Summoning Wars Forum

Development => Graphics => Topic started by: Alfisko on February 25, 2011, 02:33:17 PM

Title: Mercenary Camp
Post by: Alfisko on February 25, 2011, 02:33:17 PM
Hello, this is a quick 3d sketch of one of the tents in the camp. It's supposed to be the kitchen and eating place for the soldiers. It could easily be made larger if need be.

(http://alfisko.com/mercenary_camp1.jpg)
(http://alfisko.com/mercenary_camp2.jpg)
Title: RE: Mercenary Camp
Post by: KroArtem on February 25, 2011, 06:28:35 PM
Don't you think things under the tent shouldn't be very detailed as they won't be visible practically at all ? (well, may be in some scenes,  for example when the army is prepairing for the attack).
Anyway, it looks very, very good! *_*
Title: RE: Mercenary Camp
Post by: kalimgard on February 25, 2011, 09:05:17 PM
It looks good.
The tent seems to have some kind of bar or counter. I would detach it. Since it is an army camp, there will likely be a lot of those tents, but only some points of food distribution.
Title: RE: Mercenary Camp
Post by: Jorge Avila on February 25, 2011, 10:17:38 PM
Looks good =), i'd like to see it finished =D
Title: RE: Mercenary Camp
Post by: Alfisko on February 25, 2011, 10:21:27 PM
Quote from: 'KroArtem' pid='1526' dateline='1298654915'

Don't you think things under the tent shouldn't be very detailed as they won't be visible practically at all ? (well, may be in some scenes,  for example when the army is prepairing for the attack).
Anyway, it looks very, very good! *_*


I actually think that it could be visible.. You can, as a hero, go through the whole tent, because the roof just disappears for the time being and shows you what's underneath. It could look very professional and won't be hard to achieve at all! :-)
Title: RE: Mercenary Camp
Post by: Alfisko on February 26, 2011, 02:25:13 AM
Ok so here is the textured and refined version. This is actually a warehouse/storage tent. It's supposed to have only 1 entrance and be closed up so no things mysteriously disappear.

There's going to be a lot of opened boxes without purpose lying around the warehouse, so that should add to the atmosphere of the place too. Maybe some logs of wood or even a fireplace somewhere nearby. 2 guards should be in front of it while 1 could patrol around.

I also added one image to show my previous idea of the way hero could wander through different buildings and interior areas.

Edit: Now that I look at the images I noticed that I forgot to add some pegs to the ropes.. I'll get that right tommorow. ;-)

(http://alfisko.com/mercenary_camp3.jpg)
(http://alfisko.com/mercenary_camp4.jpg)
Title: RE: Mercenary Camp
Post by: Jorge Avila on February 26, 2011, 03:33:26 AM
Wow, i like it! also the floor. is going to be part of the game?
Title: RE: Mercenary Camp
Post by: KroArtem on February 26, 2011, 01:54:01 PM
Quote from: 'Alfisko' pid='1529' dateline='1298668887'

I actually think that it could be visible.. You can, as a hero, go through the whole tent, because the roof just disappears for the time being and shows you what's underneath. It could look very professional and won't be hard to achieve at all! :-)


Hmm, seems like you're right, this is what I didn't think about :) Nice idea, nice work ;)
Title: RE: Mercenary Camp
Post by: Alfisko on February 26, 2011, 05:13:21 PM
Here is the newest version. I made it more random and a little bit worn by time and inaccurate, which seems to be more real, since humans aren't that accurate when building simple tents.

(http://alfisko.com/mercenary_camp5.jpg)
Title: RE: Mercenary Camp
Post by: Jorge Avila on February 26, 2011, 05:33:27 PM
=O Can we have a floor like this, ingame too?
Title: RE: Mercenary Camp
Post by: Alfisko on February 26, 2011, 06:32:30 PM
Quote from: 'hiponboy' pid='1537' dateline='1298738007'

=O Can we have a floor like this, ingame too?


Maybe, this is displacement map on subdivided mesh, but it could be possible to blend textures or even place little stones (each 4-8 triangles) and that could also look cool.. ;-)
Title: RE: Mercenary Camp
Post by: fusion44 on February 26, 2011, 08:34:36 PM
Putting clutter on the ground is a must in the future. Using the ogre terrain engine is one of our goals in the future which makes things like this possible.
Title: RE: Mercenary Camp
Post by: kalimgard on February 27, 2011, 04:09:27 PM
Having the roof disappear would be cool and is possible. But right now it's not easy. The roof would have to be a different object (completely detached from the main tent) and I would have to add a few events to capture people going in and out of the tent. If we don't have a lot of those things it shouldn't have a negative impact on the performance. I realize this can be done different and more easy, but since we don't have someone we can call a ogre-professional (at least we hadn't when I looked the last time) this is the only easy to implement method that comes to my mind right now.
Title: RE: Mercenary Camp
Post by: Alfisko on February 27, 2011, 06:30:04 PM
Quote from: 'kalimgard' pid='1541' dateline='1298819367'

Having the roof disappear would be cool and is possible. But right now it's not easy. The roof would have to be a different object (completely detached from the main tent) and I would have to add a few events to capture people going in and out of the tent. If we don't have a lot of those things it shouldn't have a negative impact on the performance. I realize this can be done different and more easy, but since we don't have someone we can call a ogre-professional (at least we hadn't when I looked the last time) this is the only easy to implement method that comes to my mind right now.

It's possible to only make a collision box that makes the roof disappear once it collides with the player. ;-)
Title: RE: Mercenary Camp
Post by: Lastmerlin on February 27, 2011, 06:43:08 PM
I am pretty sure Kalimgard is speaking about some rather dirty scripting here...
I would advice not doing that right now. Making obstacles semitransparent if the player is behind them is a common and useful general technique. We should rather aim for a clean system to achieve that.
Title: RE: Mercenary Camp
Post by: kalimgard on February 27, 2011, 08:29:12 PM
I vote for Lastmerlins option. I just wanted to give a backdoor ;)
Title: RE: Mercenary Camp
Post by: Alfisko on February 28, 2011, 01:15:14 AM
Going to bed now.. ;-) Older version from today: http://alfisko.com/mercenary_camp6.jpg

(http://alfisko.com/mercenary_camp7.jpg)
Title: RE: Mercenary Camp
Post by: Andreas on February 28, 2011, 09:57:29 AM
Wow,

That's realy cool! I love this transparent roof shot. To achive ti in the game, we probably would have to build those kind of houses wall by wall, since oure collision model only supports cubic or circular shapes. But that is no problem at all. the roof could, walls, wall with door and wall with window be simply seperate objects loter combined by the level editors.

Am I lokking right? The planks seem to be just a cube, which would gladden me very much actualy. A poly count for the closed tent would be nice so ;).

Thank you Alfrisko, Id love to see this model in the game.
Title: RE: Mercenary Camp
Post by: Alfisko on February 28, 2011, 02:28:10 PM
Quote from: 'Andreas' pid='1547' dateline='1298883449'
Wow,

That's realy cool! I love this transparent roof shot. To achive ti in the game, we probably would have to build those kind of houses wall by wall, since oure collision model only supports cubic or circular shapes. But that is no problem at all. the roof could, walls, wall with door and wall with window be simply seperate objects loter combined by the level editors.

Am I lokking right? The planks seem to be just a cube, which would gladden me very much actualy. A poly count for the closed tent would be nice so ;).

Thank you Alfrisko, Id love to see this model in the game.

No, the engine will have to support compound-mesh collisions, it would be stupid to make 6 batches just because of one tent. Also ineffective. Batches are the real pain, not polycount. :-) I will, of course, create a collision model, which is going to be much more simple and usable for that technique. This tent only needs 2 batches, one for roof and the other one for the rest. Fire wood will be a seperate object that could be placed all around the camp, it also has it's own texture. All these objects use thier 512x512 texture. I could merge the planks and fire wood texture into one, thus making it 1024x512 and saving one or more batches, but not all tents are going to have a pile of fire wood next to them. :-)

Only counters and tables are made of cubes for plank texture, the rest is properly modelled. I could do all planks as cubes, but it would lose the randomness of the whole and the feeling that it was actually built by soldiers who weren't very into the construction.