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Pushing the scene
Pushing the scene
| Name: | ando | ![]() |
|---|---|---|
| Date Posted: | Feb 07, 2007 | |
| Rating: | 4.6 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for ando |
Blog post
Following on from my previous blog, I thought I would push the scene some more.
I wanted to add a main attraction, something more complex and technical, I guess that explains the bridge. A little tip if you have big complex interior geometry is to only build half then mirror it in game using the editor this can help with big brush errors and help framerates. I think its more efficient if only used on large and complex builds like this bridge, doing it on regular buildings would be wasting time, datablock and probably have a negative effect.


Although the previous sky was nice I thought I would create a more moody sky, it's quite dramatic the difference a decent skybox can have. I also reworked some textures mainly the fence to bring it more into line with its surroundings which is very important if you want people to feel emerged in the scene. Get your scale, colour and contrast balanced and things should be looking Hokey Cokey :P
If any Constructor devs are reading this please let me in on the testing, I would love to help and really put it to the test, pretty please :)
@Ian Roach, I never received your mail, try my new email account... andoart@googlemail.com
I wanted to add a main attraction, something more complex and technical, I guess that explains the bridge. A little tip if you have big complex interior geometry is to only build half then mirror it in game using the editor this can help with big brush errors and help framerates. I think its more efficient if only used on large and complex builds like this bridge, doing it on regular buildings would be wasting time, datablock and probably have a negative effect.


Although the previous sky was nice I thought I would create a more moody sky, it's quite dramatic the difference a decent skybox can have. I also reworked some textures mainly the fence to bring it more into line with its surroundings which is very important if you want people to feel emerged in the scene. Get your scale, colour and contrast balanced and things should be looking Hokey Cokey :P
If any Constructor devs are reading this please let me in on the testing, I would love to help and really put it to the test, pretty please :)
@Ian Roach, I never received your mail, try my new email account... andoart@googlemail.com
Recent Blog Posts
| List: | 05/14/08 - 1.7 Good Stuffage 02/04/08 - Stuffage 12/15/07 - Gnostaria WIP4 10/12/07 - Gnostaria WIP3 10/06/07 - Gnostaria WIP2 09/19/07 - Gnostaria - Work in progress 06/11/07 - TGEA bling 04/04/07 - Jungle Boogie 2 |
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Submit your own resources!| Allyn "Mr_Bloodworth" Mcelrath (Feb 07, 2007 at 21:17 GMT) |
| Chris \"C2\" Byars (Feb 07, 2007 at 21:25 GMT) |
Quote:
If any Constructor devs are reading this please let me in on the testing, I would love to help and really put it to the test, pretty please :)
Hah, doesn't everyone? How I wish Constructor would be released.. it's been far too long since I've mapped..
Quote:
@Ian Roach, I never received your mail, try my new email account...
Join Project Shadow, not Illumina. ;)
(We're all set, actually. Go for it, Ian.)
| Apparatus (Feb 07, 2007 at 21:59 GMT) |
| Neo Binedell (Feb 07, 2007 at 22:30 GMT) |
| Stephan (viKKing) Bondier (Feb 07, 2007 at 22:36 GMT) |
Some talent in here.
Thanks for the tip for the bridge... 8-)
It was so evident I missed that!
| Kirakorn Chimkool (Feb 08, 2007 at 00:25 GMT) |
Very nice looking indeed!
| Todd Pickens (Feb 08, 2007 at 01:03 GMT) |
@ Allyn, you can do a road like that in TGE. You just need to allocate the textures for it. Depending on what you want the road to do, you need a straight north/south texture, a straight east/west, turn left, turn right, etc.
Don't know if that is what Ando did here, but it looks like it.
With the resources available to expand the terrain texture count to 16+ this be pretty easy.
| Broken_Sword (Feb 08, 2007 at 03:16 GMT) |
| Tom Eastman (Eastbeast314) (Feb 08, 2007 at 03:30 GMT) |
| Tony Richards (Feb 08, 2007 at 04:33 GMT) |
Check out our website... www.fractureduniverse.com.
| Todd Pickens (Feb 08, 2007 at 04:38 GMT) |
| Leslie Young (Feb 08, 2007 at 05:11 GMT) |
Awesome work Ando.
| ando (Feb 08, 2007 at 05:59 GMT) |
@ Leslie, If you look you can see Kork has a twin brother standing on the bridge so he feels OK with his move into reality :P
@ Todd, I included a First Person Shot just 4u :) hopefully you can see the textures in more detail. Its all totally bog standard TGE, not a change in code or script, just six 256x256 terrain textures. I will probably port to TGEA for the bling bling factor, that should be interesting
@ The road questions, It is simply a transparent model floating a fraction above the terrain, it has its limitations with receiving shadows but that's a small compromise. You could have hilly roads if your prepared to shape the terrain to the model, good luck with that :P
| Todd Pickens (Feb 08, 2007 at 06:15 GMT) |
A transparent road section, that would have been my second guess.
I mocked up a terrain texture version of a tiling road in TGE this evening, just for the hell of it.
The transparent model looks like it works well, but I would hate to have to do that on any sort of large scale with matching it to a non flat terrain.
I use to work in a custom built engine that allowed the artist to flip and rotate the UV assignment of map textures, so you could really get a lot of use out of the them. Something like a tiling road set would take up half the memory foot print with editor feature like that.
I'll post a screen shot once I screw with it a bit more.
| Timothy Aste (Feb 08, 2007 at 09:08 GMT) |
| Ian Roach (Feb 08, 2007 at 09:12 GMT) |
| Tom Perry (Feb 08, 2007 at 11:40 GMT) |
| Mark (Feb 08, 2007 at 11:54 GMT) |
| Cholly (Feb 09, 2007 at 03:52 GMT) Resource Rating: 5 |
Anyway, I was wondering, instead of using models or many textures to create roads, what about using decals? They conform to the terrain and don't take up texture slots. How is TGE's performance with many large decals?
Greg
| Todd Pickens (Feb 09, 2007 at 03:59 GMT) |
Good question. I haven't played around with decals in TGE so I have no idea.
Anyone know if decals would work?
| Aaron Ellis (Feb 10, 2007 at 16:05 GMT) |
After a quick test with modified bullet decals, it looks like huge decals might be an option for flat terrains. However, decals are applied as planes and do not conform to landscape curves. Might possibly be changed in code though.
Here's a pic . . .
www.aaronellis.net/hugedecals.jpg
| Todd Pickens (Feb 10, 2007 at 19:12 GMT) |
Interesting! Too bad the don't conform. Maybe one of the coding wizards out there can tell us if conforming to the terrain would be a reasonable change to the code for these purposes?
| Neo Binedell (Feb 10, 2007 at 20:28 GMT) |
| Cholly (Feb 11, 2007 at 07:54 GMT) Resource Rating: 5 |
Short decals that are road width might be doable if there is no crown to the road, but thats a whole lotta decal overhead.
I did find a resource by Alex Scarborough that should help with rendering many decals, although it doesn't do anything for terrain conformity: garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=11693
Greg
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4.6 out of 5


