Sunday, 29 March 2009

WIP - (Fire Engine)

Hey I made progress on my Fire Engine! I reverted to a previous version I created a while back.
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)

After reading up on various modelling articles I decided to see if I could make / remember how to get a model into Source from scratch. I decided to use the Fire Helmet from the Fireman I posted about the other day, heres the results:

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

After doing more research I finally found a site on approprite modelling practices for games, and it actually gives you rough polygon estimates! for example:

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!

After doing a little more research I found out how to make custom models work as static props! it's all down to the .qc file. If anyone decides to try their hand at this all you gotta do is add "$staticprop" (without the quotes) to the command list and viola!

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

# The height of a wall within a common building i.e. a house should be 128 hl2 units high to prevent the player feeling claustrophobic.

# 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)

Heres a sneak peak at the Fire man I decided to start working on, bear in mind i didnt make the *human* model I'm just using it as a scale reference. Once the appropriate Items have been created these can then be placed on a relevant player model and edited as needed.

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)

After all the tideous teething problems I had getting models in Source I finally made a break through, originally I had models in the game but with no textures. Next I got models in Source with textures but they would be invisible, now without further adieu I present an in-game working (fully textured) model!



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)

After many many nights of trial and error I've finally managed to get the Fire Truck model fully textured within the game engine, however due to computer limitations at the moment I can't test it in-game. Even so the model should work now without problems since the model appears within the external model browser (If there was an error of some sort it would be visible (or invisible in some cases)).



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)

Last week we managed to extract the needed files from Half-life 2 in order to alter/change character models and general appearances. This week we have a fully retextured character in the appropriate fire-fighter attire. Over the coming weeks, this character should evolve to include additional models to further the authenticity.



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)

Here is a quick update of a particular peice of content crucial to our assignment.

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

*EDIT: The third link goes into great depth on "replacing" Source NPC's

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

I know this is not an actual task as of yet, however I've started work on the creation of my particular scenario within the Source Engine. It's far from finished, at the moment is a basic gas pump thats on fire.


(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

Everything is completed to a satisfactory standard, the only thing left is to do another iteration of my scenario plan, detailing events etc.

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