de_cargo

de_cargo

Re: de_cargo Posted by R_Yell on Mon Sep 5th 2005 at 6:46pm
R_Yell
32 posts
Posted 2005-09-05 6:46pm
R_Yell
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32 posts 33 snarkmarks Registered: Mar 6th 2005 Location: Spain
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.
Re: de_cargo Posted by Junkyard God on Mon Sep 5th 2005 at 7:54pm
Junkyard God
654 posts
Posted 2005-09-05 7:54pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
This looks very nice man, i like the theme and skybox alot, it's realy looking promising :biggrin: keep it up and this will be a great map!
Hell, is an half-filled auditorium
Re: de_cargo Posted by Tracer Bullet on Mon Sep 5th 2005 at 9:06pm
Tracer Bullet
2271 posts
Posted 2005-09-05 9:06pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
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.
Re: de_cargo Posted by R_Yell on Mon Sep 5th 2005 at 9:37pm
R_Yell
32 posts
Posted 2005-09-05 9:37pm
R_Yell
member
32 posts 33 snarkmarks Registered: Mar 6th 2005 Location: Spain
You can't see those details because they aren't made yet. I appreciate all criticism, but plz, don't ignore what I wrote:
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
Re: de_cargo Posted by satchmo on Tue Sep 6th 2005 at 4:39am
satchmo
2077 posts
Posted 2005-09-06 4:39am
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
I love the idea. It reminds me of the part in FarCry :smile:

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
Re: de_cargo Posted by habboi on Wed Sep 7th 2005 at 11:12am
habboi
782 posts
Posted 2005-09-07 11:12am
habboi
The Spammer of Snarkpit
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782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
That skybox is really realistic! A lot like Valve's ones :biggrin:
Also that boat is perfect almost :smile:
Re: de_cargo Posted by Trapt on Wed Sep 7th 2005 at 11:51am
Trapt
99 posts
Posted 2005-09-07 11:51am
Trapt
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99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
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
Re: de_cargo Posted by R_Yell on Wed Sep 7th 2005 at 2:43pm
R_Yell
32 posts
Posted 2005-09-07 2:43pm
R_Yell
member
32 posts 33 snarkmarks Registered: Mar 6th 2005 Location: Spain
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.
Re: de_cargo Posted by Junkyard God on Wed Sep 7th 2005 at 3:09pm
Junkyard God
654 posts
Posted 2005-09-07 3:09pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
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
Re: de_cargo Posted by R_Yell on Wed Sep 7th 2005 at 11:22pm
R_Yell
32 posts
Posted 2005-09-07 11:22pm
R_Yell
member
32 posts 33 snarkmarks Registered: Mar 6th 2005 Location: Spain
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.
Re: de_cargo Posted by Trapt on Thu Sep 8th 2005 at 6:58am
Trapt
99 posts
Posted 2005-09-08 6:58am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
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
Re: de_cargo Posted by Crono on Thu Sep 8th 2005 at 7:21am
Crono
6628 posts
Posted 2005-09-08 7:21am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
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.