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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

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Allyn "Mr_Bloodworth" Mcelrath   (Feb 07, 2007 at 21:17 GMT)
How are you doing that road? Looks almost painted, but, even in 1.5 i don't think you could do that.

Chris \"C2\" Byars   (Feb 07, 2007 at 21:25 GMT)
Looks like you've got some environmental talent.

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)
I love those clean designs, really.

Neo Binedell   (Feb 07, 2007 at 22:30 GMT)
That looks bloody marvelous ;p

Stephan (viKKing) Bondier   (Feb 07, 2007 at 22:36 GMT)
Nice environment.
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)
At first, I thought it's Half-Life 2.
Very nice looking indeed!

Todd Pickens   (Feb 08, 2007 at 01:03 GMT)
Nice job, very clean. Any first person shots?

@ 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)
How did you do the road? is it a separate object? i don't think so.... nice job.. well done...

Tom Eastman (Eastbeast314)   (Feb 08, 2007 at 03:30 GMT)
Way to set the bar. Nice shots!

Tony Richards   (Feb 08, 2007 at 04:33 GMT)
Fractured Universe could use another level editor. We have a playable MMORPG game with medieval, modern and futuristic settings. We're using TGE + MMO Kit + a bunch of custom code.

Check out our website... www.fractureduniverse.com.

Todd Pickens   (Feb 08, 2007 at 04:38 GMT)
@ Ando, is that TGE or TGEA?

Leslie Young   (Feb 08, 2007 at 05:11 GMT)
Kork must be feeling pretty outa place by now ;)
Awesome work Ando.

ando   (Feb 08, 2007 at 05:59 GMT)
Thanks guys,

@ 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)
Ando, Great Job!

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)
Wow !!

Ian Roach   (Feb 08, 2007 at 09:12 GMT)
Absolutely amazing stuff.

Tom Perry   (Feb 08, 2007 at 11:40 GMT)
Fantastic stuff!

Mark   (Feb 08, 2007 at 11:54 GMT)
Looks like HL2 or Battlefield, lol

Cholly   (Feb 09, 2007 at 03:52 GMT)   Resource Rating: 5
Hmm, my comment didn't take. Must have hit the rating submit by mistake - DOH!

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)
@ Cholly,

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)
@Todd

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)
Aaron,

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)
Well if you have decals conform to the terrain what you are basically doing is making each decal a list of polygons, etc... it stops being a decal and becomes a mesh... and in this case... a terrain mesh ;p

Cholly   (Feb 11, 2007 at 07:54 GMT)   Resource Rating: 5
Hmmm, so what we need is either enhancements to the decal system or really short decals that don't span multiple terrain polygons.
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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