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 Hoth interior model discussion

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PostSubject: Hoth interior model discussion   Mon Nov 05, 2012 4:19 am

Medbay: I think you should bake the panel details into normal maps. The difference most likely wont be visible (and normal maps have better performance, usually).

You could bake an AO, too. I like the layout and details.
CP: Looks really cool! Wink the base obviously still needs a texture but the 'light' and the icon look very good already. We have to find a way to change color/icon dynamically though.

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JUST FOR REFERENCE, HERE IS THE CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:

This document was entitled: 'medical bay + CP'

Sharky: Hey this is what i've made so far with the medical bay. I need your opinion on the color also should i bake the details using normal maps?



Ande: I'll make a topic on the forum and reply there. Smile

Sharky: Don't worry i will make it, i put it here so all can see it because not all are on the forum yet

Ande: Too late. Wink

Sharky: Ah ok Very Happy. Just a quick note.

Anyone who want to make the emblem rotate ingame have to make a flowgraph and add Start note by left clicking and choosing add Start note. Then add a PlayAnimation note from the Animation menu.Connect the "done" from the start note to the playanimation note.

Add the entity to the playanimation note by selecting the hologram part and left clicking on the animation note and "Add selected entity". From the animation options choose animation - "default" and tick loop.
Now go ingame and the emblem will rotate.

PS: Both the hologarm part and the base should be added in the editor as Geom Entity



Andy: Why u don't export it to a .xml file and place it here? Razz

Ande: So the base is separate and the hologram 'light' and emblem are one part?
I suppose the blue color is in the material? Or is it a texture?

I assume it's possible to change the material (at least with C++) so we could switch between red and blue materials if the CP is captured by another team. Otherwise we could just destroy the GeomEntity and create a new one with the right colors/emblems. It's possible to play animations via Lua or C++, too.

Sharky: Yes the light and the base are seperate and the color is in the textures. I think changing the textures will be easier.
Also where i should save these .xmls so they are loaded automatically or they have to be loaded manually no matter what folder they are in?

Ben2356: Very nice, control point there!

The only thing is that it looks like the exact same point from the SWBF2 (maybe that is the art direction that is desired, i dont know) also, if we are going to have ground to space and all that we should have the cp's shoot up a beam of light of the controlling faction into the sky so people in aerial vehicles can see the cp better

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JUST FOR REFERENCE, HERE IS ANOTHER CONVERSATION WE HAD IN A .TXT DOCUMENT ON DROPBOX:

THE DOCUMENT WAS ENTITLED: 'corridor_test'


Sharky: I have made the main part of the corridor.Hope it look authentic.Tell me what you think about it.



This models is just for testing. A lot of details need to be done like cables, lights and armature + different corridors like left or right turn, T type corridor etc.
If you think that this effect on the walls are better than the ones on the hangar walls, I will update their normal maps also.

I changed the shape a little because it was not the proper one.I changed also the size to 75%.

I added also armature and tweeked some things so the straight corridor can be continued with placing the same part over and over again.I will upload the texture for the armature as soon as I finish it.

I added the left turn corridor and there seem to be strange effect when using dissplacement.Maybe because of the round shape but I tried almost everything and didn't find a way to fix it ;S

I resized the corridors a little to 80% from the last change ;P.Hope it's better.That way the doors (from the movie) I'm making won't be too big than normal.

Update: I added some varieties of the straight corridor.Nothing fancy but it will look better when we put more one after another.(only the walls are different.If you have any other ideas would be welcome)

rocknroll237: New corridor test 2 is looking very nice. I think you overdid the amount of icicles though! Very Happy

Sharky: Thanks, I was actually thinking if I could add more icicles on the both sides closer to the cables Very Happy
I added a door on one of the corridors(name: corridor_straight_wdoor_1).I would like to hear your opinion since i didn't use displacement on the wall where the door is and it was a bit tricky, because i had to heavily remodel it.
I posted a pic so you can see it easier Very Happy.
Currently i'm working on the interior where the quarters and the medic center are.If you have any refenrence it would really help because i'm watching only from the movie.

sceluk: the corridors, doors and crates are looking awesome. keep it up!
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PostSubject: Re: Hoth interior model discussion   Tue Nov 06, 2012 7:02 am

Yea , you are right that with normals maps is much better and you got more control.I will be doing the normal maps when i have enough time. I can bake all that is needed so don't worry Wink
Maybe i shouldn't have even started texturing these walls with so many details. But it's too late now ;D
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PostSubject: Re: Hoth interior model discussion   Tue Nov 06, 2012 7:28 am

Very Happy Sure, take your time. Hoth should look really outstanding so we can show everyone what we're capable of. Wink
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PostSubject: Re: Hoth interior model discussion   Tue Nov 06, 2012 11:01 am

I agree with Ande, we should do our best Cool .
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PostSubject: Re: Hoth interior model discussion   Wed Nov 07, 2012 4:53 am

Better more detail that you can reduce later (and maybe release the high detail to people with powerful PC as a high res pack) than low to start with.
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PostSubject: Re: Hoth interior model discussion   Sun Nov 11, 2012 6:05 am

I have baked most of the details and I have tested the parts i made so far ingame.
I think it looks better. What do you think?



Last edited by SharkYbg on Sun Nov 11, 2012 6:27 am; edited 2 times in total
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PostSubject: Re: Hoth interior model discussion   Sun Nov 11, 2012 6:09 am

Wow! Stunning! Adding a few computer consoles and an awesome looking door will make this even better.

Scratches on certain tiles and a few dents on the floor might add character too.
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PostSubject: Re: Hoth interior model discussion   Sun Nov 11, 2012 6:12 am

Some droids along with the consoles will make it even more alive. Very Happy
I haven't edited much the textures. I will make some more detailing later on. This is just the simple color with AO applied ;P
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PostSubject: Re: Hoth interior model discussion   Sun Nov 11, 2012 10:44 pm

Awesome! Wink
Can't really find anything to criticize here. Great work!
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PostSubject: Re: Hoth interior model discussion   Mon Nov 19, 2012 6:05 am

Hello everyone,

I was very busy this week but i managed to update some stuff on the medical bay and i took a screenshot that might be put in the update that's going to be posted.

There are still some details to be done + I need to edit the texture with some dirt and burns but i hope i can do this the next week.

So here's the shot. I will put it in dropbox because photobucket resized it:

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PostSubject: Re: Hoth interior model discussion   Mon Nov 19, 2012 6:11 am

Looks great! Wink
You could add env maps to the walls and floors so it looks like it reflects stuff.
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PostSubject: Re: Hoth interior model discussion   Mon Nov 19, 2012 6:28 am

Looks pretty cool Very Happy .
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PostSubject: Re: Hoth interior model discussion   Mon Nov 19, 2012 7:12 am

You gotta love modular assets. Looking awesome!
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PostSubject: Re: Hoth interior model discussion   Mon Nov 19, 2012 7:16 am

Thanks!

Well there aren't many different parts used in the movie either. This saves a lot of work Razz

I will upload a picture with env maps applied.
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PostSubject: Re: Hoth interior model discussion   Tue Nov 20, 2012 10:18 pm

This is looking awesome. Keep up the good work Smile
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PostSubject: Re: Hoth interior model discussion   Wed Nov 21, 2012 4:38 am

Nice work SharkY!
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PostSubject: Re: Hoth interior model discussion   Wed Nov 21, 2012 5:43 am

Great work mate Smile
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PostSubject: Re: Hoth interior model discussion   Thu Dec 06, 2012 10:37 am

Hey everyone.

Sorry for not updating so often but the past 2 week were quite tough for me at the uni ;D
I couldn't complete the Bacta room for the update before the moty but i made a render in max of what i have made in case you think it's appropriate to include the progress so far, no matter how it looks ;]

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PostSubject: Re: Hoth interior model discussion   Thu Dec 06, 2012 6:59 pm

Nooice. Very Happy
I think it's definitely worth showing.
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PostSubject: Re: Hoth interior model discussion   Thu Dec 06, 2012 8:00 pm

I'll happily show this Sharky, it's coming along really well!

Will we have a floating body in it later on?
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PostSubject: Re: Hoth interior model discussion   Sat Dec 08, 2012 4:28 am

Nice work, looking pretty cool.
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PostSubject: Re: Hoth interior model discussion   Fri Dec 28, 2012 11:59 pm

Thanks sceluk!
I don't know if this has to be adressed in the hoth idea layaout but i will post it here.

Some update on the med bay.

I have been working on a part of the medical bay with placing some things here and there and the result as a map is terrible in my opinion so i will need some help on this.
This is what i tried to make.I just feel like the far wall leading to the bacta room is too repetetive and maybe i should expand the area more from there? Or i should wait till the Hoth is being shaped?

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PostSubject: Re: Hoth interior model discussion   Sun Dec 30, 2012 10:55 pm

Agreed on the corridor leading to the bacta tank room. It's not good for gameplay because you can see through the whole corridor (and shoot through it).
We'd need some sort of view blocker or something in the corridor.

Otherwise, I think it's pretty good. We could put a CP either into the room next to the bacta tank (with the glass window) or in the area which can't be seen from the entrances (on the left in the picture).
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PostSubject: Re: Hoth interior model discussion   Tue Jan 01, 2013 4:32 am

Shouldn't we make the parts modular? Like corridor, floor , walls, ceiling.
Or is the above screenie made up of modular parts?
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PostSubject: Re: Hoth interior model discussion   Tue Jan 01, 2013 6:03 am

All parts are modular.I used them to create this. I wouldn't make it if we didn't have layout for the interior of echo base first. Very Happy
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