Riverhurst

A secret forum for people who preorder Overgrowth!
Post Reply
User avatar
Hale
Posts: 172
Joined: Thu Jul 17, 2008 5:53 pm
Location: Severna Park, MD

Riverhurst

Post by Hale » Fri Oct 16, 2009 6:59 pm

Image

Riverhurst

After three months of production, I have finally finished yet another Overgrowth map. As mentioned in the blog post, this map has far more objects than my previous works and contains a rather prominent level of detail to each structure. This riverside town has less history and plot development mainly because it's purpose wasn't to tell a story, but instead an entire culture.

This map features several ruins sprawled about in different areas, and it shows how the inhabitants built around them. Also note how most of the trees use different variations of roots to give the "overgrown" feeling of the map. I would have preferred there to be MUCH more foliage around the map, however my computer can only go so far.

As I said the town elaborates on how this specific culture works. Notice that it is far less militaristic than Foothold or Shale Guard. Instead, it contains buildings like seaside inns, restaurants, and other common structures. The way they receive their food is also different because they do not have an farms of their own to create food. Their only major resource would be wood. The lumbar yard features a rather unique system of how the workers get the wood, trim it, and prep it for use. All this together (hopefully) makes the experience far more in depth.

I originally had the name "Riverhurst" for that BCC, but seeing as that had no significant headway, I believed the name was just to good to pass up for nothing. That said, this map could still be potentially used in a campaign like that. It'd also be cool to use the hotspots to make some sort of challenge out of it, like finding objects within the city before the time runs out. Regardless, there is plenty of room for ideas as to what more we could do with this map and maps like it.
______________________________________________________________

Image

Image

Image

Image

Image
______________________________________________________________
Instructions
In this map you'll receive more than just a Xml file to stick in your levels folder, there are actually several files you'll have to distribute. This download will contain 4 different folders which contain files for you.

*Levels: Place the 'Riverhurst.xml' file in the Overgrowth's 'Levels' folder.
*GLSL: Place the 'water.frag' and the 'water.vert' file in the Overgrowth's 'GLSL' folder.
*Textures: Place the 'waterblock.tga' and the waterblockc.tga' file in the Overgrowth's 'Textures' folder.
*Objects: Place the 'waterbase.xml' file in the Overgrowth's 'Objects folder, and the 'Furniture' folder in the 'Objects>Environment' folder.
Thanks for all the support people. I do plan to make more maps but other small tasks lie in my path before that. Comments are welcome as well as suggestions and criticism.

Special Acknowledgement to...

Zam - He kept me going, and even made a structure or two in the map. (Can you guess which one?
Nimai - Hey, he started this all with his amazing Kohlbrinia.
Wolfire - Need I say more?

So, without further ado...

Download
Last edited by Hale on Mon Jun 20, 2011 2:32 pm, edited 1 time in total.

User avatar
liamrudel
Posts: 44
Joined: Mon Jul 06, 2009 12:55 pm

Re: Riverhurst

Post by liamrudel » Sat Oct 17, 2009 2:07 am

Awesome work, well done!

Eruditemoose
Posts: 66
Joined: Tue Feb 17, 2009 8:52 am

Re: Riverhurst

Post by Eruditemoose » Sat Oct 17, 2009 9:41 am

The map looks great Hale. Given the level of detail in the buildings I would have to say that making it must have been quite a feat.

It's too bad that I can't play it at more than 3 fps but I'll just have to wait untill we get up to beta. :lol:

If you're looking for a bit of constructive critisism, I noticed that some areas seemed a little sparce. Some parts had buildings one right next to the other while others where only joined by set of stairs or a catwalk, and this stark variation in density just semed a little unnatural to me. (Although by the time you got this far, I bet even your computer was starting to feel the hurt)

All in all great job, I can't wait to see what you can do once the editor reaches a more optimised state.

User avatar
kehaar
Posts: 696
Joined: Tue Jan 13, 2009 1:51 am
Location: Trapped under a cat
Contact:

Re: Riverhurst

Post by kehaar » Sat Oct 17, 2009 12:08 pm

woo-hoo! wow.

that's beautiful. very good eye for the architecture of working docks. It'll look so real when you can mix in some ruins and a lot of trees when the beta allows decent frame rates.

So docks, bridges, water mills, lumber, etc. means boats, trade with distant towns-- economies beyond hunting, gathering and subsistence food farming. You'd have classes, money, jobs, and a larger population and much greater detail and variety for stories...

It would be so awesome if there were enough npc characters to populate a town like this! You'd need a crowd approaching what you see in Assassin's Creed, maybe not the cities, but at least like in the less dense villages.

iane
Posts: 2
Joined: Wed Apr 01, 2009 8:06 pm

Re: Riverhurst

Post by iane » Mon Oct 19, 2009 5:31 am

Really nice map Hale

I get 3 errors loading the map waterbase.xml log1.xml & Robedstatue.xml and end up with no water texture like this

http://img36.imageshack.us/i/lugaru2200 ... 75719.jpg/

I've double checked all files etc and they are in the right place but still the same errors

User avatar
Hale
Posts: 172
Joined: Thu Jul 17, 2008 5:53 pm
Location: Severna Park, MD

Re: Riverhurst

Post by Hale » Mon Oct 19, 2009 11:57 am

Eruditemoose wrote:If you're looking for a bit of constructive critisism, I noticed that some areas seemed a little sparce. Some parts had buildings one right next to the other while others where only joined by set of stairs or a catwalk, and this stark variation in density just semed a little unnatural to me. (Although by the time you got this far, I bet even your computer was starting to feel the hurt)
Ah yes, my original plan was to either make each structure separated completely, or tie them all together rather densely. However, as I said before, I made this map in sections and as I went on I found out that if the buildings were all equally (or just similarly) spaced, it seemed awkward because it appeared too generated. Like in the blog post, I got some of my inspiration from Maine, and I noticed that a lot of the buildings were in a sort of group-like division. This is because when they were made, they generally built several buildings at a time and made them close, then went on to another section. Thus, I did the same with my map. Having certain areas together, but other structures alone. Thanks for the suggestion man, and enjoy!
kehaar wrote:It would be so awesome if there were enough npc characters to populate a town like this! You'd need a crowd approaching what you see in Assassin's Creed, maybe not the cities, but at least like in the less dense villages.
Ah, wouldn't it be lovely. Luckily, I do believe it'd be possible to have enough NPCs to at least make this place loosely populated, or just enough to beat up.
iane wrote: I get 3 errors loading the map waterbase.xml log1.xml & Robedstatue.xml and end up with no water texture
Just to confirm for the Waterbase.xml, did you put that file in your objects folder? As for the log1.xml, check inside your 'Objects>Plants>Trees>Redwood' because that is where Riverhurst is calling them from. Finally, if your Robedstatue.xml is in the 'Objects>Environment>Statues' folder, it should work.

If nothing of what I said worked, then something else is definitely going on, thanks for bringing this up.

iane
Posts: 2
Joined: Wed Apr 01, 2009 8:06 pm

Re: Riverhurst

Post by iane » Mon Oct 19, 2009 4:32 pm

All files are in the dirs - I've even checked those XML files and the position of the files they contain and they are in the correct dirs - I am how ever using 45 & 46 so I'll try again in 49 when it's available

Edit: Nope same thing with alpha 49 :(
whale1
whale1
whale1.jpg (19.77 KiB) Viewed 2600 times
Whale2
Whale2
whale2.jpg (19.43 KiB) Viewed 2600 times
Whale3
Whale3
whale3.jpg (18.64 KiB) Viewed 2600 times

Code: Select all

Waterbase.xml

C:\Overgrowth\Data\Objects\WaterBase.xml

<?xml version="1.0" ?>
<Object>
	<Model>Data/Models/Crete/Blocks/CreteBlockStandard.obj</Model>
	

<ColorMap>Data/Textures/waterblockc.tga</ColorMap>
	<NormalMap>Data/Textures/waterblock.tga</NormalMap>
	

<ShaderPath>Data/GLSL/water</ShaderPath>
	<ShaderName>water</ShaderName>
</Object>


C:\Overgrowth\Data\Models\Crete\Blocks\CreteBlockStandard.obj
C:\Overgrowth\Data\Textures\waterblockc.tga
C:\Overgrowth\Data\Textures\waterblock.tga
C:\Overgrowth\Data\GLSL\water.frag
C:\Overgrowth\Data\GLSL\water.vert

log1.xml

C:\Overgrowth\Data\Objects\Plants\Trees\Redwood\log1.xml

<?xml version="1.0" ?>
<Object>
	<Model>Data/Models/Plants/Trees/Redwood/Log1.obj</Model>
	<ColorMap>Data/Textures/Plants/Trees/Redwood/Log1_Color.tga</ColorMap>
	<NormalMap>Data/Textures/Plants/Trees/Redwood/Log1_NormalOS.tga</NormalMap>
	<ShaderPath>Data/GLSL/cubemapobj</ShaderPath>
	<ShaderName>cubemapobj</ShaderName>
</Object>

C:\Overgrowth\Data\Models\Plants\Trees\Redwood\Log1.obj
C:\Overgrowth\Data\Textures\Plants\Trees\Redwood\Log1_Color.tga_converted.dds
C:\Overgrowth\Data\Textures\Plants\Trees\Redwood\Log1_NormalOS.tga_converted.dds
C:\Overgrowth\Data\GLSL\cubemapobj.frag
C:\Overgrowth\Data\GLSL\cubemapobj.vert

Robedstatue.xml

C:\Overgrowth\Data\Objects\Environment\Statues\RobedStatue.xml

<?xml version="1.0" ?>
<Object>
	<Model>Data/Models/Environments/Statues/RobedStatue.obj</Model>
	<ColorMap>Data/Textures/Environments/Statues/RobedStatue_Color.tga</ColorMap>
	<NormalMap>Data/Textures/Environments/Statues/RobedStatue_Normal.tga</NormalMap>
	<ShaderPath>Data/GLSL/cubemapobj</ShaderPath>
	<ShaderName>cubemapobj</ShaderName>
</Object>

C:\Overgrowth\Data\Models\Environments\Statues\RobedStatue.obj
C:\Overgrowth\Data\Textures\Environments\Statues\RobedStatue_Color.tga_converted.dds
C:\Overgrowth\Data\Textures\Environments\Statues\RobedStatue_Normal.tga_converted.dds
Also added the file position as on my HD and the files within the XML's

:?

Post Reply