Game Development Community

dev|Pro Game Development Curriculum

Pushing the scene

by ando · 02/07/2007 (1:03 pm) · 24 comments

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.

i7.tinypic.com/2vt9ziv.jpg
i12.tinypic.com/3z1xrow.jpg
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
Page «Previous 1 2
#1
02/07/2007 (1:17 pm)
How are you doing that road? Looks almost painted, but, even in 1.5 i don't think you could do that.
#2
02/07/2007 (1:25 pm)
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.)
#3
02/07/2007 (1:59 pm)
I love those clean designs, really.
#4
02/07/2007 (2:30 pm)
That looks bloody marvelous ;p
#5
02/07/2007 (2:36 pm)
Nice environment.
Some talent in here.

Thanks for the tip for the bridge... 8-)
It was so evident I missed that!
#6
02/07/2007 (4:25 pm)
At first, I thought it's Half-Life 2.
Very nice looking indeed!
#7
02/07/2007 (5:03 pm)
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.
#8
02/07/2007 (7:16 pm)
How did you do the road? is it a separate object? i don't think so.... nice job.. well done...
#9
02/07/2007 (7:30 pm)
Way to set the bar. Nice shots!
#10
02/07/2007 (8:33 pm)
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.
#11
02/07/2007 (8:38 pm)
@ Ando, is that TGE or TGEA?
#12
02/07/2007 (9:11 pm)
Kork must be feeling pretty outa place by now ;)
Awesome work Ando.
#13
02/07/2007 (9:59 pm)
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
#14
02/07/2007 (10:15 pm)
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.
#15
02/08/2007 (1:08 am)
Wow !!
#16
02/08/2007 (1:12 am)
Absolutely amazing stuff.
#17
02/08/2007 (3:40 am)
Fantastic stuff!
#18
02/08/2007 (3:54 am)
Looks like HL2 or Battlefield, lol
#19
02/08/2007 (7:52 pm)
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
#20
02/08/2007 (7:59 pm)
@ Cholly,

Good question. I haven't played around with decals in TGE so I have no idea.

Anyone know if decals would work?
Page «Previous 1 2