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Thread: Make your own military shooter game! | Forums

  1. #1
    Here's the link to show what I was writing about Autodesk helping to make HQ video games that sell alot.
    Here's Heavenly Sword(PS3)> http://en.wikipedia.org/wiki/Heavenly_Sword
    It's odd but, I don't see AutoDesk or AutoDesk products mention in the Wikipedia page for HeavenlySword(maybe I was reading to fast).

    Here's the AutoDesk video talking about it> http://www.youtube.com/watch?v=xTg8rFnXYkA

    Here's the AutoDesk> http://usa.autodesk.com/

    Maybe you'd like to combine the programs of AutoDesk products with other to get a result like this> http://www.youtube.com/watch?v...Tl6c&feature=related

    Maybe you'd like to make guns that work and look this> http://www.youtube.com/user/Im...U#p/u/32/2G3-GQf3ndU
    Before you post an ignorant comment doubting the above photo realistic video, look at his other video's and the tutorial he has and maximize the screen and you'll see he's using AutoDesk 3ds Max.

    You could recreate GRAW2 characters(or any other character from a game) and then manipulate their appearance/movements or make small/large scale terrains using the other products from AutoDesk.
    You could use this plug-in to make a destructible forest/foliage area(s)> http://www.youtube.com/watch?v=g10NDl6HdD4and this> http://www.youtube.com/watch?v...EOgc&feature=related Oh, AutoDesk bought SpeedTree by the way. Don't believe look around at the Autodesk.com link I posted. Battlefield Bad Company 1-2/GRAW1-2 and many other shooter games don't even have forestry that's destructible like SpeedTree.
    Or you could use this plug-in(APEX by Nvidia)> http://www.youtube.com/watch?v...TOwY&feature=related
    to make soldier clothing. You could use this plug-in to make realistic rain for a weather effect on the map(s)> http://www.youtube.com/watch?v=O1cfZBWujSw GenArts has alot of realistic plug-ins for AutoDesk so check out their website here> http://www.genarts.com/support
    Maybe you'd like to use this plug-in> http://mudboxhub.com/s/plugin
    The list goes on and on. What AutoDesk did for Heavenly Sword on the PS3, AutoDesk can do for Ubisoft on the next ghost Recon. Or just scratch the whole Ghost Recon idea and start a newer, better modern day warfare related game. The options are there but who's going to actually make the choice to improve?
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  2. #2
    There's a video that will start here, watch it because , "None", of the Tom Clancy games never had stuff on them that looked this skilled.
    http://resources.autodesk.com/med/Games_Development

    Maybe you like this> http://www.youtube.com/watch?v...0G5g&feature=related

    This was made with AutoDesk Maya and something else> http://www.youtube.com/watch?v...xs2s&feature=related
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  3. #3
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    Autodesk isnt an engine. Its a very very good middleware for producing parts of a game, notably models and animation. But still isnt an engine. Unreal, Cryengine, Unity, Yeti are engines.

    And making an Xbox 360 games takes alot of effort ( unless you want to make a simple XNA game ) that requires large teams, sacks fullof money, dev consoles and licenses.

    Plus what you show there are very good but they stagnant units, they are not interactive ingame. Remember a XBox 360 has only a maximum of 512Mb of RAM to play with so trade offs in graphically fidelity have to be made all the time. Thats why every game doesn't look as good as the latest Pixar movie.
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  4. #4
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    Its way more complicated than that. I like the Bruce Lee clip though, classic.
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  5. #5
    Originally posted by PALADIN_BS:
    Autodesk isnt an engine. Its a very very good middleware for producing parts of a game, notably models and animation. But still isnt an engine. Unreal, Cryengine, Unity, Yeti are engines.

    And making an Xbox 360 games takes alot of effort ( unless you want to make a simple XNA game ) that requires large teams, sacks fullof money, dev consoles and licenses.

    Plus what you show there are very good but they stagnant units, they are not interactive ingame. Remember a XBox 360 has only a maximum of 512Mb of RAM to play with so trade offs in graphically fidelity have to be made all the time. Thats why every game doesn't look as good as the latest Pixar movie.
    1) The program from AutoDesk can be incorporated into a game just like they did for Heavenly Sword. As far as the hit detection for say, when target A...to target B... I'm quite sure another program can be used to coincide with AutoDesk.

    2) Look, people make thing's hard or seem like they are at the moment because we're all ignorant about certain thing's to a degree. But, you can overcome your ignorance if your willing to learn and that's going to depend on how much you want it and how far you really want to take it. For instance, AutoDesk starts with getting familiar with the programs options and capabilities but after that it's only limited by your imagination. You prevent you from progressing(at least in this situation). Like I wrote, I could do the weapons(and a really fine job at it too) and it shouldn't take that much time to do it. However, if I had to make everything(terrain, building structures, clothing/gear, weapons) then sure, it's going to take a very long time. But never then less, it could be done. It's very time consuming. Me editing video's and posting them on my YouTube.com channel(I'm adjusting my settings on Vegas because a couple of my video's got messed up) is minor for me but using AutoDesk is different. As far as what you wrote about Xbox360 RAM being so pathetically low, maybe it's time somebody step up and take the consoles to the next level. Somewhere further than the PS3(because it's superior) but not as far as an actual PC. I'm not trying to get into a whole debate to prove the PS3 better than the Xbox360, what I'm writing is there needs to be change in the industry. These companies have gone stale. Them making GR games is like Paramount Pictures continuing to make Friday the13th movies. It's like, let it go already and move on to try and make something else, something better. All they're doing is milking a series for every penny they can get.
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  6. #6
    I like your confidence when it comes to creating games, but I truely think you are underestimating the skills that it takes.

    Simply making a weapon can take a long time. First you have to model the weapon, making sure that you don't make it so sophisticated that the engine or system can't handle it. Next you head to photoshop or something similar to 'paint' the weapon. Now days most games use normal maps among other maps to make the model look better, so you'd have to add that to your workload to meet the average gamers demands.

    Let's not forget that if you are making the weapon for a game, that you also need an effects artist to create the muzzle flash and what happens when the weapons projectile hits a surface. Different surfaces meaning dfferent reactions. Ah, I almost forgot about the animations as well... the most obvious being reloading.

    Long story short, we buy games from companies like Ubisoft, because we don't have the resources and skills to make our own games.

    If anybody wants to try out some freeware to see how there skills stack up, I would recommend a program called Blender. However, if you want the top stuff, then 3ds Max, Softimage/XSI(I think Autodesk bought the rights to this one), and ZBrush seem to be the most common.

    I've seen many great artists who use a wide range of products, and a lot of the time you will hear them say something along the lines of, "The artists skills matter more than the tools he is using". Look at any known modelling/rendering/animation suite, and you will see that amazing stuff can be made with any program. That's not to say that the professional programs don't make things easier or quicker.
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  7. #7
    Ghost Recon: Future Soldier [Console]
    This should be in the general discussion forums...
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  8. #8
    Originally posted by H3RO91:
    I like your confidence when it comes to creating games, but I truely think you are underestimating the skills that it takes.

    Simply making a weapon can take a long time. First you have to model the weapon, making sure that you don't make it so sophisticated that the engine or system can't handle it. Next you head to photoshop or something similar to 'paint' the weapon. Now days most games use normal maps among other maps to make the model look better, so you'd have to add that to your workload to meet the average gamers demands.

    Let's not forget that if you are making the weapon for a game, that you also need an effects artist to create the muzzle flash and what happens when the weapons projectile hits a surface. Different surfaces meaning dfferent reactions. Ah, I almost forgot about the animations as well... the most obvious being reloading.

    Long story short, we buy games from companies like Ubisoft, because we don't have the resources and skills to make our own games.

    If anybody wants to try out some freeware to see how there skills stack up, I would recommend a program called Blender. However, if you want the top stuff, then 3ds Max, Softimage/XSI(I think Autodesk bought the rights to this one), and ZBrush seem to be the most common.

    I've seen many great artists who use a wide range of products, and a lot of the time you will hear them say something along the lines of, "The artists skills matter more than the tools he is using". Look at any known modelling/rendering/animation suite, and you will see that amazing stuff can be made with any program. That's not to say that the professional programs don't make things easier or quicker.
    There's plenty of video's on YouTube who've made weapons using AutoDesk and it took them less than maybe 72hrs.(because they're used to it already) so go search it for yourself and see. As far as Blender goes, Blender is free but is no where near as sophisticated as AutoDesk. "IF", you'd have watched the links I posted you'd have saw that it can be done with AutoDesk and their plug-ins.
    I don't think you did because of what you just wrote and the evidence is already in those video's I posted the links to. Try reading and watching those video's at the links I listed above so you might understand better. I bought GRAW2 because at that time I wasn't on XBL or even wanted to be and the campaign was alright to a degree.
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  9. #9
    Originally posted by Tinker1971:
    <BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Ghost Recon: Future Soldier [Console]
    This should be in the general discussion forums... </div></BLOCKQUOTE>
    If you don't like it then go post somewhere else, it's really simple.
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  10. #10
    Originally posted by xxxxLEADERxxxx:
    There's plenty of video's on YouTube who've made weapons using AutoDesk and it took them less than maybe 72hrs.(because they're used to it already) so go search it for yourself and see. As far as Blender goes, Blender is free but is no where near as sophisticated as AutoDesk. "IF", you'd have watched the links I posted you'd have saw that it can be done with AutoDesk and their plug-ins.
    I don't think you did because of what you just wrote and the evidence is already in those video's I posted the links to. Try reading and watching those video's at the links I listed above so you might understand better. I bought GRAW2 because at that time I wasn't on XBL or even wanted to be and the campaign was alright to a degree.
    While I agree that Blender isn't as sophistacated, I do think that it can hold its own up againt other professionally used software. Like I said, people can do amazing things with even the simplest programs, which Blender is not.

    You're right though, I did not watch the vids yet. I just assumed that it was people making weapons, just for the sake of making weapons. I didn't expect the video to show all of the steps I posted that are needed to get a working weapon into a game (model, texture, effects, and animation). I didn't even mention weapon damage and stuff like that.
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