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Plastic Gem #15: Kirk Alberts' Urban Decay 5 of 5

by Kirk Alberts · 06/27/2008 (7:25 am) · 6 comments

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Plastic Gem # 15 : Kirk Alberts' Urban Decay 5 of 5

Difficulty: Easy

Hi, Kirk Alberts from Plastic Games here for the final installment of the Urban Decay gems. I have the final example interior using the texture pack described in Gem #11. A warehouse:

www.plasticgames.com/dev/blog_images/gems/urbanDecay04_warehouse.jpgShot of urbanDecayWarehouse.dif

We made this warehouse while doing research into creating a city with modular pieces. In the above image you can see the warehouse and urbanDecay04.dif, the example building from the previous gem, Gem #14. It also became a great test to see if Paul's AI code could navigate complex areas. Which it did awesomly.

www.plasticgames.com/dev/blog_images/gems/urbanDecayWarehouse01.jpgShot of urbanDecayWarehouse.dif

The warehouse is a very large building, and the outside of it arranges well with the other buildings. It looks much like the other buildings and you cannot tell that it's run down from the front. The other structures around it are mainly "props" and can not be entered.

www.plasticgames.com/dev/blog_images/gems/urbanDecayWarehouse02.jpgShot of urbanDecayWarehouse.dif from inside

Viewed from the inside is another matter. Here you can see this warehouse has long since been in disrepair. Notice how different this view of the inside appears from the outside view. The roof I had planned to build with gaping holes in it that would have made some great opportunities for dramatic lighting.

www.plasticgames.com/dev/blog_images/gems/urbanDecayWarehouse03.jpgAnother shot of urbanDecayWarehouse.dif from the inside


This Gem's Sample Interior

In the .zip file for this gem I have included an example building called urbanDecayWarehouse.dif. Put this file in the urbanDecay folder you created in Gem #11 and then place in the mission editor.

Unlike the past gems, today's example building comes with the .map file as well. It's in the .zip file along with the .dif file. If you know how to load .map files you can take an even closer look at how this building is made. Anyone new to bsp editors might get something out of just looking at it and analyzing. Like some of the other maps, you'll notice some flaws and some awkward stretching of textures. By the way, don't ever optimize your textures after you've initially placed them. You'll see why on the floor of this building. The engine takes into account that the texture has been reduced in size when the resolution was lowered and scales it to fit the area it initially took causing some nasty stretching.

This interior is just a sample to show how the texture set can be used. It does not have LOD or portals setup. Once again, this was only an example and wasn't completely finished.


Next Weeks Gems

I think everyone has had enough of BSP construction and textures for a while. We hope everyone enjoys the free Urban Decay texture pack. Next week we'll turn the mic back over to Paul and Anthony.

Thanks everyone for the comments. They were much appreciated.

#1
06/27/2008 (9:26 am)
Adding my thanks as well.

The texture set alone has given me a great deal of inspiration. Being able to prototype a city block with this weeks gems has caused a flurry of city planning as well.
#2
06/27/2008 (11:26 am)
I'm so glad I could help. Thanks for the feedback and best of luck on the project.
#3
06/27/2008 (7:51 pm)
These all look so awesome. I'll be glad when I get a few days/hours/ and or minutes to look at them.
Thankyou for sharing your work. All of these will be great learning tools for all. :-) (lord knows I need to learn) :-D
#4
06/28/2008 (2:28 pm)
Thanks a lot for the stuff.
Very appreciated.
#5
06/29/2008 (2:08 am)
Thanks again.
#6
10/17/2008 (6:53 pm)
Many thanks for the wonderful tips and resources. You guys really go above and beyond!