Project Showoff

Alpharius
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Re: Project Showoff

Post by Alpharius » Fri Dec 31, 2010 1:26 pm

its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.

So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
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forge1.png

syntax
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Re: Project Showoff

Post by syntax » Fri Dec 31, 2010 2:40 pm

If you need to upload an image and don't want to use the built in uploader, please use Imgur:
http://imgur.com/

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Endoperez
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Re: Project Showoff

Post by Endoperez » Sat Jan 01, 2011 9:28 am

Alpharius wrote:its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.

So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
Fire would be particles with a self-illuminated shader. Light sources are difficult ATM, since there's nothing but the sun, and the engine hasn't been made to work with in-door lights. Unlike modern FPS games, which often take place indoors and have artificial lighting, Overgrowth will mostly take place outside.
In short, fire and illumination are difficult, but fire might already be doable.

The anvil is easy, I can post the one I made (once I get back to my computer in a few days). I think I have some sort of texture for the anvil in the previous image, and I'm going to texture all that stuff this spring any way. That should give you all kinds of forge props, eventually. I'm not good at texturing, so it will take some time - on the other hand, it's school stuff so I might be working on that 6+ hours a day.

Alpharius
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Re: Project Showoff

Post by Alpharius » Sat Jan 01, 2011 6:25 pm

Endoperez wrote:
Alpharius wrote:its not much just an area set aside for now to get the general idea. Yea, alittle oncept art, mostly studying the tools of the process. I know close to nothing about 3D modling and sculpting though. I wish i knew how to work with scripting and physics so i can actually light heat treatment area up.

So really, at the moment i'm pretty much just doing level design. If i could create fire, illumination and an anvil i'll be happy
Fire would be particles with a self-illuminated shader. Light sources are difficult ATM, since there's nothing but the sun, and the engine hasn't been made to work with in-door lights. Unlike modern FPS games, which often take place indoors and have artificial lighting, Overgrowth will mostly take place outside.
In short, fire and illumination are difficult, but fire might already be doable.

The anvil is easy, I can post the one I made (once I get back to my computer in a few days). I think I have some sort of texture for the anvil in the previous image, and I'm going to texture all that stuff this spring any way. That should give you all kinds of forge props, eventually. I'm not good at texturing, so it will take some time - on the other hand, it's school stuff so I might be working on that 6+ hours a day.
ah ok. Yeah i think fire is doable. This guy did it right? viewtopic.php?f=13&t=6940

Anyway, more forge props would be great. I guess i'd better get to recreating my map, seeing as this stupid error message is preventing me from accessing my original level..... :| :(

Alpharius
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Re: Project Showoff

Post by Alpharius » Mon Jan 03, 2011 1:03 am

Working on a new urban map..... Anybody use the banners yet? I dont want my file to start giving me errors like my custom objects did... this is the bottom part of the map, and i'm still working on the hillside which i have yet to show. Just a little bit at a time :arrow:
EmpireValley.png
EmpireValleyStatue.png

Scorpion1122
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Re: Project Showoff

Post by Scorpion1122 » Sun Jan 09, 2011 2:35 pm

Nice stuff i see in here if you guys finish upload it :) walking around is beter then a screenshot

But here is my little showoff. Its a little script adjustment to make the fighting a little bit like super smash bros. Everytime a character (including yourself) gets hit the force and the damage applied to that character increases. Thus increasing how far you will be thrown and how fast you will die. But if you want to live a little longer.. every succesfull block adds a small portion of your health back and brings the force and damage applied to you down. And if you did not understand that try it out yourself.

Download the attachment (aschar.as) and place inside the Scripts folder (backup the old one).
Path: Overgrowth/Data/Scripts/aschar.as
aschar.rar
(13.03 KiB) Downloaded 227 times
*added fall damage (damage is applied to your temporary health, so it regenerates)

Have fun

PS: this is for Alpha 112, 113
Last edited by Scorpion1122 on Tue Jan 11, 2011 3:22 am, edited 2 times in total.

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Anton
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Re: Project Showoff

Post by Anton » Mon Jan 10, 2011 2:17 am

So I'm still kinda working on a level, but had a funny moment last night, thought you might enjoy...


My level is still pretty far from complete, but you guys can mess around with it if you want... Anton's Level

Scorpion1122
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Re: Project Showoff

Post by Scorpion1122 » Mon Jan 10, 2011 4:17 am

ariehl wrote:So I'm still kinda working on a level, but had a funny moment last night, thought you might enjoy...


My level is still pretty far from complete, but you guys can mess around with it if you want... Anton's Level
I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.

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Endoperez
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Re: Project Showoff

Post by Endoperez » Mon Jan 10, 2011 4:50 am

I'm back to school and started practicing my texturing skills. I managed to do a surprisingly decent wood diffuse map just by using Photoshop filters. Clouds, diff clouds, noise, fibers...

Image

Next I'll probably try to do some metallic textures, and learn more about bump and spec maps.

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Anton
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Re: Project Showoff

Post by Anton » Mon Jan 10, 2011 8:53 am

Scorpion1122 wrote:I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.
Yeah the scale is still something I'm working on, and there is still a lot of detail I want to add. I've never made a map before, so this level is just experimentation for me.

Alpharius
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Re: Project Showoff

Post by Alpharius » Mon Jan 10, 2011 12:53 pm

ariehl wrote:
Scorpion1122 wrote:I like the idea of the map. But some of the models look a bit to much offscale. But im geusing its a work in progress and it has potential.
Yeah the scale is still something I'm working on, and there is still a lot of detail I want to add. I've never made a map before, so this level is just experimentation for me.
same here. lots of trial and error :oops: , but my level is coming along...I think. Your level looks pretty cool, i'll definately check it out

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Robo_Leader
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Re: Project Showoff

Post by Robo_Leader » Mon Jan 10, 2011 4:44 pm

Presently modeling a character from a project I'm working on. If all goes well with the process and the engine satisfies the requirements for what I have in mind, given the time I may begin a total conversion when the final version of Overgrowth and the Phoenix engine are ready. For now though, it's nice to have something to tinker with and apply/learn new skills.

Image

Keeping it low-poly until I'm sure that it will work. Since this is actually my first model with Blender, and the first I've made with any program without following a tutorial, I'm actually really proud of myself for even getting this far. Here's an image of what the final product should look something like for comparison: http://www.systems17.net/section3finaldrawing.jpg

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Endoperez
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Re: Project Showoff

Post by Endoperez » Mon Jan 10, 2011 5:29 pm

Not a bad start. Plan out the shoulders and the elbows, and hips and knees, on paper before attempting to model them. Those can cause trouble when you start animating unless they're designed well.

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Robo_Leader
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Re: Project Showoff

Post by Robo_Leader » Mon Jan 10, 2011 7:43 pm

Endoperez wrote:Not a bad start. Plan out the shoulders and the elbows, and hips and knees, on paper before attempting to model them. Those can cause trouble when you start animating unless they're designed well.
I've spend a good deal of time working out this character's design. It won't have the complete range of human motion, bit it will come close enough that it shouldn't be a major concern. The only place where I might have a problem would be the shoulders, since I'm not 100% sure about Overgrowth's flexibility with custom player animations without a good deal of extra work, but I have an alternate design for those from a previous iteration of the character, so it shouldn't be too much of a problem.

On a related note, got the model to load into the engine on the first try:
EngineTest.jpg
EngineTest.jpg (31.53 KiB) Viewed 11518 times
Now that it's in-engine I can see some proportional issues that for some reason are really hard to spot in Blender, so I'm glad I took the time to test that. Also I just found out that the rigging editor has been disabled for a while, which is kind of sad. I was a bit excited at the thought of making it wiggle around a bit.

EDIT: Ahhh, perspective view explains a lot. Wish I had found out about that earlier.

Double edit: Proportion issues fixed. Insert airplane noises here.
airplane noises.png
Edit number 3, since I don't see the point in a new post for minor updates. Animation test with semi-broken mesh and LOOK OUT IT'S ARMED!


224741085.jpg
Last edited by Robo_Leader on Thu Jan 13, 2011 7:57 pm, edited 2 times in total.

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Endoperez
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Re: Project Showoff

Post by Endoperez » Mon Jan 10, 2011 11:50 pm

Robo_Leader wrote:EDIT: Ahhh, perspective view explains a lot. Wish I had found out about that earlier.
I thought that was the problem as soon as I read the last few sentences. Yeah, it can be very annoying!

If you're confused by the Blender mouse, you can change that in the settings so that left-click selects (instead of right-click), and right-click places the 3D cursor. If you haven't figured out what to do with the 3D cursor, you can press comma ',' and dot '.' to change how the object is scaled or rotated. There are more than those two options, but usually you want to use either the object's center, or rotate the object as if there was a hinge at the cursor's location. That should be very handy with the robot parts.

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