Hey guys-
I was asked my the marketing department to make a first post here, and I generally like them and don't want them to cut me wide open with swords I'll talk about something.
So with the players in the game, we want nice looking characters, but you can see very VERY far. This means we need to implement Level of Detail on almost everything, mostly generated by hand. This means it's a huge pain in the butt. This more or less invisible to the end user because by the time it switches to a new level of detail the character is small or smaller on the screen, so we don't need as much detail as if it was up close. Here's some images that demonstrate the various levels of detail on the players. 1 is if the player is really close, and 4 if the player is minuscule on the screen:

So, with art, one of the most annoying parts about making a that is generally outdoors is the lighting. Normals, woohoo! Yeah, that's great if you have a few point lights. Outside, the sun washes everything out. So to tackle this approach we do a few different things with our character lighting. Here's some knowledge, illustrated by use of the special Legions Developer Team skin.
First the mesh is rendered with just geometry. From this geometry, we can apply a specular highlight to the model, as well as cast simple shadows, as well as some self-shadowing (ie arm casts shadow across chest, etc). Overall, it looks like a huge mass of clay but it's being lit properly.

From here, the next step is to take a normal map, which we've generated from a high poly model in 3D Studio Max, and apply it to this shape. This normal map can also read the light direction and properly light the small details within the normal map with specular lights and shadows. We also use a black and white specular mask to control how shiny parts of the texture are, and generally how they shine. Now that lump of clay is looking like a lump of clay with some details. Check out those metallic man nips. Yeah!

From here we need to add some color data and generally surface texturing. We do this through the diffuse texture. We create a new texture that contains all this information, and this is applied with the previous normal map, specular, and shadow data and we have something that resembles a character in a video game:

So this is how the players are lit in Legions. Hopefully the marketing guys will get someone in here to talk about something more fun, but at least I can talk about art. In the meantime, I need to get back to work to make sure this thing doesn't get off the rails!
-Tim

Cool stuff tim. I was always curious about the diffeent ways people make their stuff. Did you guys ever try the unreal 3 engines way of lighting? they take a low poly mesh and paste a super high poly lighting mesh on to it. it looks gorgeous.
Posted by: Vladimir356 | March 21, 2008 at 09:47 PM
What happens if i dont win the contest? Can i never play
the Fallen Empire:Legions? I´m glad if you answer me fast.Thanks
Posted by: Thunda | March 22, 2008 at 12:46 AM
The contest is just for the private beta. Everyone will get to play during the public beta a few weeks after that.
Posted by: Dylan Romero | March 22, 2008 at 03:08 PM
When you say "shadow data" Do you mean OCC maps?
If so then basicaly your useing Normal, Specularity Difuse and A. occlushion (or some form of shadow map)
IF your not useing OCC maps maybe a hint to what type of maps and maybe a resource to useing them in torque?
:)
/cheers
Kalitre
Posted by: Kalitre | March 22, 2008 at 08:50 PM
Thanks alot Dylan Romero for that information.Thanks.
Posted by: Thunda | March 23, 2008 at 02:24 AM
How i can buy things in Instant Action whit those tokens?? Please tell me.Thanks
Posted by: Thunda | March 23, 2008 at 02:25 AM
Hey i need to know how to play this game i made an acount and left to wait for my email. So i finaly got it and i came back and the only thing i could do is watch videos.
Posted by: jake | March 23, 2008 at 11:07 AM
Jake.You must activate your account if you want play games.You can activate your account in InstanAction in your email and just click the link in your email.
Posted by: Thunda | March 24, 2008 at 06:36 AM
Vlad, that is how we create the normal map. It's very similar.
Posted by: Tim | March 24, 2008 at 12:32 PM
@Thunda:
We haven't made anything available to purchase with ActionTokens yet, but keep saving them up and inviting friends, b/c pretty soon you'll be able to use them to get new maps, characters, and other stuff like that for all the games.
Posted by: Dylan Romero | March 24, 2008 at 01:35 PM
Thanks again Dylan Romero for that information!
Posted by: Thunda | March 25, 2008 at 04:06 AM
how do you get action tokens
Posted by: matt | March 27, 2008 at 11:20 AM
how do you get action tokens
Posted by: matt | March 27, 2008 at 11:21 AM
How I can get more AT:s?
Posted by: Thunda | March 28, 2008 at 05:19 AM
You buy them..C'mon Read the homepage,would it kill ya?
On that note,This is awesome.
Posted by: Gerano | March 29, 2008 at 02:19 PM
You buy them..C'mon Read the homepage,would it kill ya?
On that note,This is awesome.
Posted by: Gerano | March 29, 2008 at 02:20 PM
Thanks Gerano! :)
Posted by: Thunda | April 12, 2008 at 12:06 AM
When the F.E.L Beta comes??
Posted by: Thunda | April 19, 2008 at 08:56 AM