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wizard of id
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Posted: 10th Jul 2010 23:09
Hi guys so I have started playing around with some ideas for the next set of tunnels.I want to make scifi one so I am still playing around with some ideas.For this one I want to make use of stock media quite a lot.

This is what I have tested so far.Tried some curved T-junction sections as well as some curved deadends.Currently testing the force field shader so far I have gotten it animated now I still have to work out the transparency issues and adjust the shader values a bit and add a blueish tint to the barrier....Took about six hours just to get it to work up to this point.

After that has been completed I still have a collision issue....and have to model the actual frame for the barrier

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Nilloc
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Posted: 10th Jul 2010 23:13
FIRST POST and it looks great wizard love your work!

Who da man?!
wizard of id
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Posted: 15th Jul 2010 11:24
Okay so I had to play around with some more ideas as I didn't like old design too much...So I had a lot of time to think about, what is would really like to see in FPSC....

Uneven curved wall segments was the first thing to pop up...So this is the direction I will be following for this one "Uneven or non-natural lines"...So for now I have bumped the scifi tunnels as tunnels 5 and the tunnels 4 as titled "Tunnels 4 curves"...

So this is still very much a wip...With more design coming..

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
AbdulAhad
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Posted: 15th Jul 2010 11:53
The new design looks great!!!

Abdul Ahad
wizard of id
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Posted: 15th Jul 2010 12:22
Thanks!

A up close to get a better feel for it..

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Hexy123
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Posted: 15th Jul 2010 12:35
holy moly, they look wonderful.
AbdulAhad
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Posted: 15th Jul 2010 12:54
I cant wait for you to release this! This will surely take fpsc to the next level!

Abdul Ahad
wizard of id
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Posted: 15th Jul 2010 15:11
Well did the first test in fpsc as a single low mesh with a 2048 texture map...not too bad but it still means I would have to break up the sections into smaller parts to allow a better texture map...also need to add a few more polygons as it is a bit blocky....

Also found the sections to be too large and too tall so that is going to blocked off with wall sections FPSC segment creator wasn't too kind with me...So I might import these as entities...but that could lead to all sorts on collision detection problems...

It is a good start to the design but not what is was looking for...
But now it will be much quicker and I know what to look out for...

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Nilloc
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Posted: 15th Jul 2010 19:13
I was wondering with these tunnels and things are we allowed to retexture them? and use them comercialy in our games because thats a perfect tunnel for my game but I want this texture I made on it

Cheers,
Nilloc

Who da man?!
wizard of id
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Posted: 15th Jul 2010 21:07
@Nilloc

When released you may re-texture...

So I have found a work around to my problem and can revert back to a 1024 texture map.By slicing the sections up I am able to better handle the meshes and UVmap as well as a more controlled subdivision of the sections inside the tunnel...

That does add twice the amount of work as well as making the curved sections prefabs...

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
rolfy
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Posted: 15th Jul 2010 23:18
Quote: "That does add twice the amount of work as well as making the curved sections prefabs..."

I'm hearing you...

These look real nice
bman332211
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Posted: 16th Jul 2010 00:01
This looks really good. btw what program modeling program are you using?

Soviet176
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Posted: 16th Jul 2010 01:07
Looks awesome wizard!! can't wait!

wizard of id
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Posted: 16th Jul 2010 06:38
@bman332211 Softimage

@rolfy
Thanks, slicing is the lesser of two evils.Now the fun of getting the edges to line up correctly if I export with original coordinates I can export and import without any problems.

I am still considering if I am going to make angled floor/curved sections.Walls do not have to follow the exact 50x50 segment size floors on the other hand must in order to allow proper collision.Slicing the floor I might be left with 1 unit meshes at some places, so I might end up slicing the floor in 25 unit meshes a cross the board to make sure I am not left with smaller ones.

In general fpsc level building is a bit one dimensional as you usually build on a flat plane with flat floors and straight walls I would like to expand this a bit more.But with angled floors and walls it might be a bit much to include segment expansion above and below the normal planes.


I have gone and updated the design of the wall support sections by making them thicker and adding more detail and lowering the ceiling.

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
wizard of id
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Posted: 16th Jul 2010 22:34
Hi guys so slicing is not exactly my most favorite thing to do even cutting "slicing" the grass is better...

But still the results is rewarding...except for grass,they tend to annoyingly grow back in a few days which require "slicing" again.

Started uv-mapping the first curve and works just beautifully...

Small preview on the first section...note the few added polys to avoid the blocky look

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Bootlicker
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Posted: 16th Jul 2010 22:41
wow, this looks coolio


Jeddy2
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Posted: 17th Jul 2010 16:17
Message me when it's done please it looks awesome!

wth is this
PW Productions
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Posted: 17th Jul 2010 18:51
Looks very good, can't wait to see it develop further

◕‿‿◕
My website: http://pwp-games.com/[/b]
wizard of id
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Posted: 17th Jul 2010 23:02
Imported the first curve...not too bad takes awhile import.

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
vortech
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Posted: 17th Jul 2010 23:59
What happened to tunnels

Look. Flying saucer.
Badger Gamer
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Posted: 18th Jul 2010 03:23
That looks really good.

System: Core2 quad 2.66 8gig DDR2 Nvidia GT 9500 512Mb
3x500Gb raid 1+0 21" wide LCD 1680x1050x32bit
FPSC 9 1.16 etc...
defiler
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Posted: 19th Jul 2010 00:00
wow, those look really nice. good job.

Limitless Box studios current project: Lost Contact
Nilloc
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Posted: 19th Jul 2010 00:04
so when do i get those

Who da man?!
wizard of id
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Posted: 19th Jul 2010 06:26
@Nilloc
It is going to take awhile as the last one I made was promptly chewed and spit out by fpsc 1.17 beta 5.So now I have to find another way....takes about 6 hours to import and slice a curve

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
wizard of id
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Posted: 19th Jul 2010 12:52 Edited at: 19th Jul 2010 12:54
Okay so it might not take that long I finally got a way to do it quickly without problems and best of all I can use a single mesh but I still have to slice the mesh up in smaller parts to allow individual uvmaps...This allows me to do up to 4 curves a day.....

The S-curve segment works out great I just some how screwed up the visual aspect of it need to restore the default fullscreen shaders...Mhmh

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
wizard of id
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Posted: 19th Jul 2010 18:10
Now that I have sorted out the main problems I can start looking at adding detail to the curves likes door ways...

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
wizard of id
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Posted: 19th Jul 2010 19:18 Edited at: 19th Jul 2010 19:19
Now collision works like a charm...Last screeny for today!

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Nbt
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Posted: 19th Jul 2010 20:14
It may just be me, but it seems a little strange to use extra polygons for the tunnels, while using lower poly arches. It makes the arches look a little out of place compared to the flowing curvature of the tunnel system.

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wizard of id
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Posted: 19th Jul 2010 22:03
@Nbt

Um the whole mesh is over 900 units has 2900 polygons which is low polygon by it self.The problem is adding more detail only causes more problems than what it is worth.I agree more detail can be used will have a look at that.In order to pull it off would require a shader that smooths objects or per pixel light mapping the main problem with segment meshes is it relies on light mapping a lot.

The end result with high polygon segment meshes is that it is not light mapped correctly and 2 polygons next to one another will have different light map brightness the closer the polygons are to one another the less likely this artifact will appear obvious in smaller entity and segment objects.

Working on this scale of segment meshes has its limitations and to get the best balance between visuals and performance and to get stuff to light map correctly does have its draw back.Then again it all comes does to who is making the mesh.

But is see your point,the point about adding this section in this area in the mesh has a specific task of breaking up the area so that is it not one continuous stretch, but I will making the access area from the one section smaller to make it less obvious...

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
Nbt
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Posted: 20th Jul 2010 01:14
Yeah I know what you mean about the lightmapper making what looked sweet before look rather average after lightmapping

I just wonder if maybe a little gradient shading on the wall texture could allow you to use one less row of polygons on the top curvature and allow an extra row on the arches curvature??

I'm not having a go at your models, as they are as always very good, just the arches detract a little from the overall look is all.

Anyway they are looking good over-all

If I ever get caught as a PoW I'm taking you with me, as your the tunnel king and can get me out ^_^

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wizard of id
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Posted: 20th Jul 2010 07:44
@Nbt

Lol no no I agree it could use a little more work...feedback is always nice to get...thanks.

About taking me with....well okay I am not cheap but I am on special this week, if you can afford my fee.

"Hey, Wizard of Id! Satan just called; he wants his worldview back."
wizard of id
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Posted: 20th Jul 2010 14:02
So I changed the access areas of the tunnel...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Metal Devil123
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Posted: 20th Jul 2010 14:43
Nice job!

So Satan finally stopped calling, huh?

wizard of id
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Posted: 20th Jul 2010 20:55
I don't want to start a new thread.I felt like trying out the scifi tunnels... well it works.Here is a screenshot followed by the mesh download

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Nbt
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Posted: 20th Jul 2010 20:55
That's tons better iddy

They got that lovely carved from stone look again

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wizard of id
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Posted: 20th Jul 2010 20:58
here is the mesh to test out...I have already imported the mesh so just pop it into your fpsc directory

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Nbt
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Posted: 20th Jul 2010 21:17
Is that poly hole meant to be there??

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wizard of id
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Posted: 20th Jul 2010 21:22
oops i fixed that i guess I loaded the wrong mesh

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 20th Jul 2010 22:49
okay fixed the problem had to reslice the whole mesh

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
PW Productions
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Posted: 20th Jul 2010 23:16
Can we have the download for the modern tunnels please?

General Jackson
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Posted: 21st Jul 2010 02:48
Looks good.

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PW Productions
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Posted: 21st Jul 2010 07:08
Also, will you ever repost the downloads for Tunnel 2?

wizard of id
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Posted: 21st Jul 2010 07:55 Edited at: 21st Jul 2010 07:55
Quote: "Also, will you ever repost the downloads for Tunnel 2?"

Tunnels 1 and 2 are long dead.Tunnels 2(Sewer)however are still up for download on fpsfree.com.

Tunnels 5 is the stock ones and Tunnels 6 will revisit the sewers Tunnels 2.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Nilloc
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Posted: 22nd Jul 2010 06:04
PW Productions
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Posted: 22nd Jul 2010 07:25
Alright, cool Thanks WoI

wizard of id
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Posted: 1st Aug 2010 11:52 Edited at: 1st Aug 2010 11:53
Hi guys

Just a quick update.Well I played around with some designs as the previous ones were nice but not the look I was going after.I wanted hard edges as well as a little less than flat walls so the last week been I have busy and all, I did manage to try a few designs to test out and some new ideas.With that I decided to drop the long curve sections for shorter more manageable curved meshes which would make easier to design levels.

What is easy for me might not be necessarily be easy for the end user.Also some thing new I will be doing with tunnels 4 is dividing the ceilings from the walls.

From a level design perspective it would be easier for the end user to pop in their entities and light ect.. and when done simply adding the ceiling to complete the mesh.However this is still a 50/50 depending if can apply a uv map and then slice the sections smaller and effectively divide the uvmap into to piece.

So hopefully in the next week or so, the tunnels might be ready.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 1st Aug 2010 12:55
It's very hard to get an idea of the style been used.So here is a upside down view of it so far.

I found it easier to design all the mesh at once that way I get a better view of what is missing or what doesn't fit.

There is a lot more stuff to show but I will not spoil the surprise....as this forms part of the request a theme pack from a theme months back...

Which I said will take a while..!!!!

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
AbdulAhad
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Posted: 1st Aug 2010 13:19
I just wish I could have your skill!

Hey can i contact you in some way like through msn or skype?

Abdul Ahad
Nbt
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Posted: 1st Aug 2010 13:25
Very nice iddy

wizard of id
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Posted: 1st Aug 2010 13:28
@Abdul Ahad

I send you my email address.

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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