Jump to content


Photo

Issue #139 Base Facilities Texturing


  • Please log in to reply
226 replies to this topic

#51 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 23 January 2006 - 03:53 PM

Today i tried to export barracks into ogre format, but have problem. Still don't have 3ds max (maybe will get it soon). Tried to use Maya 6.0 and Blender 2.4 for conversion, but both failed.
In Maya 6.0 can't get ogre exporter running (strange becouse some time ago everything was ok)
In blender when i imported from .3ds file textures was missing, exporter splited barracks into two files (barracks and table). (also have problems with "clip end" in blender, max value is 1000 wich is to small to show whole facility)

Maybe someone manage to export it? If not i will try once again soon (maybe get that damm 3ds max to that time) :)

Beetle

<{POST_SNAPBACK}>


Do not attempt to convert the final files... export and final working files are the .max format to keep us from havingthis exact problem.

#52 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 23 January 2006 - 05:53 PM

I didn't wanted to convert final file i wanted add barracks to game :) (so we will have at least one textured facility in baseview :) )
Posted Image

#53 Guest_Azrael_*

Guest_Azrael_*
  • Guests

Posted 23 January 2006 - 06:50 PM

I didn't wanted to convert final file i wanted add barracks to game :) (so we will have at least one textured facility in baseview :) )

<{POST_SNAPBACK}>

And XNet :)

Edited by Azrael, 23 January 2006 - 06:51 PM.


#54 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 23 January 2006 - 07:17 PM

they are made to be exported directly from 3dsmax to ogre, not exported from max imported to maya and exported. We unified the file type we submit so that we would avoid having to import and export between a bunch of different programs... exporting for the game shold be done from 3dsmax from the .max file.

#55 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 24 January 2006 - 06:36 AM

  they are made to be exported directly from 3dsmax to ogre, not exported from max imported to maya and exported. We unified the file type we submit so that we would avoid having to import and export between a bunch of different programs... exporting for the game shold be done from 3dsmax from the .max file.


Ok, so i will try to get max and see how is exporting workng there :). Propably next week, becouse on very old directories on my hard drive i found only 3ds max 3.0 version :)
Posted Image

#56 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 24 January 2006 - 06:58 PM

I think that happens because the table and the actual barracks are two seperate objects... each one has its own unrawp map and such... collapsing the two could reslove this issue, but im not sure what might happen to the unrawps... grouping them could also fix the issue, IF this is an issue...

Also the ressearch lab seems to broken into even more parts like :

Floor section
wall section
Table
Random square thing
Microscope
and two Tubes for holding aliens...

What should i do?

Collapse all of them into one? or keep some of them as diffrent objects? and texture each individiualy?

Edited by Shinzon, 24 January 2006 - 07:03 PM.


#57 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 24 January 2006 - 10:04 PM

Started texturing the lab
The 3ds file already had some texture cords perserved, so I just had to re organize them.

The microscope+computer core(Sqare thing)and what appears to be a monitor(Yes another one) are seperate objects and I will get to them when the main lab is textured

My brazil render doesnt want to start up, so now I am rendering with V-Ray it seems to provide more definition and make the textures look somoother...

Attached Files



#58 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 25 January 2006 - 06:40 AM

Not sure if it is, but that door to the "freezer"aera should be a separate object. I envision it dropping into the floor to allow access to theroom.

#59 Beetle

Beetle

    Programming Department

  • Xenocide Inactive
  • 350 posts

Posted 25 January 2006 - 08:34 AM

I think that happens because the table and the actual barracks are two seperate objects... each one has its own unrawp map and such... collapsing the two could reslove this issue, but im not sure what might happen to the unrawps... grouping them could also fix the issue, IF this is an issue...

p some of them as diffrent objects? and texture each individiualy?

<{POST_SNAPBACK}>


No it's not a issue at all, exporter should make two objects (one as sub object). Don't worry with that i will get 3ds max and we investige it more later :)
Posted Image

#60 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 25 January 2006 - 03:23 PM

The door was never a seperate object... its part of the freezer walls... should I try and to detach it now? or leave it for later?

#61 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 25 January 2006 - 05:58 PM

Started texturing the Lab...

I added the color strip on the outside... Maybe we can color code each facility?

Blue: Ressearch and Manufacture
Yellow: Storage and Living quarters
Red: Defense, and Training

Edit:

Just noticed some misalignment problems, the wall doesnt seam together nicley on the left pannel near the freezer... That will be next on my list...

Attached Files


Edited by Shinzon, 25 January 2006 - 06:01 PM.


#62 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 25 January 2006 - 06:58 PM

I likethat color strip looks really nice :)

The yellow/black striping on the door needs to repeat more to make it believably in scale with the characters.

#63 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 26 January 2006 - 02:56 PM

Another update
Scaled down the striping, added "Frost" on the freezer
Touched up chalkboard as well as the table...

Forgot to texture the top part of the door

Attached Files



#64 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 26 January 2006 - 09:40 PM

looking good.... do you think we can increase the res of the texture on the table in the middle?

#65 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 26 January 2006 - 10:11 PM

Another update
Scaled down the striping, added "Frost" on the freezer
Touched up chalkboard as well as the table...

Forgot to texture the top part of the door

<{POST_SNAPBACK}>

A minor point - feel free to ignore me, but don't most people use whiteboards now, rather than blackboards?
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#66 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 26 January 2006 - 10:58 PM

Hmm didnt really think about that one, good point; but there is something... shall I say special about a chalkboard, thats why I also chose green instead of black just a little bit more "Modern"

I also think that a green chalkboard breaks up all that white and blue sterile thing... just a little...

Well maybe, they dont use whiteboards because they are underground, and all the fumes from the markers will make the scientist go a little bit happy? LOL

Or they could just turn the ventelation on :P

Im leaving this out to the people...

@Vaaish: Yeah there is ALOT of space left that I could increase the resolution of the table.

Any suggestions for anything?

Edited by Shinzon, 26 January 2006 - 11:02 PM.


#67 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 27 January 2006 - 08:59 AM

What's that "crate" on the left, storage cabinet?

Pleeeeease, use blackboards! Many scientists still use it, and MIT Lecturers use blackboards (see the Physics opencourseware :D)

Indeed, that table should needs much more detail

No computers?!?! A single terminal at least?

What do these cubes to the right store? Is the Biohazard symbol needed?

What's that text on the wall, Lab LVL 1?

#68 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 27 January 2006 - 09:29 AM

keep the chalkboard... it adds character to the room.... the big box in thecorner is a rack server or computer case....

computer stations could be added on the table...

#69 Denevive

Denevive

    Creative Text Department

  • Xenocide Inactive
  • 70 posts

Posted 27 January 2006 - 06:55 PM

I believe that the "cubes" to the right that you're reffering to Kafros, the ones with the biohazard symbol, are actually the doors to the alien tubes room. I look forward to seeing alien carcasses suspended in liquid in those tubes.
<span style='color:red'>More fun than a barrel of psychotic chickens.</span>

#70 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 27 January 2006 - 07:53 PM

Hmm didnt really think about that one, good point; but there is something... shall I say special about a chalkboard, thats why I also chose green instead of black just a little bit more "Modern"

I also think that a green chalkboard breaks up all that white and blue sterile thing... just a little...

Well maybe, they dont use whiteboards because they are underground, and all the fumes from the markers will make the scientist go a little bit happy? LOL

Or they could just turn the ventelation on  :P

Im leaving this out to the people...

@Vaaish: Yeah there is ALOT of space left that I could increase the resolution of the table.

Any suggestions for anything?

<{POST_SNAPBACK}>

On suggestion (probably it's a post v1.0 thing) but now that labs only research one topic at a time, hang a big widescreen plasma display on a wall in the lab, and put the XNET image of the research topic on it. (Or even have a mini video wall.)
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#71 fux0r666

fux0r666

    Alien Concept Task Force

  • Xenocide Artwork Department
  • 1,028 posts

Posted 27 January 2006 - 08:40 PM

I like this idea a lot.

It would be sort of weird to see video of something that was not invented yet, though.

Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging


Posted Image

#72 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 28 January 2006 - 12:44 AM

I believe that the "cubes" to the right that you're reffering to Kafros, the ones with the biohazard symbol, are actually the doors to the alien tubes room. I look forward to seeing alien carcasses suspended in liquid in those tubes.

<{POST_SNAPBACK}>

Actually, that was a typo, as I meant Tubes, and I don't think someone couldn't understand that the "cubes" were doors :wink1:

Will the model be updated, or just textured and put into "complete"?

#73 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 28 January 2006 - 03:54 AM

I like this idea a lot.

It would be sort of weird to see video of something that was not invented yet, though.

<{POST_SNAPBACK}>

I sort of assumed most of the time you'll be researching a physical item, alien, gun, whatever. So you'd put up images of the topic of study.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#74 kafros

kafros

    Creative Text Department

  • Xenocide Creative-Text Departmen
  • 1,800 posts

Posted 28 January 2006 - 04:39 AM

I like this idea a lot.

It would be sort of weird to see video of something that was not invented yet, though.

<{POST_SNAPBACK}>

I sort of assumed most of the time you'll be researching a physical item, alien, gun, whatever. So you'd put up images of the topic of study.

<{POST_SNAPBACK}>

Concept animations, data sheets and diagrams would also work, you don't really need a video clip of a research topic

#75 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 28 January 2006 - 01:27 PM

There is a tv screen here as well, we could use it to display diffrent ressearch topics, but probably its post V1.0 since it requires a higher load on the coding dep..

There is also a microscope there...

What maps are we allowed to use?

So far I have used a specular, bump and a glow map previously, how about refraction and reflection? for the tubes... just asking ahead of time

How is a glow table? or should I just leave it as flat?

Attached Files



#76 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 28 January 2006 - 02:24 PM

There is a tv screen here as well, we could use it to display diffrent ressearch topics, but probably its post V1.0 since it requires a higher load on the coding dep..

<{POST_SNAPBACK}>

My mistake, I didn't notice it. As regards loading on the coding dept, you just need to persuade someone there to spend the time. And I know someone there who would very probably be willing to spend the time. :D
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#77 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 28 January 2006 - 02:28 PM

Do I suddenly see a volunteer? :P

Edited by Shinzon, 28 January 2006 - 02:29 PM.


#78 Guest_Azrael_*

Guest_Azrael_*
  • Guests

Posted 28 January 2006 - 03:18 PM

*hugs David* ^_^

#79 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 28 January 2006 - 03:23 PM

Do not create the refraction and reflection maps, we will integrate that in the optimal step of the planning for the base facilities ;). For the other maps you are using, those are the standards.

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#80 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 28 January 2006 - 04:51 PM

Alright thanks :D

Another update

Test tubes textured
Light table tweaked

and a close up of the tubes..

Attached Files



#81 mikker

mikker

    Artwork Department

  • Xenocide Artwork Department
  • 2,211 posts

Posted 28 January 2006 - 05:41 PM

Looks great to me.

Two things though)

1) the tables edge doesn't look right to me - it changes width at diffrent places. Same thing with the pannels in the freezer.
2) The top cielding texture looks a bit 'random'. Could it flow a bit better with the edges, maybe?

else this works really well for a lab.

Edited by mikker, 28 January 2006 - 05:42 PM.

Some people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.

the truth about scientology

#82 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 28 January 2006 - 06:36 PM

Thats lookin good there shinzon...

What mikker said is right there is something wird about the way the center ofthe lighttable matches the edges but it looks much better and higher resthan before. I think the tubes look pretty bood but the appears to be a seam on the front of it thats pretty visible. I'd also like to see the frosting toned back a little it seems a bit overpowering.

#83 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 30 January 2006 - 01:27 PM

Do I suddenly see a volunteer? :P

<{POST_SNAPBACK}>

Well, I haven't done any Ogre programming, but I'm willing to at investigate doing it. Provided it doesn't take me hundreds of hours to do the work, and it doesn't do horible things to performance or program size I'm willing to do it. Note, I wasn't contemplating an animation on the display, just putting an image on the display that changed depending on what was being researched.

Additional points.
1. This will need to wait until I finish the research & manufacturing part I'm working on at the moment. (Maybe done in 2 weeks. Depends on how much time I spend playing Aftershock.)
2. My discussions with Guyver suggest that we may NOT be assigning a single project to a lab. So I may pick an image at random from the topics being researched.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#84 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 11 February 2006 - 08:32 PM

Small Update:

-Tweaked the table so it doesnt stretch, as well as the wall meeting the freezer
-Tweaked [test tube/Containment Tank] so the seam is less visible
-Tweaked the table texture a little bit (Made the edges of the light table a bit darker)
-Added a Periodic Table of elements to a wall near the server/crate
-Scaled the Microscope station, as well as the server to fit with human height
-Moved the TV around so it doesnt go straight into the ceeling
-Scaled down the frost intensity, shouldn't be as imposing now

Guess I'll start to texture the server/computer/crate next, Im thinking of it being like a server rack, with alot of physics equipment on it (Screens with parabulas and such, sound waves, buttons etc)

Edit:

Woops, forgot the actual render ^_^.

Attached Files


Edited by Shinzon, 11 February 2006 - 08:35 PM.


#85 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 11 February 2006 - 10:28 PM

lookin good so far! kep it up :)

#86 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 12 February 2006 - 10:43 PM

Update:

-Unrawped the server/computer
-Textured the server/computer

It didnt quite come out the way I planned it, and the bottom shelf looks a bit plain, don't worry I will be adding some vent holes and fan holes on the side so I dont think the side will remain that plain.

Edit:

The resolution of the server is currently 512x512 and I think that might be a little too detailed compared to the actual walls which are 1024x1024.

Attached Files


Edited by Shinzon, 12 February 2006 - 10:45 PM.


#87 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 12 February 2006 - 10:46 PM

the server looks ok, Id just add a few vents and make the texture lighter... maybe the casing more whitish nd the racks about 30% black

#88 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 13 February 2006 - 10:42 AM

Buddy those facilities are looking awesome, 120% professional work there... definitly they deserves a huge frontpage entry in the soon revamped web site.

Shinzon rules =b

Greetings
Red Knight

Edited by red knight, 13 February 2006 - 10:43 AM.

Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#89 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 13 February 2006 - 07:36 PM

Update

-Made the server texture a bit lighter
-Added some vents and random decals to the side

Thanks RK, though I will be the first to disagree :P Still a very long way to go and learn.

I guess the server is now more or less done, I will move on to the microscope station; unless someone doesn't like something about the server, feel free to post anything you feel is worth mentioning.

Attached Files



#90 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 13 February 2006 - 08:13 PM

I think that works better, itsn't nearly as forboding sitting in the corner :) I would just recommed replacing the fan with a few more vents. the fan is making hte whole unit look tiny. but that is quite minor.

#91 Darkhomb

Darkhomb

    Captain

  • Xenocide Artwork Department
  • 628 posts

Posted 15 February 2006 - 02:48 AM

I think that works better, itsn't nearly as forboding sitting in the corner  I would just recommed replacing the fan with a few more vents. the fan is making hte whole unit look tiny. but that is quite minor.


That or just making the fan smaller? The ratio of the fan kind makes me see it as a desktop computer. But everything looks great, Good job =b

#92 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 16 February 2006 - 05:18 PM

Small Update:
-Tweaked the server texture

I tried making the fan smaller, but it ended up looking like a ribbit instead.

One problem that I just noticed is that the chalkboards are actualy huge compared to the scale of a person, so there is now way they can reach the top, even the middle of the chalkboard is a long reach, originaly they were giant computer monitors, featuring ressearch data and such, and beacuse of this scaling problem I am thinking of coming back to the monitor Idea...

Attached Files


Edited by Shinzon, 16 February 2006 - 05:21 PM.


#93 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 16 February 2006 - 06:01 PM

Small Update:
-Tweaked the server texture

I tried making the fan smaller, but it ended up looking like a ribbit instead.

One problem that I just noticed is that the chalkboards are actualy huge compared to the scale of a person, so there is now way they can reach the top, even the middle of the chalkboard is a long reach, originaly they were giant computer monitors, featuring ressearch data and such, and beacuse of this scaling problem I am thinking of coming back to the monitor Idea...

<{POST_SNAPBACK}>

Really big chalkboards exist. They're a bit like treadmills, with a motor that moves the writing surface
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#94 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 16 February 2006 - 10:01 PM

Small Update:
-Tweaked the server texture

I tried making the fan smaller, but it ended up looking like a ribbit instead.

One problem that I just noticed is that the chalkboards are actualy huge compared to the scale of a person, so there is now way they can reach the top, even the middle of the chalkboard is a long reach, originaly they were giant computer monitors, featuring ressearch data and such, and beacuse of this scaling problem I am thinking of coming back to the monitor Idea...

<{POST_SNAPBACK}>

Really big chalkboards exist. They're a bit like treadmills, with a motor that moves the writing surface

<{POST_SNAPBACK}>


I think the chalkboards need to be large... these are some complex mathmatics they are working with... and if algebra can take up an entire normal sized chalkboard imagine what the equasions they are playing with would take up.

Easiest solution would be to add a stool or small ladder as a prop so they couls stand on it to write.

#95 dteviot

dteviot

    Programming Department

  • [Xenocide Senior Members]
  • 1,479 posts

Posted 21 February 2006 - 10:27 PM

Small Update:
-Tweaked the server texture

I tried making the fan smaller, but it ended up looking like a ribbit instead.

One problem that I just noticed is that the chalkboards are actualy huge compared to the scale of a person, so there is now way they can reach the top, even the middle of the chalkboard is a long reach, originaly they were giant computer monitors, featuring ressearch data and such, and beacuse of this scaling problem I am thinking of coming back to the monitor Idea...

<{POST_SNAPBACK}>

Probably too late in the day, but here's what some real supercomputers look like:

The Cray family are very distinctive.
http://images.google...G=Search Images

And heres some more:
http://images.google...ter&btnG=Search
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#96 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 28 April 2006 - 04:35 PM

Good Call, I think I will remove that box... and add something a little more spicy...

The chalkboard was bothering me too much so I changed it to a computer screen

Attached Files


Edited by Shinzon, 28 April 2006 - 04:36 PM.


#97 Vaaish

Vaaish

    Artwork Department

  • Xenocide Inactive
  • 1,625 posts

Posted 29 April 2006 - 07:18 AM

looks good. I think originally it was a screen.

#98 Moriarty

Moriarty

    Xnet Proof Task Force

  • Xenocide Inactive
  • 533 posts

Posted 29 April 2006 - 08:04 AM

incidentally, the text in the CTD department also mentions a computer screen (<link>). perhaps you could take a quick look at that text and tell us if it fits your ideas for the research facility?
I doubt, therefore I might be.

Posted Image,the sneaky little bastard.

#99 red knight

red knight

    Xenocide Project Leader

  • Xenocide Inactive
  • 3,310 posts

Posted 29 April 2006 - 12:47 PM

What a great snapshot... BTW Shinzon, how everything went?

Greetings
Red Knight
Sourceforge Nick: flois - Federico Andres Lois
Visit my blog at: flois.blogspot.com

Posted Image

Pookie cover me, I am going in.

#100 Shinzon

Shinzon

    Artwork Department

  • Xenocide Artwork Department
  • 265 posts

Posted 13 August 2006 - 03:05 PM

Here is the microcope station that is in the corner... if anyone wants to they can texture it :D
While I will re-make the server...

Attached Files