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Our Ghosts of War - World War 2 Survival Game

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  • #31
    Amazing work so far! I have been doing a personal research project on Omaha and Unreal in my spare time, one of the most challenging things is finding decent images of the hills and cliffs as well as the placement of the defenses! Here are a few sources I have been working from to help you out if you need it!

    http://www.ssqq.com/travel/oslo2010dday1.htm

    http://www.battleofnormandytours.com/photos-omaha.html

    http://historygeek.co.nz/2013/06/05/...s-omaha-beach/

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    • #32
      I'm about to post an update but first lets get everyone's questions answered.

      Originally posted by HeadClot View Post
      WOAH - That MAP! THAT MAP!

      How did you do that?!

      I know that you used SRTM DATA but ... hell... That map...

      A Tutorial would be most welcome even if it is on a small scale.

      Please show me your work flow.
      We'd prefer to keep the workflow private until after we've released the game. Thanks for understanding.

      Originally posted by ConnorTheScot View Post
      If the map can be pulled off correctly, i would be very very impressed!

      Quick question, i am guessing the SDEM Data is from current images and not representative of Normandy at the time?

      Thanks
      Correct. Considering that we haven't been able to find any satellite data stemming from the 1940's this is the best we're going to be able to do for the time being all things considered. I'm sure there are probably resources out there for what the terrain looked like at the time but apart from shelling and the impact it made on the soil at places like Pointe Du Hoc there's probably been very little terrain changes in Normandy.

      Originally posted by EmptyGODFATHER View Post
      Amazing work so far! I have been doing a personal research project on Omaha and Unreal in my spare time, one of the most challenging things is finding decent images of the hills and cliffs as well as the placement of the defenses! Here are a few sources I have been working from to help you out if you need it!

      http://www.ssqq.com/travel/oslo2010dday1.htm

      http://www.battleofnormandytours.com/photos-omaha.html

      http://historygeek.co.nz/2013/06/05/...s-omaha-beach/
      There's been a good deal of research been put into Normandy already and these can only help. Thank you!

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      • #33
        9/16/15 UPDATE


        Hello everyone,

        Wow. A lot of really amazing feedback here for "Our Ghosts of War". It's tremendously gratifying to hear the goodwill from the the community members who have posted publicly and contacted us privately to wish us their best. Thank you. Thank you so much. It means an awful lot to us.

        The big thing we've been discussing lately in the team is how exactly to get Omaha Beach to look exactly as it does. A big sticking point for us since the beginning has been to make this the most true to life authentic World War 2 experience that has ever been created. This is going to be achieved through the incorporation of two new technological breakthroughs.

        The first of these is by making sure "Our Ghosts of War" is designed from the ground up with VR in mind. Although we have nothing to announce in regards to specifics right now we believe that it is vital for us to design this game from the ground up with VR in mind so that anyone who steps into the game world feels as if they've stepped into the boots of the soldiers who fought on those bloody beaches nearly half a century ago. To that effect we're going to be launching the game with a True-First Person system that will allow players to see their hands, legs, boots, and arms as they trek through Nazi-occupied France and make the experience of playing "Our Ghosts of War" even more immersive.

        The second is by incorporating photogrammetry into our workflow. This has been a long conversation and in the end its something we've decided has to happen if we're going to live up to what we hope to achieve. For those that don't know or haven't heard about photogrammetry I'd suggest reading this article from the developers of Ethan Carter about the process: http://www.theastronauts.com/2014/03...-ethan-carter/.



        The plan right now is to practice the photogrammetry process for the next 90 days to get a good sense of the workflow before Jack and I hop on a plane to Normandy. Part of what we hope to achieve is recreating a 1:1 simulation of Omaha Beach that is as close to 100% accurate to the day the Normandy Invasions took place. It shouldn't be close. It should be the same dang thing. We want to be able to experience what it was like landing on the beachhead and see exactly what the soldiers saw that day. In order to achieve this we need photogrammetry. It will allow to us to get the entire beach terrain translated into meshes that we can use to provide the most realistic example of the D-Day landings ever created.

        That isn't to say there aren't any wrenches waiting in the works. In order to capture the entire coastline we're going to need to purchase drones and learn to fly them. Because the cliffs and bluffs are so close to the water simply wading out into the ocean isn't going to work. Instead we'll have to attach our cameras to the drones and take pictures of the coastline so we can convert them into 3D models and get them in the game. This of course will require time and money. Both issues that we're working to resolve right now.



        The upside is that apart from the ocean side cliffs where we'll need to use drones, everything else should be easily incorporated into the game. For example we'll be able to get a very good representation of the beach rocks you see in the image above in the game. Not only that but the trees, weeds, flowers, and landmarks of Normandy will all be captured as well during our eventual trip out there. If anyone knows of any cool spots we should spot by that might be hard to find and would act as cool sights in the game please don't hesitate to send us a PM. Our budget is limited so we're probably only going to be able to make a single trip out there. We're also holding casual negotiations with someone who is more experienced in combining photogrammetry with drone technology and if we're able to knock out a deal with them maybe they can go instead of us. If an agreement isn't reach, we'll be the ones heading out there instead.

        Lastly here are some updates on some assets that we're developing at the moment. We'll have another update for you next week when our multiplayer servers should be running. Take it easy guys!

        TIGER



        HAWKINS MINE



        LUGER



        Pixel Perfect Polygons

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        • #34
          1911 Textures Shot 2

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          • #35
            Liking the way this looks so far! But you should really show more angles of the 1911, and without the depth of field, if you're going to show off the texture work.

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            • #36
              9/16/15 MINI-UPDATE


              - Hired a couple of new artists. Nothing to announce on what they're working on but we should be able to showcase the fruits of their labor soon.
              - Three new assets knocked out dealing with World War 2 obstacles. Will showcase in the next major update.
              - Our Sherman High Poly is being reviewed.
              - Variable Health & Stamina bars are in place for players to customize their character builds. Will explain soon. Holding off on video footage until the game looks like more than simple prototyping.
              - Figuring out which military vehicles to include in the game.
              - Luger High Poly is done.

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              • #37

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                • #38
                  Oh.. that looks epic as ****.

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                  • #39

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                    • #40

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                      • #41

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                        • #42

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                          • #43

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                            • #44
                              Originally posted by TooManyfps
                              No offence, I mean the 3D work is nice and everything, but honestly, this is the most childish thing I have read here so far.
                              Like the other thing with 'knife goes in, guts come out' stuff.
                              Seriously, ....
                              How is this comment at all constructive to this thread.

                              You guys continue to amaze me with your creativity and expression with this project. Keep up the great work! I still look forward to see this come full circle.
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                              • #45
                                Thanks DevilsD. We're working hard and staying busy. Things are really starting to pick up.

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