used in film and photographic that involved developing the film negative in the wrong type of chemical, thus resulting in a different overall picture tone and colour. It’s used in many things, TV, Cinema, Photographs, you name it. It creates an amazing look and feel that the stock image didn’t contain. When it comes to post processing it works much the same way in that it allows the artist control over each Red Green and Blue channel separately. This isn’t to be confused with what we already had in place, which was colour tinting. Colour tinting tints the entire screen a colour. In other words, cross processing can do the following:
But would it work in games? The short answer… Yes. The long answer? HELL YES. Post Processing can change the entire feel of a location and create an atmosphere otherwise impossible to visualize with other methods. It can take a day light scene and make it look night, it can make an area covered in lava have a warm ambient tone. The limit of course is your imagination.
OverDose implements Cross Processing via simple 256x1 .tga gradient textures. The beauty of this is that it allows you to load a .acv Curve file in Photoshop and use that as your effect ingame. Its simple, its fast and its sexy as hell. I can’t wait to see what people come up with :)
Very nice effect.
Whoa, awesome!
Very impressive, nice to see some new progress :)
Team-blur-games.com
This looks A LITTLE BIT like UT3 map named VCTF-SandStorm
Pnmedia.gamespy.com
Its almost like I used an already existing pic as an example of what the effect does...?
Yeah but i think you should've mentioned it... Maybe.
Thats a pretty famous pic of UE3, so I would assume people would know, but yeah this is the internet. I may update the pic and slap a UE logo on it.
Nice xD
Quite cool :))