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FPSC Classic Models and Media / Modernday/Sci-fi Tunnels 5 (Wip)

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wizard of id
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Posted: 11th Aug 2010 12:43 Edited at: 11th Aug 2010 12:47
Hi guys,


I have come up with a few designs some leaning towards scifi and some leans towards modern day type tunnel.

I would like to keep this one simple and polygon efficient with in the 1000 polygon per mesh range...

so attached are some screens of what I am thinking of..Will not be doing a rounded ceiling or roof or wall tunnel again this time around.I am thinking about doing square .

In the top left corner is a in game screenshot of a modern day type tunnel...So every thing should be in order for the first post.!

So it is still undecided which theme yet...but the mission in this one is keeping things simple yet elegant enough not to be completely square...

So what is your view?What theme would you prefer....

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.
charger bandit
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Posted: 11th Aug 2010 14:42
I like the middle left one,so modernday bunker-ish.


Zay
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Posted: 11th Aug 2010 14:49
This is EXACTLY what I have been looking for,for quite some time now.
I can't wait for it's release,thank you Wizard.

Contact me in Skype,name- nejcplan
wizard of id
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Posted: 11th Aug 2010 15:00
Yeah I have taken that design and tweaked it to this to a more sci-fi-ish design.

Some thing completely different for a change.I am just wondering if I should stick with the indented walls sections and just keep it completely flat.

This pack you need some decent matching floors slightly angled but that makes the curved floor sections more troublesome or perhaps a different sets of floors...

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.
Soviet176
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Posted: 11th Aug 2010 18:05
Wow these look awesome!

Putting fear back into sliced bread since 4th May 2010
Bugsy
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Posted: 11th Aug 2010 18:45
nice WOI, just like I loved the other ones, these will be perfect to vring some real dimension to our levels without having to put a bunch of crates and barrels on the ground.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Scope
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Posted: 11th Aug 2010 20:50
Excellent stuff.
Scope.
AlanC
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Posted: 11th Aug 2010 22:38
Looks great man, nice job.

wizard of id
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Posted: 12th Aug 2010 07:58
Hi guys so FPSC hates my guts! That makes two of us.I had some serious collision issued and had to revise the meshes 3 times till I completely destroyed the look.I have now reversed the angles the draw back is that the player will be able to walk on the bottom part of the wall.

This can be reduced by adding a section in each mesh that blocks the path without destroying the look...

So I have another set to test out before adding details to the walls and ceilings.I think this is revision 10 already... *sigh*

On the upside as I fix the collision problems and design new ones I always try some thing new like the small indented areas in the walls that makes it look like concrete slabs was placed next to one another....

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.
vortech
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Posted: 12th Aug 2010 13:19
Middle one(both of them). That other looks bit scifish.


Click there and check my store
Soviet176
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Posted: 12th Aug 2010 18:42
Actually they still look pretty good, you could always make entities to fill in with extra details

Putting fear back into sliced bread since 4th May 2010
wizard of id
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Posted: 12th Aug 2010 19:44
Quote: "Actually they still look pretty good, you could always make entities to fill in with extra details "


This time around I want to add texture details for lights that you do not have to use a single light entity.....

Some thing like this....?!

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.
WWIV Studios
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Posted: 12th Aug 2010 20:14
Great Work!

Soviet176
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Posted: 12th Aug 2010 21:24
I like it a lot, looks very much like halo 3's underground bunker

Putting fear back into sliced bread since 4th May 2010
JRH
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Posted: 12th Aug 2010 23:47
Awesome work. Its nice to see someone thinking outside the box.

PW Productions
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Posted: 13th Aug 2010 03:42
Looks amazing! Nice work so far.


If something is perfect, it probably doesn't work. -PWP
vortech
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Posted: 13th Aug 2010 08:11
Lovely. Don't stop creating tunnels.


Click there and check my store
wizard of id
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Posted: 13th Aug 2010 15:10
Quote: "Lovely. Don't stop creating tunnels."

Thanks.This one will be ready some time next month, I will still be updating with screenshots and the likes with some video's of course.There might be a small chance that I can revert to an earlier revision pending some collision issues that might be fixed some time next month...

Currently the tunnels are at revision 11 which means I have created 11 sets of tunnels to test out, model texture import and spend some time testing collision...*sigh*

This one intends to be a biggie including some proper curved pipes and wires likes the ones that I did a few months back.Also started working on tunnel duplications in other words the there would be several versions of a straight sections with a light with differences which will allow the engine to randomly choose a mesh to use same apply to most meshes.

Previous tunnels I gave choices to insert a broken set with predetermined segments already made this time around I am, looking at upping the stakes a lot.With the last tunnel set I learned that curved segments work well but I could only really supply one of the curves as the polygon count would have been to high and it would have deterred the performance.

This tunnel set with still only have one proper curve and one that...well you would have to wait and see...

I think it would be fun to use all the tunnels to see what progress has been made with them with the simple basic design to the more detailed ones...sort of a history in the making if you like


This time around there are some surprise meshes and segments that I will not spoil just yet before for the official release.

After this one I will be looking at a medieval theme since there are some models packs that would nicely go with a tunnel set.So tunnels 6 have already found a home now it just needs some research...after which I will start Project Upgrade Stock Media Part 3....which if my timing is correct will be in time for FPSC version 2 or shortly afterwards....

So yeah with that mouth full not that every one reads my insight much...enjoy some new screens over the weekend as I have finally chosen a nice texture set with shaders of course....this time around hires 2048 x 2048 texture set

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: 13th Aug 2010 21:59
This is the first time I have been able to work on the tunnels which is a good thing which means a can maul over a few things that I want to do...

Like adding pipes in the wall section...Looks pretty basic but should look cool textured I will be doing the same with ceiling meshes and changing them up in length and textures which will allow some subtle variations in the meshes.

I am still deciding on adding a mesh grit in front on the light in the wall I guess it will look good.

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.
EGG HEAD OF DOOM
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Posted: 14th Aug 2010 00:18
the pipes dont have to be that high poly, but the over all shape and design is amazing. cant wait to see more

wizard of id
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Posted: 14th Aug 2010 19:10
Quote: "the pipes dont have to be that high poly, but the over all shape and design is amazing. cant wait to see more"


Thanks yeah made some changes as per screenshot haven't imported the complete section I first want to get an idea what it looks like.I might chuck the pillar in the middle it seems a little pointless there...But then again I put it there for the pipe support..

Well I think the grit will spoil it none the less I will have to test it to make sure.

Will post a screenshot on that in a little 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.
Mazz426
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Posted: 14th Aug 2010 19:21
i think you should make your tunnels feel more claustrophobic, like the subway style tunnel in your references

wizard of id
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Posted: 14th Aug 2010 19:22
I was wrong the grit works well..

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: 14th Aug 2010 20:10 Edited at: 14th Aug 2010 20:11
Quote: "i think you should make your tunnels feel more claustrophobic, like the subway style tunnel in your references"


Maybe in the future currently the base set has already been created as well as all the additional meshes and counting...

I removed the annoying pillar added the floor grate still needs some tweaking...Over all things is taking shape nicely.

Now to work on some doors and then the pipes and wires and then the duplication and detail can start

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.
Bootlicker
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Posted: 14th Aug 2010 20:18
looks awesome dude!


vortech
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Posted: 14th Aug 2010 21:33
Yippee. Don't forget make versions without those light so we can ut there too own lights (Just make there hole). But that's awesome looking.


Check for pure horror.
wizard of id
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Posted: 14th Aug 2010 22:51
Yeah, tweaked it a bit to allow light placement above the grit to allow better light mapping...I still have to choose a texture set so I have to choose between concrete and metal...

So I am tried Bond1's textures to see what will work.. so far both works well

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.
Bootlicker
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Posted: 14th Aug 2010 23:34
please use a metal texture

and maybe create additional maps for shader support?


mgarand
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Posted: 14th Aug 2010 23:37
Looking really good, always love your work.



Creativity is inventing, experimenting, growing, taking risks, breaking rules, making mistakes, and having fun.
KeithC
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Posted: 15th Aug 2010 00:45
Looks great; kind of reminds me of the death star tunnels for some reason.

-Keith

wizard of id
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Posted: 15th Aug 2010 12:47
So far so good the grunge texture is fitting the shader still needs some tweaking as well as the specular map...and of course the floor texture...

So enjoy this update the last one for a few days...

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: 15th Aug 2010 15:35 Edited at: 15th Aug 2010 15:37
Is the last screen FPSC? Amazing work as usual!

By the way where did you get that light entity?

Abdul Ahad
Scope
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Posted: 15th Aug 2010 16:02
Thanks for the download.Excellent work.
Scope.
wizard of id
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Posted: 15th Aug 2010 16:49
Quote: "Is the last screen FPSC"
snapshot6 ? Yes I hope so !

Quote: "By the way where did you get that light entity?"
I have used stock textures to make my own light entities,But that screen does not contain a single entity...if it can be integrated into the mesh I choose that any day over entities simply because it is less a performance hit and placement is 100% spot on without any annoying rendering problems...and of course no collision issues....

Quote: "Thanks for the download.Excellent work.
Scope."
Thanks, but what download? unless you are referring to the video.?

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: 17th Aug 2010 22:17
Hi guys,

After a busy few days I have been able to test a few things did not work out as planned the angle is a weeeeee bit steep....So I will have to split it in half and add a small straight section so that the angle is over 3 segment blocks and not a single one...

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: 17th Aug 2010 22:26
Seeing that screenshot iddy, makes me want to jump into a ghost and go grunt squishing

wizard of id
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Posted: 17th Aug 2010 22:46
fixed the floor sections but the shader still needs some adjustments as well as the bump map for the walls

I think i might remove the specular settings all together...the shader doesn't work well with curves...

also decreased the map to 1024 x 2048 slightly less of a performance hit on gpu's with less memory

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.
DarkJames
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Posted: 17th Aug 2010 23:09
just one word and one Emoticon

Awzum !

Soviet176
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Posted: 18th Aug 2010 08:49
Where do you release these ID?

Putting fear back into sliced bread since 4th May 2010
wizard of id
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Posted: 18th Aug 2010 11:04
Quote: "Where do you release these ID?"

On TGC
Some time in the next month or two after Lee approves them for an official release....or I release them...

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: 19th Aug 2010 14:37
Hi guys here is an updated vid...

Still not exactly what I was looking for on the wall lights still trying out some effect....The specular mapping still needs work....!

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: 19th Aug 2010 21:42
Updated the shader specular settings the gloss settings needs to up a bit...

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: 19th Aug 2010 21:56
Looks like something made in unity engine! Good job!

Abdul Ahad
vortech
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Posted: 20th Aug 2010 09:33
Very nice. Like it.


Check for pure horror.
wizard of id
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Posted: 20th Aug 2010 22:40
well so I am trying a few things for lights and pipes so the first few attempts will likely suck big time and still have to get around to changing the floor texture..

I inserted some pipes to get a feel for what they should look like and what would look good on the walls and ceilings, the first thing I noticed was that is some sections will the ceiling grate segments they were barely visible which is pointless...so some pipes along the wall would be better suited but requires a different design to the current ones, so I will be running some tests over the next few days.

The good news is the curve is prefect only 2000 polygons which is a perfect balance between performance and looks adding lights to the ceiling will be troublesome so I have to find a work around to that.

Was also a perfect time to try out some different ceiling lights there are orange green blue red and yellowish and red ceiling lights to test out..!!!

So perhaps some new screens Sunday if I can get some good looking pipes...and a vid...!

So enjoy! And remember negative feedback is just as important as I am making this for you..and not just my self...!!!

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: 21st Aug 2010 10:42
Could a mod kindly lock, media will not be released.

Thanks !

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.
4125
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Posted: 21st Aug 2010 11:00
Quote: "media will not be released."


Why is that?

Computer Specs: Intel Core 2 Duo E7400 2.80GHz @ 1066Mhz FSB 3MB Cache, Dual Channel 8192MB DDR2 PC6400 800MHz RAM, XFX Nvidia Geforce 9800 GTX+ 512MB, XFX 780i SLI Motherboard
KeithC
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Posted: 21st Aug 2010 18:39
Maybe he was contacted by TGC?

-Keith

Nbt
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Posted: 21st Aug 2010 19:37
Quote: "Maybe he was contacted by TGC? "


Good point, as Rick can be really scary at times



Nickydude
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Posted: 21st Aug 2010 19:46
Thread locked at authors request.

But it's not all bad news.



For KeithC

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