de_cargo
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Re: de_cargo
Posted by R_Yell on Mon Sep 5th at 6:46pm 2005


Once I finished hull and 3dskybox models (made in XSI), I'm working on basic brushwork. My aim is to complete all areas in a simple form, test playability all I can and then complete with all details possible without compromissing performance. Main deck and accommodation zone are playable now, but containers are placed almost randomly. Next will be cargo holds and engine room.





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Re: de_cargo
Posted by Junkyard God on Mon Sep 5th at 7:54pm 2005


This looks very nice man, i like the theme and skybox alot, it's realy looking promising <img src=" SRC="images/smiles/icon_biggrin.gif"> keep it up and this will be a great map!


Hell, is an half-filled auditorium



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Re: de_cargo
Posted by Tracer Bullet on Mon Sep 5th at 9:06pm 2005


Indeed, promising is the word. However, that first shot seems awfully bland. It just seems too.. finished. It looks more like a hotel than container ship! I don't see any water-tight compartment doors, exposed steel decking, pipes and wires... you get the idea.




Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.



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Re: de_cargo
Posted by R_Yell on Mon Sep 5th at 9:37pm 2005


You can't see those details because they aren't made yet. I appreciate all criticism, but plz, don't ignore what I wrote:


? quote:
I'm working on basic brushwork. My aim is to complete all areas in a simple form, test playability all I can and then complete with all details possible without compromissing performance





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Re: de_cargo
Posted by satchmo on Tue Sep 6th at 4:39am 2005


I love the idea. It reminds me of the part in FarCry <img src=" SRC="images/smiles/icon_smile.gif">

And definitely add some decals for some gritty look.




"The greatest thing you'll ever learn is just to love and be loved in return." -- Toulouse-Lautre, Moulin Rouge



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Re: de_cargo
Posted by habboi on Wed Sep 7th at 11:12am 2005


That skybox is really realistic! A lot like Valve's ones <img src=" SRC="images/smiles/icon_biggrin.gif">
Also that boat is perfect almost <img src=" SRC="images/smiles/icon_smile.gif">





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Re: de_cargo
Posted by Trapt on Wed Sep 7th at 11:51am 2005


The map looks real nice. Particularly the skybox.

The one critisism I have is this: the boat is so bloody clean! You need some dirtied up textures, and the first screenshot is just... empty. There's nothing in there.

Once it's been dirtied up, and filled up a bit, you've got one hell of a good looking map.



I seem to have done toilet on your floor



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Re: de_cargo
Posted by R_Yell on Wed Sep 7th at 2:43pm 2005


The mountains are realistic yes, in fact they are taken from Washinton state using real digital elevation data, so no surprise there. I did a lot of research mysefl to get there, but once you know how is very easy.

It consist in processing a half million triangles model (cutting all things that you don't need), then convert it to 5000 triangles, and finally make a normal map comparing between the two models. I'm using a 1024x1024 texture, imagine what level of detail you can get using x2 or x3 amount triangles and 2048 texture. I want to try that in another map, one that isn't so big and open.

I wrote a tutorial for all the community here (in second page I explain that):

http://interlopers.net/forum/viewtopic.php?t=4597

About the ship, don't want to make a clean ship, and in fact now isn't very clean I think. Accommodation zone could fit with a lot of pictures I saw (except isn't so narrow like real ships), other areas won't be so clean of course. It depends on ship's age also, a 20 years old ship doesn't look the same that another younger. My main preocupation is giving it coherence, so one zone doesn't like a 40 years old ship, and another looks like just made.




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Re: de_cargo
Posted by Junkyard God on Wed Sep 7th at 3:09pm 2005


one thing does looks a bit odd though, the water, sea water usualy has foamy stuff where waves break etc. , maybe you could try to invest in a new water texture and try to make waves 'break' at certain points.




Hell, is an half-filled auditorium



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Re: de_cargo
Posted by R_Yell on Wed Sep 7th at 11:22pm 2005


Creating new water requerires much more artistic sense than I can afford. Anyway, using valve's method we can't get much further I think, it's a simple tiled texture. Enough for a pond, but really short for a sea with brave water. Pirates of S.XXI will be a game with incredible water, by the way.




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Re: de_cargo
Posted by Trapt on Thu Sep 8th at 6:58am 2005


I guess the 'foamy stuff' would be a waste of time anyway. You can't be able to see it if you are always on the boat, can you? I'm assuming the boat is the only area players can go?


I seem to have done toilet on your floor



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Re: de_cargo
Posted by Crono on Thu Sep 8th at 7:21am 2005


Something that may be a nice effect ... not quite sure how to achieve it, probably with some very talented 3d skybox work.

But, you can attach the world (nowhere the player can get to ... and not the water) to a simple rotating entity, that way it'd appear the boat is drifting off. It shouldn't be that demanding. The only reason I suggest moving everything except the boat is that the boat would probably get buggy with player interaction. I think, it may give an interesting effect if done properly.

But, it is just a suggestion.

Even something else like a lower bridge somewhere that draws up when the boat gets near would be cool. You could even have three or so rotating entities and have after so often rotations the parent changes to the boat appears to be traveling in an almost random path. It could be really cool.

Something else that'd be nice is if you put water in a 3d skybox around the map, put in some fog the farther "out" you can see.

Anyway ... that's probably some difficult stuff.

[EDIT]

Ha! Maybe I should have read the map description first. Sorry.

I guess the only other thing I could suggest is have a linear moving object somewhere in the map, nodraw'd of course, and parent the moving parent of the skyboxs, to give a slight "up and down" wavey effect.



Blame it on Microsoft, God does.




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