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Korrinport (lots of pics)
Korrinport (lots of pics)
| Name: | Gareth Fouche | |
|---|---|---|
| Date Posted: | May 02, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Gareth Fouche |
Blog post
Well, I have finally begun to get into the artwork and area design of my RPG. Starting with the city of Korrinport. I'm aiming for a grey, foggy looking port city, sort of like 1800's London, with a more medieval bent. This is the city the player starts in, and will introduce him to some of the plots and characters in the game.
Todd Pickens FPS pack has come in very useful here. (Please bear in mind that lighting of static shapes in 1.5.1 is a bit wonky, they only recieve ambient light, for that reason I've turned up the ambient light a bit, making Difs overly bright.)
Without further ado, pics :



In the background, behind the clock, you see the Dockmasters building. Arriving ships need to report their cargoes to him, and ships can only leave with his clearance.

To the north of the docks are the cliffs which protect Korrinport from the fierce winter storms, the rich and powerful in Korrinport build their houses and mansions on the cliffs so they can look down on everything else (for the moment, I'm using the medieval buildings I've been moddelling as placeholder mansions). Between the pier and the cliffs is the old fishermens wharf, once I have more player models you can expect to find crusty old sea dogs fishing off of it :

Fishermans wharf close-up, in the background you can see the player standing on the pier :

Standing on the end of a pier, looking west, you can just make out the lighthouse. What secrets does it hold? :

Wonder if anyones home? :

I wonder whats up there? :

There are exactly 99 stairs in the lighthouse, for anyone interested :P :

Turns out this lighthouse is unmanned....until I get more player models :P :

.... and now for something completely different. I have also got the Immersive AI project implemented into my game, and it is really very impressive. And hooray, A* Pathfinding! :D :

Thanks to the guys involved with that, your work is appreciated.
Todd Pickens FPS pack has come in very useful here. (Please bear in mind that lighting of static shapes in 1.5.1 is a bit wonky, they only recieve ambient light, for that reason I've turned up the ambient light a bit, making Difs overly bright.)
Without further ado, pics :



In the background, behind the clock, you see the Dockmasters building. Arriving ships need to report their cargoes to him, and ships can only leave with his clearance.

To the north of the docks are the cliffs which protect Korrinport from the fierce winter storms, the rich and powerful in Korrinport build their houses and mansions on the cliffs so they can look down on everything else (for the moment, I'm using the medieval buildings I've been moddelling as placeholder mansions). Between the pier and the cliffs is the old fishermens wharf, once I have more player models you can expect to find crusty old sea dogs fishing off of it :

Fishermans wharf close-up, in the background you can see the player standing on the pier :

Standing on the end of a pier, looking west, you can just make out the lighthouse. What secrets does it hold? :

Wonder if anyones home? :

I wonder whats up there? :

There are exactly 99 stairs in the lighthouse, for anyone interested :P :

Turns out this lighthouse is unmanned....until I get more player models :P :

.... and now for something completely different. I have also got the Immersive AI project implemented into my game, and it is really very impressive. And hooray, A* Pathfinding! :D :

Thanks to the guys involved with that, your work is appreciated.
Recent Blog Posts
| List: | 08/19/08 - Korrinport Reloaded 07/18/08 - SoW - More concept art 07/09/08 - It may not be Oblivion... 06/24/08 - Celebratory 05/13/08 - The Gingerbread Villa 04/14/08 - SoW - Some concept art 04/02/08 - Blog of War 02/28/08 - Scars of Bloom |
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Submit your own resources!| Canon (May 02, 2007 at 12:19 GMT) |
| Matt Huston (May 02, 2007 at 12:28 GMT) Resource Rating: 5 |
| Dave Young (May 02, 2007 at 12:57 GMT) |
Awesome! I haven't tried out the immersive AI stuff yet, how many AI do you have running with it?
| Gareth Fouche (May 02, 2007 at 13:10 GMT) |
@ Matt : I played a little Arcanum, but not much unfortuntely. Maybe I should try find a copy....
@ Dave : Hmmm, to be honest, I have only tried it with 2 AI, not really what you'd call stress tested! I've mainly been focused on getting it integrated, understanding the code logic and verifying that the pathfinding does work. I'll have to stress test it tonight, wee fun :) I'm impressed by how simple and easy it is to add new behaviors to the AI though, in the form of Goal and Solution libraries (scripts).
| Richard Van Stone (May 02, 2007 at 13:14 GMT) |
| Gareth Fouche (May 02, 2007 at 13:22 GMT) |
I basically copied a part of one of Todds FPS packs textures so that the cobblestones would match the docks. But that chunk doesn't tile at the moment. When I get time I'll go back and fix it, but I wanted to get the layout of the city down a bit more before I go through and "polish details". I'm trying this newfangled "Iterative design" thing they're all talking about ;)
| Stephan (viKKing) Bondier (May 02, 2007 at 14:21 GMT) |
| Todd Pickens (May 02, 2007 at 15:59 GMT) |
Ya, I noticed the dts lighting issue as well, but I am sure a fix is in the works.
I was thinking about making the diff version of my docks content my first constructor project. Can't promise it right now, way too many things going on, but its a good possibility.
| Gary "ChunkyKs" Briggs (May 02, 2007 at 18:09 GMT) |
Gary (-;
| Mario N. Bonassin (May 02, 2007 at 18:29 GMT) |
in the first picture. the closest pier. the two pillions that are against the wall look like they are just sliced off by the rock. they should be moved so that they don't go into the wall or play with the rock texture around the pylon to make it look like they are supposed to be going through the wall.
To many games just kind of leave things like that with the assumption that no one will really notice. I notice all the time and it just screams lazy modeling to me. It also makes it really obvious that you are looking at a fake image. I like things to look as realistic as possible even if they are just pixels on a screen. This is mostly an aesthetic issue with me though, they say "Perfection is in the details"
| Novack (May 04, 2007 at 16:53 GMT) |
| Clint S. Brewer (Jun 04, 2007 at 20:00 GMT) |
where's the dinghy I can use to go out to the light house?
Why does the paddle have this giant bite out of it, and why do they look so afraid every time I mention wanting to visit the light house?!
old men, and old women, and their superstitions...
| Micheal Donnellan (Aug 11, 2007 at 01:12 GMT) |
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4.0 out of 5


