Monday, 18 May 2009
(WIP) - Tutorial Finale
Sunday, 17 May 2009
(WIP) - Tutorial
Saturday, 9 May 2009
(Update) - Fire Extinguisher
Wednesday, 6 May 2009
(WIP) - Tutorial
Saturday, 2 May 2009
(WIP) - Tunnel
Friday, 1 May 2009
Saturday, 25 April 2009
(WIP) - Fire Axe
Thursday, 23 April 2009
(WIP) - 3D Background
Sorry for the very short clip, just keep pressing refresh! :D
Wednesday, 22 April 2009
(WIP) - House level
Noticeably there is no fire triggers, these have been saved into test maps and await being placed into the environment once I’m one hundred percent satisfied with it.
Tuesday, 21 April 2009
Monday, 20 April 2009
Todo - Vern
Fix Fireman's hand rigging (if noticable in-game)
Unwrap view model & Fireman if required
Create a defualt position for the Fireman view model for all the animations DONE
Create / Fix the accompanying animations for the Extinguisher DONE
Finish Petrol Station (low priority) EXCLUDED
(WIP) - View Model
Next step is to determine the best position for the arm geometry and then apply this to the rest of the animations, then
Sunday, 19 April 2009
(WIP) - View Model
(WIP) - Fireman
Friday, 17 April 2009
WIP - (Fire-Fighter)
Wednesday, 15 April 2009
WIP - (MP Client)
Problem lies somewhere with the configuration of the weapon/mp compatibility. The extinguisher sprite fires for all the weapons, not just the one firing, with no effect on surroundings.
I hope that tonight the team will be able to determine the right course of action in regards to these issues and how it affects the project.
Friday, 10 April 2009
WIP - (Fireman)
Next step is to fix stray vertexes currently invisible in the video above, and then either myself or Rob will attempt to unwrap him so he's ready to be textured.
WIP - (Fireman)
Next I need to Rig him properly, give him weight etc and create the collision model version of him, also he needs to be unwrapped so that Rob can texture him, then he'll be ready for use in-game.
Thursday, 9 April 2009
Tuesday, 7 April 2009
WIP - (Flashover)
The side of the corridor is intentionally removed for this demonstration.
Monday, 6 April 2009
WIP - (NPC Prototype)
Also if you didnt notice the long spikey thing on BoxMan from the previous video is fixed! (Was down to a weight problem)
Next step is to start on the Fireman since BoxMan is complete and was a success!
Sunday, 5 April 2009
WIP - (NPC Prototype)
Next step is to finish of the Fireman I've allready half modelled and then put him through the same steps to get him in the game too.
WIP - (NPC Prototype)
Next thing todo is to learn how to add animations to him so we can make him walk & run etc.
WIP - (NPC Prototype)
A few days later and lots of hours here is the end result...
The next step is to actually see if we can make him an NPC within the game instead of a "prop_ragdoll". Also FYI if you guys want this model is ready for use within game, I have no idea how you could implement such a model but hey he's yours for the taking! You could make a mod! attack of the squared men featuring yours truely... BoxMan! :D
P.S. The post count is 15 / 12 to Me! whoop I win
Friday, 3 April 2009
WIP - (Fireman)
P.S. The music is a Sonic 3 remix I was listening too and just got carried away with Fraps, lol.
Wednesday, 1 April 2009
WIP - (House Level)
In the image below shows the top down view of the house along with the original Visio plans and an in-game screenshot highlighting correct dimensions and a bit of decor.
Sunday, 29 March 2009
WIP - (Fire Engine)
I managed to lower the models poly count to 2091 from over 4000 and it also renders now without any problems in max that is. I also figured out why the model had invisible faces in-game... it was due to the command "$translucent" I over looked in the .vmt's for the textures of the model (Don't laugh), heres the end result:
Also even though the model now "works" it now needs a more detailed collision model so that the player can jump inside it etc and also it needs a texture unwrap.
P.S. 2091 polys is acceptable for this model since its only going to appear once or twice, 3 times tops in any given level.
Saturday, 28 March 2009
WIP - (Models)
Model Viewer -
Hammer -
In-game -
P.S. The Helemt is to scale! also only thing I need to work on is UVW Unwrapping otherwise the textures on custom models tile over and over.
Also the model pictured above is a physics model! as mentioned in the previous post it is as simple as recompiling the model with 1 additional line of code to make it a static object.
Modelling Info
Small Objects: 200-300 Polys
(Items that appear frequently but require no major detail)
Medium Objects: 700-900 Polys
(For items that only occur a few times)
Large Objects: 1500-2000 Polys
(Items that are infrequent but require alot of detail)
Special Objects: 2000-4000
(Special objects or colossal structures)
Weaponary: 1000-3500
(This includes the arm geometry)
For the full article head over to here http://www.interlopers.net/tutorials/3959.
Custom Models Note!
Also if any of you guys require any models nows about the time you should be telling me so I can get them out of the way.
P.S. Ben / Julian, read / post on the blog!
- Vern
Friday, 27 March 2009
Notes for realistic mapping scale
# Width and height of the common door within hl2 is 48 x 108 inside and 56 x 112 on the outside (including frame.)
These sizes and more, including counter size and ladders can be found as textures under “dev”
Thursday, 26 March 2009
WIP - (Fireman)
Shot 1:
Shot 2:
I would have done the oxygen tank but its late so I figured I'd just show what I have so far, hope you guys like it.
WIP - (Models)
Now let the back patting commence!
P.S. The problem was down to how I was implementing this particular model in-game, some models won't show if set to a static entity, this came to me whilst we was watching the progress presentations and I realised the errors of my way.
Wednesday, 18 March 2009
WIP - (Fire Truck)
Additionally, the model has a graphical error, I don't know wether or not it's down to the 3D modelling program or the process which enables its use within the game. If you look at the screenshot closely you can see that the model has invisible sides making the interior visible, further testin will have to be done to fix this.
- Vern
WIP - (Character)
Useful links:
#New model from scratch: http://www.fpsbanana.com/tuts/6766
#New textures for existing models without using 3dsmax: http://www.fpsbanana.com/tuts/8003
#Re-compiling models with new textures: http://www.fpsbanana.com/tuts/7971
Saturday, 14 March 2009
WIP - (Fire Truck)
NOTE: Click the images for a larger view
Screenshot 1 (Begining):
Screenshot 2 (Rendered):
Screenshot 3 (Textured):
As you can see from the screenshots its a very basic Fire Truck for use within our mod, the final textured version needs to be retextured thens its ready to be imported into the game.
Sunday, 8 March 2009
Research
Ok my computer is still broken, however I've managed to do some research, the first link is a tutorial I found on how to edit/create your own HL2 MP character models. The second link is to the Missing Information mod homepage, so check them out if you like.
Model Tutorial
Missing Information
Replacing NPCs
Tuesday, 3 March 2009
Content Update
(Sorry for the huge image! click it for a better view)
If compared to various images within the design document you can see that it's pretty much identical and not to different from the original plans / concept.
The environment is very dark, too dark infact but that's what I wanted it to be like, this enables the flames to illuminate the surrounding area. Also I will be adding emergency vechiles with flashing lights to brighten up the scene.
Progress Update
Also a note for Rob: I don't know if you've done it yet but we need a design for the MOD's load up screen, and / or main menu. If you like I can do a quick sketch as I have an idea of how it could look.
Addtionally I will have the plans you require for tomorrow, thanks.
- Vern
Thursday, 26 February 2009
Week 3a Tasks
General:
Annotations of maps
Technical research
#Working equipment
#3Dsmax09 .mdl importer
#Condition scripting
#Restricting character selection
#Creation of NPC
Rob:
#Inclusion of the house scenario
#Final logo/branding design
Ben:
#Concept Art of tunnel
#Converting sketch of blueprint to Visio
Vern:
#Plans to Visio
Julian:
#Complete scenario
#Concept art/storyboards
#Blueprints
#Scenario write-up
WIP Report: WK2b Summary
Julian was absent with pinkeye and is expected to submit his work sometime over the weekend.
Monday, 23 February 2009
Week 2b Tasks
This will entail a background of the scenario, a detailed briefing with information regarding environment, list of equipment that the player will have access to, any NPCs that are to be included, any custom meshes that need to be created and the win/lose conditions of the scenario.
Accompanying the scenario section should be an environment layout/blueprint, storyboards, walkthrough and if time permits concept art.
Just to specify who is doing what:
Ben – Scenario Design
Julian – Scenario design
Rob – Design Document, UI design
Vern – Scenario design, Avatar/character design, equipment
WIP Report: WK2a Summary
Friday, 20 February 2009
Week 2a Tasks
Locations:
#Domestic home (house, shed, garage) - Rob
#Petrol station - Vern
#Warehouse – Julian
#Construction site or Tunnel crash - Ben
This research will eventually be turned into playable scenarios for VFS.
Thursday, 19 February 2009
Features
Here is the list of features that we hope to achieve with VFS:
Environment
Utilising the Source Engine, VFS aims to recreate many different scenarios based upon real-world fire incidents, brining the user as close as possible to the event without the risk involved in simulating fire drills.
Simulated Flashovers
Flashover risks implemented to instil a sense of caution into the user, accurately simulating one of the most dangerous aspects of fire fighting.
Teamwork
Multiple client connectivity allows the trainees to function as a group as if in a real situation, prompting teamwork and tactics.
Fires
Simulation of Fires and the many different types of fires is at the heart of VSF, imitating how real fires would behave in specified situations including Flammable solids, liquid based fires, electrical firs and flammable metals.
Dynamic Hazards
Scripted events to alter the play-through experience depending upon user interaction ensure that a scenario has multiple directions facilitating different training methods.
Hint Station
Advice from professional fire fighters regarding tactics and equipment is available via the recreated Fire station.
After Action Review
A score sheet, assessing the users’ performance in terms of goals attained and time taken to complete/ fail the simulation.
Monday, 16 February 2009
WIP Report: WK1a Summary
Analysis, comparing two of the most popular game engines was also concluded, stating that Valve’s Source engine is better matched to the teams needs due to ease of modifying and a greater amount of attainable documentation regarding modding the game.
Thursday, 12 February 2009
Week 1a Tasks
Technology (Rob):
Investigating which game engine is best suited to VFS’s needs.
#The player must be able to extinguish fire
#Fire must be able to spread
#Fire able to harm the player
Equipment (Vern):
Detailed research and images of fire fighter’s equipment.
#How it works
#Video and Images
#Attire
Training (Ben):
Documentation and media of training routines performed by real firemen.
#Rules/procedure fire fighters must abide to
#Scenarios used in training
#Video and images
Environment (Julian):
Research into typical environments and hazards firefighters encounter.
#Types of fire
#Other environmental and hazardous risks
#Video and Images
Deadline: 16/02/09
