SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Epifire on July 24, 2013, 05:10:11 PM

Title: [WIP] Supplies Outpost
Post by: Epifire on July 24, 2013, 05:10:11 PM
Okay so there is a lot I cannot say about the theme of the map cause it's still undecided. I know BF 1 has pulled off snow areas really well in the past (with it's full bright textures, etc) but suggestions are welcome. So basic story is that the Rebels have taken hold of a Imperial supplies outpost and are trying to lay claim to the whole place. However they tripped the base security when capturing the main facility and the outlying imperial garrison (in vehicle docking have been alerted).

We would assume the Imps would just take off and alert the rest of the fleet, but with a possible Turbo-Laser to shoot them down they can't take that chance until that threat is removed. With both teams packing full tank and infantry armament, it's a race to capture the turret hard point and remove the opposition in the process!

So the strategy behind the design is that the Turbo-Laser is a game changer. So whom ever controls the middle of the map can take on the enemy vehicles with ease. It can be flanked and the gunner will be able to be shot out of the chair, so it's also open to being flanked. I wanted to make something that forced team work to win, so there will always be a point of contention that serves great importance.

Map layout is relative and likely to change
(https://imgur.com/y4Sdfyp.png)

Additional Screenshots
[spoiler](https://imgur.com/aCnNX7i.png)

(https://imgur.com/wJsKlgw.png)

(https://imgur.com/ursGs5B.png)

(https://imgur.com/6JDYHtT.png)[/spoiler]

Turbo-Laser Progress (previous untextured)...

[spoiler](https://i.imgur.com/tdJbEr7.png)

(https://i.imgur.com/OnaCaDL.png)

(https://i.imgur.com/qOtBLar.png)
[/spoiler] 

Later images will be rolled back to this post. They have a great bumping capability so they will be posted as progress before a finalized version is tossed up.

I'm no expert when it comes to info regarding ZE or engine specific stuff I run into problems with. I plan on keeping this as performance friendly as possible. Feel free to chime in and comment with the ongoing progress of the map. Do note that once the map is completed all the assets will be available for free usage in the community (with due credit of course).

ALPHA TEST BUILD HERE http://www.swbfgamers.com/index.php?topic=9364.msg122443;topicseen#new
Title: Re: Supplies Outpost (help needed!)
Post by: Snake on July 24, 2013, 06:17:02 PM
I'll try to help! I need a side project to distract me from the drudgery of working on the Museum.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 24, 2013, 08:23:07 PM
Well the turret is the first thing I'm gonna be getting developed, and once it's done all nice and fancy that will be the biggest thing. The rest is just modeling structures and bases, etc. Some recycled assets will be used for that when needed, but I'm not being shy about building a lot from scratch.

I'll be sure to keep people posted on progress here.  :tu:
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 01:22:56 AM
Update of one of the tile textures for general usage throughout structures in the map. It is a depth bake mesh and I may end up painting in the color with weight maps...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FImp_Panel_3_zps3d6ec983.jpg&hash=f22fbc38c790ea8b2eb62f432416c0a6bd8def46)[/spoiler]

Third Panel I've been working on, there will be a base one, a maintenance panel and a glowing light strip one. So far that's what I've got but I'll be likely to have additional ones to keep a more robust selection. This does not include UV unwrap specific single use textures for detail props.
Title: Re: Supplies Outpost (help needed!)
Post by: Unit 33 on July 26, 2013, 01:31:40 AM
Quote from: Epifire on July 26, 2013, 01:22:56 AM
Update of one of the tile textures for general usage throughout structures in the map. It is a depth bake mesh and I may end up painting in the color with weight maps...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FImp_Panel_3_zps3d6ec983.jpg&hash=f22fbc38c790ea8b2eb62f432416c0a6bd8def46)[/spoiler]

Third Panel I've been working on, there will be a base one, a maintenance panel and a glowing light strip one. So far that's what I've got but I'll be likely to have additional ones to keep a more robust selection. This does not include UV unwrap specific single use textures for detail props.
That texture... it's so clean! Oooh clean.

From the looks of things, and your extensive modding history we can certainly expect some great things.
Title: Re: Supplies Outpost (help needed!)
Post by: tirpider on July 26, 2013, 01:34:02 AM
You are "next leveling" this every step of the way.
Great models and map plan.
Title: Re: Supplies Outpost (help needed!)
Post by: Sereja on July 26, 2013, 02:31:30 AM
Quote from: UNIT 33 on July 26, 2013, 01:31:40 AM
That texture... it's so clean! Oooh clean.

More look's like, this model, do not have the textures at all. It's just repainted.
Still, I may say, for some videocards, untextured models, may appear in game, as totaly black objects. So, your map, cud be look's buggy, for some PC, if you not planing, to give any textures, to your models.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 02:33:27 AM
Quote from: Sereja on July 26, 2013, 02:31:30 AM
More look's like, this model, do not have the textures at all. It's just repainted.
Still, I may say, for some videocards, untextured models, may appear in game, as totaly black objects. So, your map, cud be look's buggy, for some PC, if you not planing, to give any textures, to your models.

I think you miss the point a little. See that is an early WIP picture just showing the geometry I plan on baking into a TGA texture. I will bake an Ambient Occlusion map to draw out the depth and maybe even second that into a bump map.

Yeah no where near complete yet.  :P
Title: Re: Supplies Outpost (help needed!)
Post by: Snake on July 26, 2013, 09:25:14 AM
Alright, well when you get all the models done just send them over along with notes on where you want them put (or i guess it will all be one model?) and all the hard points of the turrets so I can make an odf.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 10:38:10 AM
Well the thing is I got help on making the turret ODF (through Rage) and I may be able to map it myself. Buildings will be clustered by location and will be combined when appropriate to do so. My guess is I will have to run a copy off the folder structure so somebody else can Munge it (cause currently compatibility is my issue). Just general advice though is always appreciated.  :tu:
Title: Re: Supplies Outpost (help needed!)
Post by: Phobos on July 26, 2013, 10:58:59 AM
Why doesn't it munge?
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 11:16:08 AM
Doesn't like Windows 7 for some reason but I'm determined I can fix it cause I recall there was some sort of work around for it.
Title: Re: Supplies Outpost (help needed!)
Post by: Kit Fisto on July 26, 2013, 12:57:56 PM
Is this it?
http://www.swbfgamers.com/index.php?topic=3083
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 01:44:59 PM
Yeah somehow I never had console response when I tried it before. Gonna need map help/advice anyway but I should be able to munge if I can get that fix to work.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 09:55:55 PM
I notice there was a little confusion with my process on baking meshes down to textures. So I'll show an example as to how this whole process works...

Imp_Panel_Detail
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FImp_Panel_Detail_zps3154baa5.jpg&hash=2c75c10c181c725d8f4dca79f39b9dc76e30dcbc)[/spoiler]

On the right are the four detail meshes I evenly divided to match grid points. And on the left you have a flat grid with the baked AO map (along with an active bumpmap running) ready for the next step in adding extra detail. You can draw completely symmetrically lines, dividing them all and this is good for making quick and easy use when setting up UVs later on.

Now since this is for building detail I knew I could combine four textures into one to save on memory and simplify my material amounts in XSI. These are for details on smaller faces (mainly indoors) so they don't actually need to be really big. The next step is to paint smaller details into the diffuse. There is a really good chance I will end up layering the details with weight maps in XSI. It's a fairly complex method but I find it the most effective. For the XSI users who might want to learn more about it here is a video set that got me started...

http://www.youtube.com/watch?feature=player_detailpage&v=7nDlV9pJFkg (http://www.youtube.com/watch?feature=player_detailpage&v=7nDlV9pJFkg)

After watching the tutorials and putting them to use I made this as a test scene with it.... [spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FNature_Scene_Render_zps690430bd.jpg&hash=f11d1c038ff958be55b7c12e874640db4865c9ac)[/spoiler]

Highly recommended for anyone wanting to advance their texture development skills!  :cheers:
Title: Re: Supplies Outpost (help needed!)
Post by: tirpider on July 26, 2013, 10:37:19 PM
I love the videos. It is a little beyond my XSI skillset at the moment (I get lost in the schematic views like the render tree,) but it definitely makes me want to start using Ultimapper.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on July 26, 2013, 11:38:28 PM
Yeah it took careful study of which panels he was in and how he was using them for me to get anything out of it. As long as you know why your using different panels and settings it makes the world of a difference. I know I had to take a couple hours to figure it out and that was after I had seen the videos several times.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on August 03, 2013, 10:54:39 PM
Trying some work with the new textures and seeing how it looks. This is a supplies bunker for the rebel base sections...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FRebel_Shelter_zps7106456f.jpg&hash=2250e58bc4517140c0a42bc30083ed9571622793)

All ambient occlusion maps so there isn't any color to those textures. With the UV mapping done all I'd have to do is add all the details into the textures and copy over the old versions. Oh it's also 816 tris so I can still go ahead and add more detail on the inside and I'm still good.

The bulk of my unfinished textures I'm using on this...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FTexture%2520Showcase%2FImp_Panel_4_zps6abf26a5.jpg&hash=d0a795926cb0ee2d43678ef6d1c424b8fa915b2a)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FTexture%2520Showcase%2FImp_Panel_3_zpse4b9aee1.jpg&hash=c21e64e08a2f4b3c629315a78ed94a1f0cde8fd0)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FTexture%2520Showcase%2FImp_Panel_2_zpsf731187a.jpg&hash=a62b7b669058043a6ddf6ce15c2df42a9171afe6)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FTexture%2520Showcase%2FImp_Panel_Detail_zps827792cd.jpg&hash=ebdc5ba5ec0ff92895be527e1d2c2ce5f9d79c60)[/spoiler]
Title: Re: Supplies Outpost (help needed!)
Post by: tirpider on August 04, 2013, 12:33:47 AM
Right on.
They really add depth to the model.
Without the color, those textures remind me of Stormtrooper greeble.
Title: Re: Supplies Outpost (help needed!)
Post by: Epifire on August 13, 2013, 10:12:14 PM
Well I did some final work to the UVs and this is how the thing should look...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FSupplies_Bunker_1_zpsc4dff55b.jpg&hash=ca95724a346c8e7de0e814aa8fc7f6bd20de2c1b)

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FSupplies_Bunker_2_zps73bc3d0e.jpg&hash=d1b67c6a99146f0d4bf5df15fd32371903ec7979)[/spoiler]

There of course will be additional work done to the baked textures it's using. The good thing is that when finished with all my gathering all my baked sources, I can knock them all out on the detail pass. This also allows for great consistency because all your detail work would be done at the same time.

On the other hand using the plain AO bakes aren't going to hurt my development cycle, because once they are assigned and the UVs are done they texture outline remains the same. So I don't have to worry about using fully finished textures since that can all be done later.

Hope this bit of info helps other people that may want to take on larger projects like this in the future.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 14, 2013, 11:29:23 AM
Annnd I got a watch tower I tossed together last night...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FWatch_Tower1_zps542d4d51.jpg&hash=30452003cc0ef30f56161ee465c1e6ea59d4c041)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FWatch_Tower2_zps0faa44f1.jpg&hash=561638cb32c6b68ed36dbfccd1d19ef54f054a1e)

Should have a hallway joint prop that can attach to it. Still not sure how I'm going to integrate it into the map but one thing I know is that there will be two of these overlooking the back path to both bases. Snipers should get a kick out of using them too.

PS: Thanks Snake for moving my thread to the right part of the forum!
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Snake on August 14, 2013, 12:48:24 PM
I think, if it's meant for sniping, the windows should be lowered about half a foot. The snipers will have to aim down.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 14, 2013, 12:56:12 PM
I saw that actually. I scaled the tower down in size overall but it should only come a bit below the chest. It's not an entirely secure spot so it's less about hitting guys close to the tower as it's more about hitting ones farther away. It's built so that it's not too campy cause I for one hate all out sniping maps. Trying to get away from the Cloud City vibes cause I'm a more close range fighter myself.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Snake on August 14, 2013, 01:21:21 PM
Ah, good! I noticed in COD they do a great job of stopping sniper camping by making all good sniper spots have several entrances, so that they all can't be guarded. Just a thought.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 14, 2013, 01:34:24 PM
The main idea is that each tower will be in sorta symmetrical placement on both sides of the underground entrance. The map wont use a totally symmetrical design as the actual bases will be unique from there on, but the route to the Turret control center can't offer an upper hand to either side. If it did one faction would have a serious advantage over the other.

Generally you should be able to rush either watch tower and can lob grenades in there. It's not too big so a grenade anywhere in there should cook whomever is brave enough to remain inside.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 24, 2013, 09:32:09 PM
Next up is the main hub the Storage Facility. It will house a CP and will have an access bridge going out to the watch tower. Gonna likely make some other emplacements and buildings for the base on the Rebel's side so this isn't all...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FStorage_Facility_1_zps50e1c5f8.jpg&hash=41cb7d8f9320cbbff3fc338ee8e1591a49c1693f)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FStorage_Facility_2_zps5bd3ff0e.jpg&hash=010c0c62100df6e83cda9ec4c18c5e175ef21bc0)

It should sit with the back side of the building in a hill. As a matter of fact most the map should be sitting in a large excavation site. Or a quarry of sorts.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Kit Fisto on August 24, 2013, 10:14:59 PM
That will look very nice ingame. I look forward to this map!

Will this be a SWBFI exclusive map? Or will you port it to SWBFII after...
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 25, 2013, 12:09:23 AM
I have no plans to port to BF 2 but I'd be open to the option of getting help to do it. Naturally all the assets will be available to people when I get it finished so anyone can try to port it if they like. Gonna be a while though so for now I'm just concentrating on making a good map with solid assets. That storage facility is like the third version since I scrapped the prior ones. Really trying to take my time and do it right. The interior is a bit messy to me texture wise, but I've been getting a bit stingy with making more AO bakes since I know I will have more materials to finalize.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Unit 33 on August 25, 2013, 01:43:04 AM
Are you using some reference material for this? The buildings are bang-on the Imperial aesthetic.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: RepComm on August 25, 2013, 12:19:37 PM
Quote from: UNIT33The buildings are bang-on the Imperial aesthetic.
And its not even colored!
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 25, 2013, 12:29:54 PM
Quote from: UNIT 33 on August 25, 2013, 01:43:04 AM
Are you using some reference material for this? The buildings are bang-on the Imperial aesthetic.

Just JK: Jedi Outcast, since I love that game so much for it's locations. Might have been mapped in old BSP brushes but it still looks great to me for how they conveyed Imperial architecture...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimages1.wikia.nocookie.net%2F__cb20100617180744%2Fstarwars%2Fimages%2F4%2F43%2FKejimOutpost_1.jpg&hash=c69e55126736038890fdfec2c00a633510f603e9)

I'm aiming for the Kejim color and lighting schemes so if you can imagine these white AO maps getting color added to look like that. I've looking over a lot of Imperial stuff in the past though so while I have my theme, most of the stuff is just added when I need it and I sorta follow mental guide lines I have for it. Most of which is... Keep it metal, make sure lots of edges (mainly door frames) have lights in them and also keep it boxy but make sure the edges are defined.

See one thing too many mappers don't understand (but was very well taken care of it JK:O) was minding the edges with textures. You can have something extremely boxy and simple in terms of geometry but if your edges are defined with details meant to handle edge work you can really make it pop. Often I'm using the same five textures for a whole building, but I know what I'm gonna use them for so if I keep that in mind they usually go a long ways. I still could use a couple more panel textures for interior work but so far it's been working out pretty well. What's really gonna be difficult is adding color and detail to my textures when I'm done making all the buildings.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Snake on August 25, 2013, 12:45:36 PM
Your work is.. Serajacious!  :o That's a level no one has reached except Sereja himself!
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Unit 33 on August 25, 2013, 01:59:10 PM
Quote from: Epifire on August 25, 2013, 12:29:54 PM
Just JK: Jedi Outcast, since I love that game so much for it's locations. Might have been mapped in old BSP brushes but it still looks great to me for how they conveyed Imperial architecture...
I'm aiming for the Kejim color and lighting schemes so if you can imagine these white AO maps getting color added to look like that. I've looking over a lot of Imperial stuff in the past though so while I have my theme, most of the stuff is just added when I need it and I sorta follow mental guide lines I have for it. Most of which is... Keep it metal, make sure lots of edges (mainly door frames) have lights in them and also keep it boxy but make sure the edges are defined.
See one thing too many mappers don't understand (but was very well taken care of it JK:O) was minding the edges with textures. You can have something extremely boxy and simple in terms of geometry but if your edges are defined with details meant to handle edge work you can really make it pop. Often I'm using the same five textures for a whole building, but I know what I'm gonna use them for so if I keep that in mind they usually go a long ways. I still could use a couple more panel textures for interior work but so far it's been working out pretty well. What's really gonna be difficult is adding color and detail to my textures when I'm done making all the buildings.
Jedi Knight 2 is a great game! In-fact is was the game I played extensively before I came over to SWBF...
You can tell a lot of dedication went into their textures... I've used them in past for various skins.
I think that lighting should look really nice in SWBF... especially with some appropriate gloss/shinny effects applied to the targas.

Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 25, 2013, 05:53:10 PM
Well good thing is Crazy Bump is handy for tile textures, and the good thing is I happen to own a copy of CB. So I'll be building the appropriate looking specs and bumps for a lot of them. Gonna be a smaller map then most are thinking but as long as I handle view cutoff accordingly I can pack a lot of detail into the smaller spaces I use.

I plan on letting a lot of the models disappear as long as the disappear when not in view. Not sure if the engine handles it better with or without the lowrez version. I just assumed the lowrez was a way to keep it from popping out of view. If this is the case I wont be using Air Craft for my map but it makes more sense like that anyway.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Snake on August 25, 2013, 06:13:05 PM
I think models without a lowrez turn black or grey. The models I'm thinking of may be special cases though. Idk
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: RepComm on August 25, 2013, 08:33:29 PM
Quote from: Snake on August 25, 2013, 06:13:05 PM
I think models without a lowrez turn black or grey. The models I'm thinking of may be special cases though. Idk
Uh, I do it all the time and don't get this result. (For buildings vehicles and person models.)
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on August 25, 2013, 11:56:00 PM
Quote from: -RepublicCommando- on August 25, 2013, 08:33:29 PM
Uh, I do it all the time and don't get this result. (For buildings vehicles and person models.)

Well all I know is if I can help the engine performance by cutting off lowrez models I'll at least do that with interior stuff. This is of course if the view distances will allow me. If they are far enough and have a predictable range I can play with that, otherwise I'll just go the classic route.
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: Epifire on September 18, 2013, 04:15:17 PM
So good news is I'm buying some backup XP machines for backward compatible options. Will be able to fully Munge and work on my own map now.  :tu:

Working through a OS issue on this rig and moving to another state at the moment. So pardon my long delay in updates but this project is still going, just on hold for a little while.  :cheers:
Title: Re: [WIP] Supplies Outpost (help needed!)
Post by: {TCE}Call-of-Duty on September 18, 2013, 07:10:17 PM
dude its like im in JK2 on a free cam thats how amazing this map is.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 16, 2013, 04:13:10 PM
Pretty excited. Finally moved into my new place and am getting the final stuff setup so I can get back to work on this. After the sharing folders go up, who knows what's gonna happen.  8)

Oh btw, gonna be looking for a modeler/mapper for some collaboration once again. I want to get that turret finished for one thing and I want it to have it's own custom scope material among a couple other things. Could really use the help there so PM me if you got any tips on getting a turret set and working.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 16, 2013, 11:19:01 PM
Just got done with the bake off of this blast door, and am happy to say it turned out well...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FBlastDoor_1_zps3d769939.jpg&hash=7871aa564174fa1c932f2dd52eab27ec3a755a23)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FTexture%2520Showcase%2FBlastDoor_1_zps9d26be90.jpg&hash=c2960c0bfe079c0a9b735c33348a70e4f71faeb0)

Adding color to these as flat textures is gonna be interesting but with the right method it should go pretty smooth. Before I get carried away with this stuff again I still will be looking at ways to get the turbo-laser turret finished though. Lights and all the fine little elements are gonna be fun to look into as well.
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 16, 2013, 11:43:58 PM
That my friend, is simply beautiful.
Keep up the great, low-poly work :P
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 18, 2013, 09:18:51 PM
Just pulled a test off for the main supplies building and after some cluster tweaks it works fine. Of course there is no shadows, transparent windows and the textures are colorless still, but that'll all be well in hand. Just figured I'd give something that shows a bit of in-game scale...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129241666-3.jpg&hash=c00c77b1e436af9044de6713d1d7612fcacd5880)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129241668-3.jpg&hash=ac4b1f935b819f8d1ace5fce8a033111513a7928)

Still much more to do, and as of right now I'm looking into getting lights and glow textures working as well. I may start detailing the textures soon too but it's still too soon to tell.
Title: Re: [WIP] Supplies Outpost
Post by: 411Remnant on December 18, 2013, 09:57:17 PM
Brilliant work sir, truly a master of your craft.
Title: Re: [WIP] Supplies Outpost
Post by: Gold Man on December 19, 2013, 05:44:05 AM
Quote from: Epifire on December 18, 2013, 09:18:51 PM
Just pulled a test off for the main supplies building and after some cluster tweaks it works fine. Of course there is no shadows, transparent windows and the textures are colorless still, but that'll all be well in hand. Just figured I'd give something that shows a bit of in-game scale...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129241666-3.jpg&hash=c00c77b1e436af9044de6713d1d7612fcacd5880)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129241668-3.jpg&hash=ac4b1f935b819f8d1ace5fce8a033111513a7928)

Still much more to do, and as of right now I'm looking into getting lights and glow textures working as well. I may start detailing the textures soon too but it's still too soon to tell.

That looks awesome! Can't wait to someday play this map! :D
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 19, 2013, 10:15:54 AM
I think the hardest thing that you're going to have to pull off, is going to be AI pathing.. (even though its multiplayer themed).

I'm glad it looks pretty!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 20, 2013, 12:49:24 PM
Just another small update and a call out for some help. Posted over to GT about the question but I'm not having much luck. The question? Well I want to get glowing surfaces (such should be the top panels of this lamp) to glow and have a light source attached...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129247434-3.jpg&hash=ca3a4ba68866cee496d1caea78097fc40417739d)

Still no actual color but that can wait till last. I'm wanting to get the same effect like this lamp off of the Kejim base... (https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSulf9EtMzBEXfk3kYss-Z3uZ1Ncac3AqwHwwAxGrMaMKBZ7Est3g)

Oh and while I'm on the subject of lighting, does anyone know where I can change the sky light and other effects with it? I swear even though I painted a darker shade over my terrain it still has this weird "fullbright" look to it. The help would be much appreciated!  :wave:
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 20, 2013, 01:07:59 PM
To add lights:
Use primitives (hps, or nulls) as points in the MSH, preferably call them hp_light or something that you'll remember (with hp prefix so SWBF will recognize it). Then you can call it in the objects ODF: AttachToHardPoint    = "hp_light"
AttachODF    = "whitelight" //whitelight is an ODF in common.lvl source files, and you can modify that as needed and save it in your world ODF/ folder.

If you need multiple of the same light on one model AttachOdf   = "whitelight"
AttachToHardPoint  = "hp_light"
AttachToHardPoint  = "hp_light1"
AttachToHardPoint  = "hp_light2"
//etc

--
For the terrain lighting:
If you're trying to do all that fun stuff on a Windows7, well then good luck to you.. I'd work on an XP instead.
SKY lighting will not control the brightness of terrain, as I'm sure you already know. But you can find world and ambient lighting in world *.SKY file (in Worlds/ Folder, which I'm sure you know as well :P)
Title: Re: [WIP] Supplies Outpost
Post by: SleepKiller on December 20, 2013, 02:09:27 PM
The terrain is vertex lit (It does accept lights as well though.), you'll need to go into colour in Zero Edit to change it.  Painting all of the terrain something like 128 128 128 usually works fine.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 01:35:18 PM
Actually learning a lot about these things through this project. Mostly model skills here but I'm starting to pick up more as I go. Trying to get some different lighting settings in there but I already have an attached light to the lamp props now.

Oh, while I'm making some adjustments I've been wondering how I can edit the default level themes out. Cause currently I have this geo sky and tatooine soundscape (or what ever it's called in this engine). The sky file seems rather revealing but at current I'm wanting to get a less atmosphere more space background kind of sky. Would be cool if I could get a cool galaxy projected but I'm crap at finding references for stuff like that.

I guess I see most the lines for the defaults now, but a better question is a good method of replacing them.
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 21, 2013, 01:47:24 PM
Quote from: Epifire on December 21, 2013, 01:35:18 PM
Oh, while I'm making some adjustments I've been wondering how I can edit the default level themes out. Cause currently I have this geo sky and tatooine soundscape (or what ever it's called in this engine). The sky file seems rather revealing but at current I'm wanting to get a less atmosphere more space background kind of sky. Would be cool if I could get a cool galaxy projected but I'm crap at finding references for stuff like that.
I can try and put together so space sky 360 dome models if you want.
You can just replace the model and texture reference in the world .SKY file (dome_model something or another, you'll find it.)
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 03:53:54 PM
Quote from: -ChristmasCommando- on December 21, 2013, 01:47:24 PM
I can try and put together so space sky 360 dome models if you want.
You can just replace the model and texture reference in the world .SKY file (dome_model something or another, you'll find it.)

That's the trick is getting the right material for it. Splashing on a nice (1024 or larger squared texture) would be awesome. My current idea is to have a well defined set of stars with maybe some colorful nebula so it kinda pops when you look at it. Then have a relatively darker map that's more defined by the lit sections where base emplacements are at.
Title: Re: [WIP] Supplies Outpost
Post by: Sereja on December 21, 2013, 05:07:11 PM
Actualy, no needs to make HD sky texture, to make stars. Stars, it is a sky effect, and .sky file, responsible for this.
[spoiler] Stars()
{
NumStars(8000);
RandomSeed(1);
TwinkleFactor(0.0);
TwinkleFrequency(0.0);
Color(255, 255, 255, 255);
XBOX()
{
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PS2()
{
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
[/spoiler]

Nebula, it is a static sky object, and can be founded, in BF2 assets.

For making darker or brighter terrain, you may use "color" button in ZE.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 05:16:08 PM
Quote from: Sereja on December 21, 2013, 05:07:11 PM
Actualy, no needs to make HD sky texture, to make stars. Stars, it is a sky effect, and .sky file, responsible for this.
[spoiler] Stars()
{
NumStars(8000);
RandomSeed(1);
TwinkleFactor(0.0);
TwinkleFrequency(0.0);
Color(255, 255, 255, 255);
XBOX()
{
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PS2()
{
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
[/spoiler]

Nebula, it is a static sky object, and can be founded, in BF2 assets.

For making darker or brighter terrain, you may use "color" button in ZE.

Well I'm thinking of getting something new/less static but I'll have to test things and see. Oh getting some different light shafts working as I guess they are implemented to the light entity...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129252841-3.jpg&hash=4e82fcdd5a456de71cab48f47c54e0359b0bd7a5)

Took like 25 times of munging and tweaking hard points and values to get it looking decent. I still need to have the actual light panels illuminated though so they have an apparent source.
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 21, 2013, 05:24:07 PM
Excellent modifications, good luck on getting a more animated sky.. Not sure how that would work.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 07:01:55 PM
Been trying for a while to get this new sky dome to work but no such luck yet. Was wondering if someone else could get it to work, or tell me why this isn't.

Btw if these files are correct (and they show fine in MSH viewer) then it's probably my sky file lines. SO if anyone happens to get this to work shoot your settings my way so I can see what you did. Most the stuff I'm just guessing on since I don't mess around in these files too often.
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 21, 2013, 07:14:02 PM
It works fine, heres my sky file for reference:
SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}

SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}


DomeInfo()
{
    Texture("space_sky.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);

    Softness(1);
    SoftnessParam(60);

    PC()
    {
        TerrainBumpTexture("geo1_bump", 1.0);
    }



    DomeModel()
    {
        Geometry("Space_Sky_Dome");
    }

    DomeModel()
    {
        Geometry("geo_sky_arena");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_spire");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_dome_rim");
        Offset(10.0);
        MovementScale(0.995);
    }

    LowResTerrain()
    {
        Texture("geo1");
        PatchResolution(7);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("geo1_far_detail");
        DetailTextureScale(0.25);
    }
}

Only two things changed was Texture name reference, and dome model reference (with no MSH extension, some times that screws it up.. Not sure why.)

I would post screen shots, but apparently SWBF doesn't save them when in the default Win7 file path.. I always play from my flash drive..
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 07:18:34 PM
I just keep getting it coming up all black sky on mine and I swear I did the same things you did. It's modeled in Windows 7 but it's implemented, munged, and ran on my other XP machine.
Title: Re: [WIP] Supplies Outpost
Post by: RepComm on December 21, 2013, 07:22:35 PM
That is quite strange..

OH, I know. You put your dome and texture in the /World1/ folder right? It needs to not be in the /MSh/ Folder, and in the World1/ folder instead for some reason..
Its weird, because all files lead to the munged folder anyways.. (If anyone got my Nemo reference there, I commend you.)

Example:
DataID\Worlds\Dawn\World1\texture.tga
DataID\Worlds\Dawn\World1\model.MSH
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 21, 2013, 07:31:10 PM
Oh well I copied your sky info directly and it ran fine. I would like to bump up the detail 2x as much but I also wanna get rid of the rest of the geo props still present with the rest of the dome.

I went directly to the Hubble Telescope database but I can't find anything large enough. This doesn't wrap around the dome since it's a squared texture. Where as the original is like a 256x1000 so it can wrap around it's sides. So my goal is to find either a panoramic space shot (that tiles it's horizon correctly) or find a 2048 squared shot in the same theme like what it has now. Preferably with less purple and moar blue.

Wish you people had an Xfire or something, cause it'd make this whole process a lot easier.  :P

:EDIT
After much debate (and still not a fully finished Sky file yet) I think this nebula sky dome is acceptable as long as I can promote the lifeless feel to the rest of the environment through cold colors...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129253559-3.jpg&hash=0d1d7973081b94761ea78369b8d710ffb502d9c6)

It is a 2048 squared texture projected onto the existing dome mesh SWBF uses (I think that's as high as I can use?). I'm looking for creative means of replacing other Sky elements, such as other detail meshes and decor thrown in. As I'm now aware of, by removing most of the unneeded "geo junk" in mine, I also completely disabled my sky-dome previously. So while I progress I'll be looking for creative ways to replace assets currently being ran in it. Any ideas/crits are more than welcome, and thanks for the extended advice and support that's helped me get this far guys.
Title: Re: [WIP] Supplies Outpost
Post by: Snake on December 22, 2013, 09:48:42 PM
Woww! Nice work Ep.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 22, 2013, 11:30:36 PM
Looks like my luck is starting to run thin. I've been trying to implement a good shadow volume to the building meshes I have. Such a pain as well, because I've been getting awful, in-game performance and the munge likes to dice my shadow meshes to pieces. I didn't think 330 tris was a bad number but I guess I'm mistaken.

Any ideas? Cause currently I'm looking at having to make some awful looking meshes just to cover a rough silhouette of the buildings at best.
Title: Re: [WIP] Supplies Outpost
Post by: Sereja on December 23, 2013, 12:39:03 AM
Perhaps, you may just try to add -hiresshadow line, in msh.option file. Usualy, it's no need to make shadow models for props.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 23, 2013, 01:35:46 AM
Oh really? I've never had to use an .option file yet but that would be really handy if I didn't have to go around making shadow meshes. Back when I learned about modeling for BF 1, I was always instructed to parent a low resolution mesh to the detail model, so that's all I've had to go by.

If that's all there is to it (without any performance loss) I'd like to do that. I'd assume that's an override command to use the detail model/collision mesh for lighting calculations, but I didn't program the thing. But if it's a more effective technique, then I'm all for it.
Title: Re: [WIP] Supplies Outpost
Post by: SleepKiller on December 23, 2013, 02:31:32 AM
Quote from: Epifire on December 23, 2013, 01:35:46 AM
Oh really? I've never had to use an .option file yet but that would be really handy if I didn't have to go around making shadow meshes. Back when I learned about modeling for BF 1, I was always instructed to parent a low resolution mesh to the detail model, so that's all I've had to go by.

If that's all there is to it (without any performance loss) I'd like to do that. I'd assume that's an override command to use the detail model/collision mesh for lighting calculations, but I didn't program the thing. But if it's a more effective technique, then I'm all for it.
Per-pixel lighting is enabled by adjusting some material options. The option Sereja said just forces the munger to use the model itself as the shadow volume. I was going to suggest trying it myself. It may just what you need.

I'm really tired atm. I was going to post some tips for getting the best performance out of the game... But I'm tired.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 23, 2013, 12:25:49 PM
Quote from: SleepGiver on December 23, 2013, 02:31:32 AM
Per-pixel lighting is enabled by adjusting some material options. The option Sereja said just forces the munger to use the model itself as the shadow volume. I was going to suggest trying it myself. It may just what you need.

I'm really tired atm. I was going to post some tips for getting the best performance out of the game... But I'm tired.

Well when you get the time after waking up, I'd like to hear about it. Nothing worse than running into constant performance issues to stop a project.  :tu:
Title: Re: [WIP] Supplies Outpost
Post by: SleepKiller on December 24, 2013, 11:30:10 AM
Basic performance tips off the top of my head.

Use as few textures as possible. Basically from what I've learnt changing the texture the GPU is drawing from is expensive for it. Consolidate your textures for your models where possible. Sadly SWBF doesn't support embedding the bumpmap into the alpha channel so you'll need to balance your use of them

For static lights take advantage of the -vertexlighting parameter in .option files on your models. When you have a static light in your world that's position does not change, what is the point of dynamically calculating it for the static geometry in your world? The above option tells the munger to interpret vertex colours as burned in lighting. You most also mark the lights as static in their odf by setting "Static = 1" This let's you save the game having to calculate lighting for the model.

Grab some new effects and make custom sides. I have some quite lovely effects in The Battle Royale that are less intensive on the CPU meaning more explosions and better performance. Check them out in the sides folder here http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1026 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1026).

Take advantage of the games LOD system. No point in rendering a high detail model at a distance when one with low detail will do. You can adjust the values at which models switch between low-res and high-res in the .sky file. Should be ObjectVisibility I think. (I don't actually have the modtools installed so I can't check myself. I just pulled that from what RC posted earlier.)

Now I started writing this yesterday but kept getting distracted by real life and stuff. So I may have forgotten something or not made something clear. But following all or some of these tips should hopefully save you those precious milliseconds in the rendering process.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 24, 2013, 01:19:32 PM
I think the biggest issue for me then will be the number of textures. I have tried to combine several detail panels into a single texture (which I think is four into one). I'd understand this to go along the lines of draw calls the game makes, and for a engine so old it's totally understandable.

I'd assume that if you're going to have more textures (say for detail props) you're gonna want to have the texture sizes smaller if you're gonna add a lot of different kinds of props. I have a default texture pack going for structures as you've probably already noticed, but I do have an issue with wanting all props to have their own baked texture. Baked ambient occlusion helps this game look tons better, so I use it where ever I can.

So my question: Is the number draw calls the bigger issue? Or the actual texture size be of greater concern? Because I could pack four 512x512s into a single 1024x1024. But because of the size, would that end up hurting performance more?
Title: Re: [WIP] Supplies Outpost
Post by: SleepKiller on December 24, 2013, 01:44:00 PM
Quote from: Epifire on December 24, 2013, 01:19:32 PM
I think the biggest issue for me then will be the number of textures. I have tried to combine several detail panels into a single texture (which I think is four into one). I'd understand this to go along the lines of draw calls the game makes, and for a engine so old it's totally understandable.

I'd assume that if you're going to have more textures (say for detail props) you're gonna want to have the texture sizes smaller if you're gonna add a lot of different kinds of props. I have a default texture pack going for structures as you've probably already noticed, but I do have an issue with wanting all props to have their own baked texture. Baked ambient occlusion helps this game look tons better, so I use it where ever I can.

So my question: Is the number draw calls the bigger issue? Or the actual texture size be of greater concern? Because I could pack four 512x512s into a single 1024x1024. But because of the size, would that end up hurting performance more?
Well once the texture is loaded into memory it is all on the GPU to handle it. Combining four 512*512 textures into a single texture may cause poor performance on older hardware, but even then just turn down your texture detail in the game settings. On newer hardware however I would expect it to handle it no problem. I don't know for sure, but cutting down on texture count and draw calls should help eliminate the bottleneck caused by the old engine SWBF uses allowing you to lean into the raw power of a modern GPU more.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 24, 2013, 10:49:54 PM
Well that's good to know. I may end up compiling four-eight of my default world textures into two mega textures if that's the case. I've been counting tga numbers in existing maps to get an idea what a stock map would have.

Currently I've been trying to get glow effects into my models. I'm using Ande's addon and have been trying to follow his direction for using the additional render options but still no in-game effect. Kinda sucks when there isn't direct guides for the small little things, cause I can test different theories for days unless I got someone to point me in the right direction.

EDIT: Still getting this z-plane stuff and bad performance going on with these shadows. Crazy cause it's just the buildings, I mean my lamp model has a relatively complex shadow model and it runs like a breeze. As a matter of fact I have eight lamps in the test map and they work like a charm. Not sure what is up with structures though. I just have a detail mesh and it's collision_ parented to it. I totally removed the shadow meshes I made for them and they still have the same problem.  :rant:
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 24, 2013, 11:04:30 PM
Post has been removed by author.
Title: Re: [WIP] Supplies Outpost
Post by: SleepKiller on December 24, 2013, 11:32:02 PM
Are you using collision geometry or collision primitives? The later can give much better performance.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on December 25, 2013, 12:00:53 AM
Ohhhh, and this is why I ask these things. As far as I can tell I'm using collision geometry. It's about as cheap as I can get for detail level but it's how I make a collision mesh in any other engine and it's what I was shown for the original modeling tutorial I had for BF 1.

But if there is a better way of doing it I'd like to know. Not sure if that'd help the z-plane shadows though. Interestingly enough I only have frame drops when I am actually seeing this visual error. When my own shadow mesh was being used I could help it not do it so much, but when I ran the special option file lines it got worse.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 02, 2014, 06:22:31 PM
Guess who's back in action today? ...AND TEXTURING!

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FScreenShot06-01-14at0818PM_zps73a7a336.png&hash=5e8d3466fa12296ef939755702bea02bc45e9b5c)
Note: these are still subject to change
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 02, 2014, 06:34:02 PM
Whoa awesome! that looks amazing. I'm thought you had abandoned it!
Title: Re: [WIP] Supplies Outpost
Post by: {TCE}Call-of-Duty on June 02, 2014, 07:36:21 PM
That looks to be one of the best maps I've seen and this is just a WIP. Nice to see your back on this project, (Honestly I didn't know that you stopped working on this :D)
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 02, 2014, 07:43:54 PM
Why thank-you!  Just as a reminder, once this is done, all the assets and textures will be made available to whoever wants to use them. Well as long as credit is given where credit is due.  ;)
Title: Re: [WIP] Supplies Outpost
Post by: Snake on June 02, 2014, 08:17:44 PM
Awesome! It's good to have you back in SWBF1, Ep.
Title: Re: [WIP] Supplies Outpost
Post by: Unit 33 on June 02, 2014, 11:40:39 PM
It's looking pretty darn fruity to me!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 03, 2014, 01:34:29 AM
I feel like I'm almost spamming at this point, but this is my last screen for the night as I'm pretty tired of working all day on this stuff...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129794530-3.jpg&hash=3ca57a369f3e6684ed097f31380f3e8345e02f78)

Not sure if my specular maps are working or not in that shot but all those panels there (should be running it). Also another good thing is I finally got my glow/emissive to work for light panels (actually accomplished it by accident). More to do tomorrow though as I'm gonna keep filling in the rest!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 04, 2014, 11:56:19 AM
Welp time for another update. Been working a lot on the lighting end of things tweaking sky settings as well as point lights. While the glow/emissive options are working fantastic, I'm still having a really annoying issue with point lights that flicker on and off depending how near or far I am to them. I also am wanting to change the sky material again, as I'm getting the feeling this one is too noisy.

After much work over the past two days I'm nearly finished with the current texture set for the buildings...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129797746-4.jpg&hash=18254a726e1278be1067cfaaf7e0afdac271e75d)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129797745-4.jpg&hash=7ad658f2e51e66ff951cbad7dfd87c886fc73aea)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129797744-4.jpg&hash=acd010c6294fa81c8679c72ccafdf99bfc842509)

SOOOOO much texture work but I think I'm finally getting near the end detailing so many ambient occlusion maps. If anyone has any ideas why my hp_lights keep flickering though, give me a heads up. I'm at my whits end with trying to figure that out atm.
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 04, 2014, 12:32:28 PM
HNNNG! Its.. amazing. If you are interested there is a tool out now that can make higher res terrain. It can reduce the grid size up to 1/8. It would help the terrain to match the quality of your models.
Title: Re: [WIP] Supplies Outpost
Post by: Led on June 04, 2014, 01:42:24 PM
Impressive  :cheers:
Title: Re: [WIP] Supplies Outpost
Post by: Snake on June 04, 2014, 02:16:58 PM
I think it may just be the games way of trying to limit overload lag. You could try increasing the nearscene and farscene ranges but it could cause the game to slow down.
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 04, 2014, 02:20:32 PM
try setting the light memory pool to something high

QuoteSetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 04, 2014, 08:20:32 PM
Well tried a number of different things here, increasing the memory pool seemed to have no effect on it and neither did, increasing the near/far range. One thing to note is even if the light flickers off I still can see it's effect on the soldier ans 1st person mesh. Not sure what that means, but is there a light entity setting that would end up causing this?

@MileHighGuy, I would very much like to see this terrain tool you mentioned.
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 04, 2014, 08:29:59 PM
http://gametoast.com/viewtopic.php?f=64&t=29691 (http://gametoast.com/viewtopic.php?f=64&t=29691)

You have to convert the generated terrain into swbf1 format. It works, I've done it myself.

info can be found in this topic http://www.swbfgamers.com/index.php?topic=4130.msg42983#msg42983 (http://www.swbfgamers.com/index.php?topic=4130.msg42983#msg42983)

Just feed it a black tga file, the terrain size is based on resolution

I would use -g 3 -b options (grid size of 3 and bordered)

If you use an actual heightmap, and if you want really high mountains use -m -327 -M 327 (color grey would be height zero with those)  these lines determine the min (black) and max (white) heights.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 05, 2014, 01:03:16 AM
Well I got another one. I get a warning message in the munger which states something along the following

Quote from: Angry Munge Error"Warning: _CreatShadowMesh<bone:Storage_Facility,lod:>: ignoring duplicate tri"
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 05, 2014, 03:22:07 PM
Small update. Getting back to work on the turret, and I decided I hated how little detail there was (especially around the base where troops could walk). So as I'm baking sections down I decided I was gonna pack some more details in on the foundation...

(https://pbs.twimg.com/media/BpZij1oIIAA2Xjt.png:large)

Other than that I really don't know much about making the thing into a turret. The thing is, it's gonna be a combination of structure and turret you can hop in. It will be indestructible and will only be able to be mounted through a control center underneath it/underground.

I've never built anything you can pilot, or control so I'm gonna need some advice on how to do this. I wanted to have custom firing animation (barrel recoil basically) a custom 1st person scope (that looks like a control console screen) and heavy laser sounds. I'm not sure what's available for sounds to use for it but that's pretty much what I had in mind for it.
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 05, 2014, 03:26:58 PM
Wow! did you do this in xsi? What did you do to get it so symmetrical and uniform?
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 05, 2014, 03:59:18 PM
Yes, it's all in Softimage. I can't say I just figured it all out on my own, because I actually went out and paid for online training within it.

Buuuuut I can certainly explain how this all works, for free!  :cheer:

A picture is worth a thousand words, so I'll save you the paragraph and just let the image do the talking...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FTurbo-laser_Details_zps2e4a0e8c.png&hash=589c2397ea57d9959cb37d2aa7798f7965101a98)

All of this is made possible with the symmetrical duplication tool in XSI, shown here...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FScreenShot06-05-14at0552PM_zpsfb36f3c0.png&hash=a5f2908589cc0668f63a4d8564016f036c0f5fcf)

Hope that helps explain things a bit!  :cheers:
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 05, 2014, 04:28:18 PM
Thanks a lot! for the pipes, did you ensure that each "segment" was the same length? or just eyeball it? I know I have OCD with stuff like that .
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 05, 2014, 04:42:41 PM
Yeah the pipe segments were just eyeballed. Generally speaking they're more less segmented to conform to the shape of the specific part, rather than trying to look like standard tubing to go just anywhere. Think like, how shapes for radiator hoses are specific to the vehicle they're designed for.
Title: Re: [WIP] Supplies Outpost
Post by: Snake on June 06, 2014, 09:51:57 AM
RC might be able to help with setting up hardpoints and things. I think Sereja has also done some custom animations. You may want to shoot them both a pm.
Title: Re: [WIP] Supplies Outpost
Post by: Sereja on June 06, 2014, 07:31:26 PM
Look's impressive. It's hard to believe, you may put such complicated models in SWBF1. Perhaps that's may cause shadow error. It's too complicated and crash the game, if in some of your msh.option exist -hiresshadow line. You need to remove those line, if you have it, or make a reduced shadow mesh.
Quote from: MileHighGuy on June 04, 2014, 02:20:32 PM
try setting the light memory pool to something high
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
I guess, this may add memory for the light as render effect (emessive), but not for the light as a "light" exactly.
Quote from: Snake on June 06, 2014, 09:51:57 AMI think Sereja has also done some custom animations.
I bet I am, but I made it for door, hover and flyer only. I do not know, how to make it for props yet.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 06, 2014, 10:06:24 PM
Quote from: Sereja on June 06, 2014, 07:31:26 PM
Look's impressive. It's hard to believe, you may put such complicated models in SWBF1. Perhaps that's may cause shadow error. It's too complicated and crash the game, if in some of your msh.option exist -hiresshadow line. You need to remove those line, if you have it, or make a reduced shadow mesh.

Yeah generally speaking my larger buildings I made are what are giving me the most issues. But they're not actually that high on the polycount. What's crazy is that the small spotlight model I have uses a higher poly shadow mesh and works completely fine! Not even sure why, but that leads me to believe it's not a polycount issue I'm facing. It does give me an error message on the build for the shadow mesh on that particular building. Which in turn is also the building that happens to have all the light flickering issues around it.  ???

But I digress. Just in for another update here on what's going on. The turret, my focal point for the whole map has now been totally baked down, from a 159,000 highres mesh to a 6,154. Now that's the biggest, most detailed object that will be in this map. Everything else I've put in so far is around 800 or less. But anyway, here is the ambient occlusion version (which I'll detail and color shortly!)...

Using four 1024x textures this is the whoe tower completed on the modeling side
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FScreenShot06-06-14at1133PM_zps1bbd8f07.png&hash=df2a89c45703fea985cbc956d017dfbdbcaed3b4)

I made sure to detail the top a lot as the 3rd person view needs to have something cool to look at  :P
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FScreenShot06-06-14at1134PM_zps5a5ed4b9.png&hash=f480bb64dbc035b824d270229580b2ddf0f7c052)

The bottom section has the most condensed texture resolution since players will be able to be closest at the base
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FScreenShot06-06-14at1134PM001_zps177df4d4.png&hash=39bfa37dc8fa45a1f053a537459d8eb135bb89e6)

After taking a painstaking amount of time on the Turbo-Laser to get it right, I'm glad to be done with it (it was a nightmare to bake to say the least  :XD:). Whoooops, not done yet though, I also completed the Watch Tower building a short while ago as well...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129802995-4.jpg&hash=da2a2666249b9b6c4aee36571f8a74d4de021401)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129802996-4.jpg&hash=9e4fb988589245687323782ec706f7444a4ded74)

And get this, the tower doesn't seem to have any shadow errors, from munger or in-game. So confused about the shadow and lighting problems from that one building. Either way, progress is being made!  :cheers:
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 10, 2014, 01:26:13 AM
Well between corrupted wld files and having to fiddle with turret ODFs ALL DAY. I managed to get the turret mechanics fleshed out. Not totally working correctly as I still have some missing sounds and effects but it is working...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129810364-4.jpg&hash=bcec6d0ad9dcd34971ea811e9bb47e00c7e5adb6)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129810363-4.jpg&hash=19dc276f5dfc9b6e7fd1a6f7c968fc9aa76fc5bd)

Special thanks to Sleep Killer for general ODF info and advice! Slowly making more progress.  :D
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 21, 2014, 07:46:45 AM
Welp just another WIP here. Got the overall stuff done on the control bunker for the Turbo-laser Turret! After much debate and annoying attempts, I finally lost it and just made a round floor texture to fit the panels as well as the ceiling/floor for the center hub where the gunner seat will go. This will be underground though, for the screenshots I just have it sitting above ground so I could get to it without putting in a terrain cutter...

Center control hub where the gunner seat will go.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129835220-4.jpg&hash=44e8cb3327b4f31c3d203843a2e4615086a37ebb)

Entrance that will join to the access tunnel underground. Hence why it has a really plain seam to the door.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129835221-4.jpg&hash=87b3a5fe0a4288ee3490519d2be54f21a477e42f)

Had a heck of a time getting the shadows to work correctly and I found a rather interesting solution that seems to have solved it. Very happy with the results though, and with lights and shadows actually working 100% as planned I'm now on track for where I wanted to be!
Title: Re: [WIP] Supplies Outpost
Post by: Snake on June 23, 2014, 02:30:37 PM
It looks amazing, keep up the good work.
Title: Re: [WIP] Supplies Outpost
Post by: Unit 33 on June 23, 2014, 02:34:40 PM
Those textures are looking fairly glorious!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 23, 2014, 03:28:07 PM
Thanks guys! Was hoping I wasn't getting too spammy, I mean it is my WIP thread and I'm almost play by play updating with media. But art is what I love so I end up putting a lot of screenshots out.  ::)
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 23, 2014, 05:21:30 PM
What do you use to uv? all your models look so clean
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 23, 2014, 06:05:21 PM
Quote from: MileHighGuy on June 23, 2014, 05:21:30 PM
What do you use to uv? all your models look so clean

I use a pretty strict set of rules I've sorta made for myself in my time with Softimage. They're a bit meticulous for some but I have a couple things I do to help speed the process up. I'd be willing to show some nifty tricks via a google hangout if you like?
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 23, 2014, 06:36:32 PM
Oh, I don't have a google account or a webcam, but thanks though. If you remember any online tutorials you follow/ed that would be great.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 23, 2014, 07:39:07 PM
Well all you'd need is really an account, cause I'd just be screen sharing the whole thing All you'd have to do is sit back and watch.  :XD:

I get the feeling people end up thinking the UVing is way more complex than it is though. Most of it is fairly basic beside the fact that I have made a specialized texture set to handle lots of different kinds of structure pieces. Edging, panels, floors, lights, 45 degree walls were another one (since I hate stretched textures).

But yeah whether it be a readable, picture by picture guide, or a live stream I'd love to share my process behind it.
Title: Re: [WIP] Supplies Outpost
Post by: {TCE}Call-of-Duty on June 23, 2014, 08:31:21 PM
Hey, a wild idea just sparked in my mind, if the back story behind the map is rebels atacking a empire base. How about you put in a rebel frigate with a hanger and a bit of interior and make it the starting CP for the rebels. You could have air vehicles like LAAT or whatever transport you can use and have a "drop site" of sorts and put the ground vehicles there. But this is your map and it's just my idea (I'm probably sounding like a obsessive soccor mom which isn't my intent, sorry)
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 23, 2014, 11:17:23 PM
Quote from: {TCE}Call-of-Duty on June 23, 2014, 08:31:21 PM
Hey, a wild idea just sparked in my mind, if the back story behind the map is rebels atacking a empire base. How about you put in a rebel frigate with a hanger and a bit of interior and make it the starting CP for the rebels. You could have air vehicles like LAAT or whatever transport you can use and have a "drop site" of sorts and put the ground vehicles there. But this is your map and it's just my idea (I'm probably sounding like a obsessive soccor mom which isn't my intent, sorry)

Oh no you're fine. Only thing I'd really have against that is era specific stuff for the drop ship and the way the map is composed. I'm keeping it in the back of my head that I may very well be getting render popping on a lot of my meshes, as I plan on adding a lot of detail and singular location specific meshes. So I'm keeping long distance views to a minimum (meaning no flyers sadly). I will be adding in the ground vehicle assortment though for Imp and Rebel.

I'm not sure what the jetpack is based off of for the technical side but it would be cool to have something like a thrust pack that jets you with the same thrust as a Dark Trooper but in a more forward motion instead of up. Blitz Trooper of sorts?  :P
Title: Re: [WIP] Supplies Outpost
Post by: Norwood on June 26, 2014, 12:53:11 PM
Looking good! I think this is going to be really neat! :tu:
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 27, 2014, 11:55:24 AM
Well they say a picture is worth a thousand words but what's a video worth? Anywho I wanted to just take a quick stroll through the complex I've made and show what it's looking like here. Quick as in I can't record more than a minuet before I get a huge 2gb+ sized video file  :P

PS: If anyone knows how to embed xfire videos let me know!
http://social.xfire.com/video/6284a6

I made sure to make some cover in the tunnel as well. So modeling in the pipes with supports helped that out a bit. Something I'd been wondering about for a while though now. I reused the AAT main turret fire sound, for the turbo-laser but the pitch is all wrong. You can listen for yourself as it doesn't sound right. I've tried adjusting pitch settings via ODF or SND file to no avail. Well that and I keep dismounting from the wrong spot, as if you hop out you dismount above ground rather than in the bunker. Is there a line that can call out a specific hard point to dismount from?
Title: Re: [WIP] Supplies Outpost
Post by: Snake on June 27, 2014, 12:29:24 PM
That's the most amazing texturing I've ever seen in SWBF..

Hmm.. You've tried messing around with this? FireSoundPitch  = "0.5"
I don't know what else it could be..

Actually I think it sounds pretty cool how it is.
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on June 27, 2014, 12:32:26 PM
wow. just wow.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on June 27, 2014, 03:22:41 PM
Quote from: Snake on June 27, 2014, 12:29:24 PM
That's the most amazing texturing I've ever seen in SWBF..

Hmm.. You've tried messing around with this? FireSoundPitch  = "0.5"
I don't know what else it could be..

Actually I think it sounds pretty cool how it is.

Well it's just annoying that I can't import a sound that actually works correctly. In the folder it sounds fine but in-game it does that. Trying any pitch adjustments haven't had any effect though. My Munge log does look like this though when it comes to the sounds department though...

Munging tes1.asfx
The system cannot find the file specified.
Munging tes1.req
Error: (null) is not a binary UCF file!Error: c:\games\lucasarts\bfbuilder\datat
es1\_build_pc\sound\worlds\tes1\munged\tes1.config is not a binary UCF file! [co
ntinuing]


Been trying to fix it and I'm not really sure what any of that means either lol
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on July 19, 2014, 08:42:55 PM
Alrighty, hadn't updated in a while since life had been kicking my  :censored: for the past couple weeks. Finally got down to business and modeled up the vehicle bay/the imp base...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129903912-4.jpg&hash=297fb1f3b664f5b0218080a1b1288a6e95fd6d5b)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129903913-4.jpg&hash=fd8bb4de3c25cec3efb81e45c6a3cd4739018022)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129903914-4.jpg&hash=5d829ee79b12ba87c3e02328dfe1b2d5bab26a97)

This is definitely the largest indoor complex I've made for the map yet. In contrast of sitting an AT-ST next to my textures I'm strongly thinking of running a desaturation pass on the set so that it matches with more of a muted blue and grey. I'm also still wanting to drop the catwalk or somehow raise the walkers up a bit more so the cab comes up to the catwalk surface.

Getting close to working on the official layout (running with higher resolution terrain). I've got some smaller buildings to work on as well as non-playable ones to structure up different areas more. Besides a lotta small prop work for rocks and crates, control panels and whatnot, it's getting a lot further along!
Title: Re: [WIP] Supplies Outpost
Post by: Snake on July 20, 2014, 10:59:14 AM
That reminds me of some level on Jedi Knight!
Title: Re: [WIP] Supplies Outpost
Post by: Dark_Phantom on July 20, 2014, 11:53:05 AM
Quote from: Snake on July 20, 2014, 10:59:14 AM
That reminds me of some level on Jedi Knight!
Exactly what I was thinking.  This looks astounding.
Title: Re: [WIP] Supplies Outpost
Post by: Unit 33 on July 20, 2014, 03:35:06 PM
Quote from: Snake on July 20, 2014, 10:59:14 AM
That reminds me of some level on Jedi Knight!
[spoiler]
Quote from: Epifire on August 25, 2013, 12:29:54 PM
Just JK: Jedi Outcast, since I love that game so much for it's locations. Might have been mapped in old BSP brushes but it still looks great to me for how they conveyed Imperial architecture...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimages1.wikia.nocookie.net%2F__cb20100617180744%2Fstarwars%2Fimages%2F4%2F43%2FKejimOutpost_1.jpg&hash=c69e55126736038890fdfec2c00a633510f603e9)

I'm aiming for the Kejim color and lighting schemes so if you can imagine these white AO maps getting color added to look like that. I've looking over a lot of Imperial stuff in the past though so while I have my theme, most of the stuff is just added when I need it and I sorta follow mental guide lines I have for it. Most of which is... Keep it metal, make sure lots of edges (mainly door frames) have lights in them and also keep it boxy but make sure the edges are defined.

See one thing too many mappers don't understand (but was very well taken care of it JK:O) was minding the edges with textures. You can have something extremely boxy and simple in terms of geometry but if your edges are defined with details meant to handle edge work you can really make it pop. Often I'm using the same five textures for a whole building, but I know what I'm gonna use them for so if I keep that in mind they usually go a long ways. I still could use a couple more panel textures for interior work but so far it's been working out pretty well. What's really gonna be difficult is adding color and detail to my textures when I'm done making all the buildings.
[/spoiler]

Those textures are looking great in-game.
All that's missing is Kyle Katarn and his Jedi beard.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on July 20, 2014, 07:06:21 PM
Thanks guys.  :wub:

Lighting is still tough cause I can only use like three to four at max in a close proximity to each other. I heard there is a light volume system that can change indoor lighting but I have no idea how to use that atm, or how well it would work for changing the mood.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on July 24, 2014, 03:52:43 PM
Starting to work on some detail props to go in the buildings. This core here will go in a wall socket I specifically planned for it in the vehicle bunker...

I just used a photo reference as best I could and downsized it a little to fit in a building...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-6SBdf2ieG9M%2FUIQOdJw5skI%2FAAAAAAAAAb4%2FliVWn48RjcY%2Fs1600%2FStarWarsIV_211Pyxurz.jpg&hash=40b999253abc0f394f0515793d552a1ea43b4eb9)

High poly...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FTractor-Beam1_zpsba3d7beb.png%3Ft%3D1406224186&hash=a650473cecee0ce642e514eb2760249313c552c5)[/spoiler]

Low poly final (still needs color/detail pass)...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FTractor-Beam2_zps82435a17.png%3Ft%3D1406240470&hash=6bb7e745480ef2b6eb280464c62174cbcc69b695)[/spoiler]

I don't plan on making every prop that high poly, but since I am testing the engine's upper limits I'm putting a few "detail poppers" in there for key locations. Hoping to really pull together some good aesthetics for the whole map, with some good landmarks and maybe sparse animated props.

Hence why it's a closer built map due to the detail I wanna pack in it.
Title: Re: [WIP] Supplies Outpost
Post by: Kit Fisto on July 24, 2014, 05:17:16 PM
Now that is cool! Nice job with the accuracy.
Title: Re: [WIP] Supplies Outpost
Post by: Norwood on July 25, 2014, 07:06:05 AM
Wow! It is absolutely amazing what you guys can do. :tu:
Title: Re: [WIP] Supplies Outpost
Post by: MileHighGuy on July 25, 2014, 08:54:05 AM
beautiful work, as always. Do you start with the lower poly or the higher poly? Do you start from scratch for each version?
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on August 01, 2014, 03:23:41 PM
Quote from: MileHighGuy on July 25, 2014, 08:54:05 AM
beautiful work, as always. Do you start with the lower poly or the higher poly? Do you start from scratch for each version?

Sorry didn't get a notification that you replied.

I usually model out a really simple low poly shape, (usually so I can establish my bounding and scale) and then I expand within that with a high poly mesh, so that I can bake a really good AO map out of it. That's really half the battle right there. Then the rest is is just photoshop work. Here let me give an example of how my recent barricade prop was done...

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FScreenShot08-01-14at0217PM_zps6e9365b7.png&hash=ac7e5f7ee91ce37f666d98c0e9530969699cedd4)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FScreenShot08-01-14at0218PM_zpsf5798356.png&hash=a26ebe4f1c5448d3d02d49ecee357a0d4ddb59ec)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModding%2520Questions%2520Pics%2FScreenShot08-01-14at0219PM_zps2da6555c.png&hash=e4709cb2ac9820f38af930f662ea0da3a95594c9)[/spoiler]

After that's done I test them in-game, and if it all looks right I eventually get around to detailing and coloring so they're finished...

[spoiler]Testing them
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129930824-4.jpg&hash=4a9632977e17fc77207ceda29408935b60ab6231)

Finished product!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129933027-4.jpg&hash=46481b4756c19af6c8ea4e0af36fd095f1f4dc12)
[/spoiler]

So there you have it sir! Pretty much my workflow on just about everything I've done in this map. If you'd like a more in depth explanation on the baking tools in XSI I'd be more than happy to help out.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on August 20, 2014, 09:05:28 PM
Well here comes the update on things once again. Starting to think it would almost better to just release some test versions of the map, but it's just a buildings and objects testing map rather than the actual intended layout.

I actually got into sculpting some rocks for the larger ones that'll act as a barrier for some areas in the map. I've done quite a bit since the last update, and a lot of little things so once I start working on the layout I'll just get a routine test release going...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129974659-4.jpg&hash=c0f6902cb43620c8ce4a894bb4f2771ed5a48d76)

[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129974660-4.jpg&hash=35486e9ed5bb6826f51055dcb0cc3def3f401ed1)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129951234-4.jpg&hash=a955327d6338fa1b871f5c4f69ec0162f65264ba)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129940404-4.jpg&hash=97ad778d1c292af40f5654b8b63b644ebb7bfa41)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F129940406-4.jpg&hash=aeae88d85c55251ee8877a5ed80661de34bc7178)[/spoiler]

Really looking forward to getting the final layout done, but I wanted to try getting highres terrain working before I did that. I got some more rocks and small props to work on, and I'd even like to get some simple animated ones in there at some point.  :cheers:

Title: Re: [WIP] Supplies Outpost
Post by: Unit 33 on August 21, 2014, 11:10:44 AM
Those rocks sure are swell.

It's coming along great, keep it up!
Title: Re: [WIP] Supplies Outpost
Post by: Norwood on August 21, 2014, 11:27:07 AM
I have to say... Wow, impressive work my friend! I love the look of the map, and I'm sure that the layout is going to be awesome!
Title: Re: [WIP] Supplies Outpost
Post by: Kit Fisto on August 21, 2014, 06:51:23 PM
I'm really looking forward to this! I think some cool skins would go along nicely in this map. Maybe some Tantive IV troopers and special Stormtroopers (Shadow Stormtroopers maybe?)
Title: Re: [WIP] Supplies Outpost
Post by: Phobos on August 21, 2014, 07:15:21 PM
The texturing here looks really great, nice work.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on August 21, 2014, 10:42:43 PM
Quote from: Kit Fisto on August 21, 2014, 06:51:23 PM
I'm really looking forward to this! I think some cool skins would go along nicely in this map. Maybe some Tantive IV troopers and special Stormtroopers (Shadow Stormtroopers maybe?)

I'd been thinking about something like that myself. I'm actually not so keen on having Dark Troopers in the map since they can get on top of a buncha stuff that you're not really supposed to and have an easy speed advantage.

I'm considering an equal amount of vehicles to both sides as I'm wanting it to be pretty even. Thanks to everyone for all the support! I'm really looking forward to the official layout, cause then we can start testing it and see what needs improvement. Slowly but surely it's all getting done.  :cheers:
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on April 02, 2015, 05:11:46 PM
Well here comes the really held off shout out. After collaboration on a Steam mod (Double Action: Boogaloo) has slowed down immensely I'm back to work on the old map once again! This time I'd really like to get a full working version.

Here's the catch. I seem to be having a great many difficulties with Zero Edit. I mean I can place props, munge and all that but CP placement bugs out. For instance, I can try and add a new CP somewhere in the map, and it will completely remove zones and info when I load back in.

Basically I need to find a way to resolve this or else (you guessed it) I wont be able to finish the map. I'm also okay with sharing the project file for someone (who can work past this issue) can setup the CPs) as well as collaborate on ideas further!. I really have learned a lot over the past year (high-res baking, complex shaders, etc) but I want so badly to finish this. I can crank out the assets like a boss with this duel PC setup I got running again, I just need some extra help here. So here's for the shout out, any takers?  :shrug:
Title: Re: [WIP] Supplies Outpost
Post by: Sereja on April 03, 2015, 12:10:53 AM
You have to investigate your Cp's, by opening your  .wld file.
For example, there shouldn't be any line like that:    Layer(1);
Title: Re: [WIP] Supplies Outpost
Post by: Snake on April 03, 2015, 06:13:48 PM
Hmm, that's strange. PM me the map and I'll download the mod tools to take a look at it. I can't think of a time that has happened to me but I'll definitely see what I can do. Glad you are back on the saddle!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on April 04, 2015, 07:20:15 PM
Quote from: Sereja on April 03, 2015, 12:10:53 AM
You have to investigate your Cp's, by opening your  .wld file.
For example, there shouldn't be any line like that:    Layer(1);

Yeah I looked into the .wld file and didn't find any line such as the one you listed. I did make some headway though on my neutral faction. I present to you the FH-9 (Freight Hauler) heavy lift droid! - had a real bugger of a time getting the eyes to glow and no idea why -  :wacko:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2Fswbf-20150404-095548_zpsxoytkfs5.png&hash=f8af8eb2cbb9092969d9771bfb2d7c9b122a6444)

"A brief backstory on the FH-9 states him (among his other identical counterparts) as an assigned workforce by the Empire to load/unload mass amounts of freight. When the Empire was in decline the local docking tower was decommissioned. Part in reason as to keep it a less suspicious site for their remaining supply chain to the Imperial forces (being derelict in appearance). This leads us to assume there is still a large surplus of these droids held deep in the tower's engineering level on standby." -Rebel Scout Intel


I recall Sereja giving a bit of info on the Recon Droid ODF being a good lead, for a unit template. So at least I have the modeling portion done, though if I had any patience I might even add some shot/move animations later on. Right now he's just a static mesh, so I by no means have anything else done as for adding him to a faction.  :XD:

So for now I go back to sculpting some jagged rocks, to skirt the outer rim of the map. Also just to get an opinion but that one large panel texture I use a lot seems to be a bit repetitive, think I should break it up with another variant? - cuz I'm all bout dem details! -
Title: Re: [WIP] Supplies Outpost
Post by: Phobos on April 04, 2015, 11:43:02 PM
The freight hauler droid looks epic, nice work! :tu:
Title: Re: [WIP] Supplies Outpost
Post by: Gamma (Ray) on April 05, 2015, 04:04:32 PM
That looks so cool. Nice job!  :tu:
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on April 05, 2015, 07:31:04 PM
Thanks guys! You people are the reason I still work on this.

Just another update for the night. Getting my hands dirty with some more sculpting in Mudbox, and put together a decent pillar of rock to use along the map edge...

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F130346707-4.jpg&hash=5b677b9bd01777c067223e58a0afb70408c9f59e)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi905.photobucket.com%2Falbums%2Fac254%2FEpifire%2FModel%2520Pics%2FEnv_Rockwall_2_zpsqacr9sby.png&hash=85888b9a86c7dd4a4444e43efafa40da68a03f7a)

I'd like to get maybe a wider length of rock wall, in addition to that. Kinda mashy combo at the moment but I think I can make it look a bit more natural if I have a couple more to throw along the edge. Kinda going for that jagged faceted look.
Title: Re: [WIP] Supplies Outpost
Post by: Snake on April 07, 2015, 08:09:31 PM
Incredible work, Ep!
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on April 07, 2015, 08:30:26 PM
Quote from: Snake on April 07, 2015, 08:09:31 PM
Incredible work, Ep!

Thank-you thank-you! Also I forgot to send you a version of this to see if you could get CPs added.

I would actually pack this current version and let people play it in it's Alpha state. But this is still the Test project, in a makeshift layout just to test the props. I actually have been fully intending to get the official project file working but, the CPs...

Right now I'm trying a bunch of stuff, like custom lightmaps (for fancy lighting) trying to get my friggin bumpmaps to actually look good and other render effects. I'm caught between wondering, if my rendertypes are setup correctly in XSI, or if they're just not running well/correctly in-game. Eitherway half the reasons anything ever got to look good is just me spending countless hours tweaking textures, shaders and just about anything.

Kinda busy with work over the past couple days, but it would be nice to get a working prototype of the droid faction on my day off. If you guys have any tips with custom factions I'd love to hear it. Heck I'd love it if someone (knowledgeable in that area) could just take my droid model and set it up for me. I'm pretty bad at using this engine besides the actual modeling part.  :XD:
Title: Re: [WIP] Supplies Outpost
Post by: Snake on April 07, 2015, 10:00:58 PM
I'll see what all I can do when you are able to send it over. But I won't be able to take a look at it until the end of the semester when I go home, which is in about 4 weeks.
Title: Re: [WIP] Supplies Outpost
Post by: Epifire on April 08, 2015, 10:39:02 PM
Quote from: Snake on April 07, 2015, 10:00:58 PM
I'll see what all I can do when you are able to send it over. But I won't be able to take a look at it until the end of the semester when I go home, which is in about 4 weeks.

Alright, best then just to tell me once you're available and I can get the most current version to you that way (hopefully not just the test version either).

Update here for the night that I'm rather happy about, after a lot of finagling with different things I found out how to smooth out alpha channels and bake in highres lighting! At the moment it means literally having twice as much geometry wherever used, but that's really no biggie considering how lowres these buildings already are. As long as the editor can load it, an extra amount of detail shouldn't hurt. Ordinarily one could add the lighting right into the texture, but that doesn't work so well when you have a tiled texture kit you rely on instead of all unique UVs.

also the color can be anything too - not just white!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F130350332-4.jpg&hash=9847e695ab6b41a601c72acac1d943710dd48c50)

I'm not keen on some of the underlying details lost with this demo, so if I can figure out a better "blend mode" for the lightmaps it'll look all the better. It's a start, so I think I'll end up making some lightmap pre-baked details, for specific lights. So it'll only be doubled geometry where used, kinda like decals really (just ones that are lit!).

The trick is on indoor areas I wanted to get several light preset textures set aside, so I can pick and chose different polys to have different "light intensities" so to speak. These will be used on indoor tiled textures that just need to be brighter but not have any direct light cast on them. With different intensity lightmaps (solid textures at varied values) this could make areas underneath things dark but have open exposed areas lighter. As long as I can get the lightmaps render type to work, this should look so slick once I finally got a system going!
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