TresCom Forums

TresCom : The Trespasser Fan Gateway...
It is currently Thu Oct 17, 2019 6:38 pm

All times are UTC




Post new topic Reply to topic  [ 869 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 58  Next
Author Message
PostPosted: Tue Jan 03, 2012 11:21 pm 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
Okay, by the end of today this mesh will be finished and i can start to sculpt the island using Mudbox.
All i have left to do is join the coast along the AS and AS2 levels with the ocean, then its done.

Attachment:
island_all_clean_with_ocean.png
island_all_clean_with_ocean.png [ 98.25 KiB | Viewed 10052 times ]


The missing coast and the gaps between the levels was filled with very basic geometry, i didn't need
anything too detailed, just as long as the mesh had no holes.

PH and Plains will be built in Mudbox as its much easier to sculpt terrain in Mudbox then in Lightwave.

When the coast is finished, ill render a 360 degree video of the island.

Whew.. nearly here!

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Tue Jan 03, 2012 11:31 pm 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 11529
Location: Lima, Peru
Would a heightmap of the actual Cocos Island help? Though it isn't too detailed...

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 12:09 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
Nah not really, i tried to find the highest resolution data available for Coco's but its just not detailed enough.
Even then, i would still need to add all the in-land detail anyway, so its just as easy to build to coast yourself
using an outline.

Its interesting that the dev's chose to model the island on coco's rather then the fictional island:
http://www.jplegacy.org/encyc/novel-map ... amap-1.jpg

No doubt once they stated, they realized that such a round island does not allow for much travelling unless
they filled it with unrealistic cliffs and lots of gates and blocked paths.

Once im done, maybe someone would like the job of taking a heightmap of my reconstruction of the Plains
and PH and build the levels in TresEd?

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 12:23 am 
Offline
Compsognathus
Compsognathus
User avatar

Joined: Fri Jan 04, 2008 12:14 am
Posts: 1066
Location: Switzerland
Why don't you use some fractal height map overlays to get detail into the missing parts (or in general) without much work? Concerning TresEd I don't think it can handle that large terrains as I think it has image size restrictions somewhere. That said I never tried such a large height map. It's already easy enough to screw up without them :D

_________________
Image
Leader, Head Programmer: Epsylon | Drag[en]gine ( Wiki )


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 1:13 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 11529
Location: Lima, Peru
A couple of minutes ago I found this:

http://www.maplib.net/map.php?id=13384

I wonder who made it...

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 1:42 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
Whoah, cool link machf!

That's the best representation of the island i have seen yet!

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 4:01 am 
Offline
Albertosaurus
Albertosaurus

Joined: Mon Jan 10, 2005 10:13 pm
Posts: 2087
Wow Machf, that is truly an amazing find. Maybe I'm missing something but what engine will this unified level run on?


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 5:33 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
About the only engine that could handle a terrain this size while still being able to populate it with
objects and make a playable map out of it would be CryEngine2/3.

It really depends on which engine does a better job of handling the final height-map. I'm pretty sure
that CryEngine3 is going to be the winner here, but for the sake of a small amount of detail i'd be
more then happy to use CE2.

I'm doing this to help drum up some interest in my Petrolia project. I think that once people see how
committed i am to this project i might have more of a chance getting a programmer to help.

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 5:40 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
BTW, here's the finished optimized mesh. Around 122,500 polys.

Attachment:
island_clean_final.png
island_clean_final.png [ 99.47 KiB | Viewed 10040 times ]


For some reason Lightwave wouldn't save my renders, i'll have to play around with it later and see whats wrong.

Now that its 100% and hole free i can start the next stage in Mudbox.
Here's where the fun begins! :mrgreen:

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 6:13 am 
Offline
T-Rex Killer
T-Rex Killer
User avatar

Joined: Thu Apr 24, 2003 11:20 pm
Posts: 11529
Location: Lima, Peru
Looks very nice...
Hey, chronzerg, good to see you again!

_________________
Visit The Carnivores Saga - a forum devoted to modding Action Forms' Carnivores, Carnivores 2 and Carnivores: Ice Age games
Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 3:17 pm 
Offline
Gallimimus
Gallimimus
User avatar

Joined: Fri Nov 27, 2009 8:28 pm
Posts: 579
Location: England, UK
machf wrote:
A couple of minutes ago I found this:

http://www.maplib.net/map.php?id=13384

I wonder who made it...

viewtopic.php?p=100970#p100970

For those of you wondering...

_________________

Image
AUDIO PROJECTS // AnneAudioAdventure / Anne&Hammond
RESOURCES // Music List


Top
 Profile  
 
PostPosted: Wed Jan 04, 2012 3:54 pm 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
Thanks for clarifying that LtSten

Why was there no feedback given on enigma's map!?
Some wonderful work was done there!

I've got a small update on how things are looking in Mudbox. The terrain needed
some further modifying to get rid of some nasty polys that were stopping Mudbox
from loading the mesh. It took a while but i eventually found em.

Attachment:
island_mudbox_01.jpg
island_mudbox_01.jpg [ 446.55 KiB | Viewed 10032 times ]


The sculpting is low detail, just getting the scale right first, then ill start on the finer details.
PH and Plains are starting to take shape, but will most likely go through a few changes yet.

5,896,416 polys :-)

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
PostPosted: Thu Jan 05, 2012 7:34 pm 
Offline
-=TresCom Developer=-
-=TresCom Developer=-
User avatar

Joined: Sat Jun 12, 2004 6:52 pm
Posts: 4712
Location: Atlanta
Just like to drop by and say wonderful work here, s13n1!

_________________
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
"Cold lino was the driving force behind world power!"


Top
 Profile  
 
PostPosted: Thu Jan 05, 2012 11:45 pm 
Offline
Pteranodon
Pteranodon
User avatar

Joined: Sun Oct 02, 2011 1:56 am
Posts: 887
Location: USA
I am quite impressed by that image there—I see the the beach, the town, and where all of the other levels would be. Sorry I didn't post something like this earlier. :?

Good luck with your project! :yes:

_________________
Check out the HL2 mod I'm helping with: Image
Visit my Steam! http://steamcommunity.com/id/awesome24712/
Visit my YouTube! http://www.youtube.com/user/awesome24712

Post benchamrks:
1 [x] 2 [x] 4 [x] 8 [x] 16 [x] 32 [x] 64 [x] 128 [x] 256 [x] 512 [x] 1024 [ ] 2048 [ ] 4096 [ ] 9192 [ ]


Top
 Profile  
 
PostPosted: Fri Jan 06, 2012 5:52 am 
Offline
-=TresCom Developer=-
-=TresCom Developer=-

Joined: Mon Dec 12, 2011 11:54 am
Posts: 496
Location: Australia
Thanks guys!

I'm just doing some CE3 Sandbox testing to check the scale.
Its a little hard to gauge the scale while its looking so bad with no trees or other objects, but after walking
around and checking all areas, it feels right.

Attachment:
sandbox_scale_tests.png
sandbox_scale_tests.png [ 459.46 KiB | Viewed 10013 times ]


The height-map used for this test was a simple version extracted from Mudbox, i smoothed it a little to remove some of
the sharp stepping effect (side effect of this heightmap format) which also reduced a fair bit of the detail.

Performance wise, i know this is nothing but a detail-less terrain, but its good to see the engine handling it with no
issues. Draw distance is great and shows the island how it was mean to be seen.

I think for accuracy reasons, i will use WorldMachine to export the correct height-map format of the mesh i created, then
ill recreate the Plains and PH in Sandbox, as its easier to keep track of terrain heights and overall scale. I like to be able to
place objects on the terrain as i sculpt, it helps with scale and also accessibility. Making sure slopes and steps are the right
height, angle etc.

It means the work i showed in the last image i posted will be wasted, but its so easy to sculpt those details in Mudbox it
doesnt matter. I would rather have to redo that small amount of sculpting in Mudbox then potentially ruin my texture maps
if the scale and size is all wrong once i import into CryEngine.

I can only imagine how good the view from the Summit will be once the island is textured and populated with trees and
other objects.. :D

_________________
http://www.trespassingpetrolia.com/
http://www.flickr.com/photos/trespassingpetrolia/


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 869 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 58  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 34 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

Powered by phpBB® Forum Software © phpBB Group