hppav's models

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Re: hppav's models

Post by awesome24712 »

Second Illiteration wrote:Is there a tut for using wally to make the palettes? I remember way back when I downloaded wally, I just wasn't sure what to do
I think there was a tutorial machf made about it, here it is: viewtopic.php?p=52685#p52685

Although I think it's easier to just use an existing palette rather than make a new one.
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Re: hppav's models

Post by machf »

That depends on the colors you're using. Sometimes using an existing palette may reduce the number of colors in your original textures to less than 100 (out of 256 in the palette), in that case i8t's better to make a new one instead.
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Re: hppav's models

Post by hppav »

Hey, I decided to release a JPO model. I had mentioned this back in February 2010. This is a simple mesh that has few details and no physics. Originally intended to be seen largely at a distance with the closest part to the player being the front of the boat. Might be of some use to someone who needs a small boat for their level :P I do plan on redoing this model eventually (As the Andrea Gail, the boat it's based on). Maybe the new model will have an interior to go with it :lol: It is a small boat afterall, and I have a TON of references to the real boat.

Image

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Re: hppav's models

Post by awesome24712 »

Looks nice, haven't downloaded it yet though. This model could prove useful. . .

I see why you didn't give it physics, that'd be a monstrosity. :P
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Re: hppav's models

Post by hppav »

The main reason why is that you weren't going to actually be in contact with the boat, as it would be off shore. Though the plan was to have a short introduction level that took place on the boat, which would have required me to model the boat with more detail and a partial interior, but that detail wasn't necessary in the level this was intended for.

Anyway, I started work on the new boat mesh, which will be intended for more general use. I'll make an exterior only version first (nvm that, :lol:, I may make one later) and then make one with an interior for more detailed usage.

Image
Image

I used a photo of a model of the Perfect Storm version of the Andrea Gail for a reference on the underside.

Here's a list of differences between the Andrea Gail and the Lady Grace (which stood in for the Andrea Gail in the movie):
>The transom on the AG was extended 30 inches to increase the fuel capacity of the ship
>A small shack was added on the stern for shelter
>The port bulwark was extended up 3 feet, former crew members said it had a bad habit of catching water. There is one report of this bulwark being flattened to the deck in a strong storm and it had to be repaired.
>The whaleback deck (on which the pilot house sits) was extended 4 feet and a companionway was added onto the rear of the forecastle compartment
>The ice machine was moved from the main deck to the whaleback deck
>An extension was added to the rear of the starboard side of the pilot house

None of these modifications, done in 1987, were reported to the Coast Guard prior to the disaster and no plans were available to show how these modifications fit in with existing strength members. And there was no stability test conducted on the vessel after these modifications. The vessel, however, was deemed fit for service after two surveys, one during modification in 1987 and one in October 1990. The 1990 survey found a few issues that were addressed by the time of a followup survey in November.

EDIT: Did some more work on it this morning. On the headstone of my copy of Trespasser it will read: Here lies Trespasser. Dead by polygons. :lol:

Image
Image

The box behind the pilot house is the ice machine. The ice machine is located on the main deck on the Lady Grace (the one used in the movie).

This model is shaping up quite well, looks more like a boat than that old mesh did.

EDIT 2: Did some texture work. I must say that even though my texture skills still aren't the greatest, they have improved considerably over the last two years:

Image
Image
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Re: hppav's models

Post by awesome24712 »

I like your choice of Color :P
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Re: hppav's models

Post by hppav »

Thanks, I pulled them from this image:

Image

A lot of images of the original boat have made it onto the internet since I made the old model. I think I got all the noteworthy rigging done:

Image
Image

Physics nightmare :lol: Most of these are made with 3 sided cylinders. You might notice the antennas are easily twice as high off the deck as they were on the Lady Grace... So for the scenario in the movie to work, the entire top half of the mast would have had to snap off. I'm more on board with the theory that the ship sank so suddenly a mayday couldn't have been made before she was under.

And one thing I noticed when I put the movie on recently, the interior of the boat in the movie has been modified to include a full set of cabinets (there's only cabinets over the stove/sink on the real boat, not along the outside wall) and to open up the wall between the bunks and the galley (for filming purposes I bet). This, I assume, was a set that was built. Whether or not this was built in the exterior replica they also built is unknown. I also realized, looking at the making of feature, they originally intended to use the Lindsay L to be the Andrea Gail (It was used as the Hannah Boden in the movie).
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Re: hppav's models

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Hmm, perhaps I should go watch that film I've never really watched that's lying on my shelves. . .

Lookin' Good! :)
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Re: hppav's models

Post by hppav »

It's a pretty decent movie, it has George Clooney and Mark Wahlberg in it. I believe it was Mark's first film role (before that he was Marky Mark and the Funky Bunch --- WRONG, he was in film since 1993... Though I'm certain someone said it was their first film role, but I can't remember who...).

Did some work on the pilot house.

Image
One thing I noticed is that on the Andrea Gail, the equipment used to fasten boards over the windows is not present. So the scene where they try to fasten a board to the window in the movie couldn't have happened on the real boat.

Image
I have no idea what that yellow triangle thing is. It's present on the Andrea Gail but NOT the Lady Grace. If anyone knows what this is, feel free to speak up :lol: I don't think we have a lot of mariners on TresCom though.

Image
You know you want that lovely 70s faux wood paneling texture :lol:

EDIT: Got the equipment on the roof of the pilot house done and did the railings:

Image

Image

Makes the old model look really really horrible :lol:

EDIT 2: Started a bit on the interior. Here's a map of how it's all laid out:

Image
Album 1 http://m.imgur.com/a/cRA26
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Re: hppav's models

Post by awesome24712 »

I'll never understand 3D modeling. :P

This would prove to be very useful in a variety of ways, can't wait for it to be released.
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Re: hppav's models

Post by hppav »

It took me about 10 years to get to the level I am. I started off making everything out of standard primitives before I realized that I could use Edit Mesh to modify them. (I now use a mixture of "Editable Mesh" and "Editable Poly" to get what I want). The 3d renders Remdul used to have on his Pine Valley site is what inspired me to learn 3d modeling. Even now I'm only about average for someone who does this as a hobby, there are many people who are better than I am, but they've been at it a longer time than I have been.

EDIT: Welp, seems I borked my first attempt at getting part of it in the level. Of course it wasn't the mesh that failed, but rather the triggers and magnets I set up to make the radars spin. When I try to load it hangs at about 95% and just sits there going "Derp." :sick: I just don't know what went wrong. I copied the T-Scripts from the triggers I used in JPO~BE for the windmill... It's not the radar mesh or the magnets that caused the crash, but the start trigger that did... I'm going to tinker with it to get it to work. I think it's because I exported it, edited the name in the TPM/Values.txt, and imported it. It thinks there aren't any sphere triggers in the level even with these two...

EDIT 2: I still haven't gotten the triggers to work... It might be that I need to import a regular sphere trigger, then create new ones, then put the T-Scripts in them... Anyway, here's what's in game thusfar:

Image
The pilot house and all the stuff above it has physics, so does the floor of the whaleback deck (the deck the pilot house is on). The hull itself currently has no physics. Trespasser's mipmapping makes me cry sometimes :lol: You can barely read the name. But you know that if I put MipMap = false on a mesh this complex Tres would kill me so it's probably better this way.

EDIT 3: I got the masts and railings in with physics. It's odd having 2d railings with opacity maps but 3d physics, but that had to be done to reduce poly for Trespasser. The antennas don't have physics though, I figure that they are WAY too high off the ground for physics to even be something to worry about. Also the masthead lights are regulation, red over white is for fishing other than trawling and since the Andrea Gail did long lining then that's the lights they'd have. You could barely make them out on the photo I posted earlier in this thread.

Image

Now this is how you make low-poly look good 8)
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Re: hppav's models

Post by awesome24712 »

I don't understand why people use spheres for triggers instead of cubes. Sure, you may need to have is spherical for a CLocationTrigger, but otherwise it'd be easier just to insert a cube, since that shape is already in the level, so you wouldn't have to import anything (unless you're starting at scratch).
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Re: hppav's models

Post by hppav »

Eh, I think it's just because the retail start triggers are almost all either spheres or diamonds :P Though I don't think it matters what shape they are since they are activated at the start of the level. I haven't done much experimentation with triggers outside of doing that breaker box... machf, Slugger or RexHunter might know for sure.

I'm going to be finishing this boat deck by deck from here on out. Here's a todo list for the Whaleback Deck/Pilot House:

[X] Create Physics for outriggers - I may go with just a single box per outrigger to save me some sanity
[ ] "Birds" to hang from outriggers
[ ] Bow line bollard
[ ] Anchor - mounted on the very forward part of the deck
[X] Fuel (black) and water (blue) barrels with "AG" on the forward deck and roof of pilot house
[ ] Long line reel on top of the Ice Machine
[ ] Pilot House Door
[X] Raise Pilot House floor slightly - It's a bit too low, you can barely see out the front of the windows. Easy fix.
[ ] Create Physics for ship's wheel
[ ] Captain's Chair
[X] Pilot House stair railing
[ ] Pilot House Equipment (Depth finder, radio, compass, weather facsimile machine*, etc)
[X] Whaleback Deck Occlusion Object - will cover the deck, the roof of the pilot house, and the back wall of the pilot house
[ ] That mast with the circle thing on it - I forgot about this completely :lol:

*I already did the weather fax machine. I found a great photo of the exact same model used in the movie to use as a texture as well.
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Re: hppav's models

Post by machf »

The shapes are probably just a visual aid (with diamonds -or octahedrons, rather- being an oversimplified sphere), as you actually simply use a t-script parameter (int BoundVol) to indicate whether the trigger is cubical (1) or spherical (0, default value)...
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Re: hppav's models

Post by hppav »

Image
I love Trespasser :lol: I had to make these immovable to keep this from happening.

Image
I had to change the hull mesh a bit to fit the real ship. It's not 100% but it's closer than any other 3D model of the actual ship I've seen (I've only seen one for Virtual Sailor 6 and another you can buy for $99). I also added the two raised areas along the sides of the ship, one just above the waterline and one just below.

Image
Hmm... I wonder why this ship sank.... :P These are the locations they put barrels, btw. They also put them down on the main deck as well when the whaleback deck was too full.
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