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A WIP.. and a hello

  • AdamBrome
  • September 22, 2006 at 7:41 AM
  • Defrag
    • October 10, 2006 at 7:31 PM
    • #41

    This is all I can find, gonna try the first two to see what they do:

    -StaticPropLighting : generate backed static prop vertex lighting

    -StaticPropPolys : Perform shadow tests of static props at polygon precision

    -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)

    -StaticPropNormals : when lighting static props, just show their normal vector

  • Defrag
    • October 10, 2006 at 8:04 PM
    • #42

    First one didn't do anything. The second one appears to cast more precise lightmapped shadows from props onto world geometry only; prop lighting itself is unaffected.

  • AdamBrome
    • October 10, 2006 at 8:18 PM
    • #43

    info.

  • Defrag
    • October 10, 2006 at 11:49 PM
    • #44

    I tested them with the Source SDK base, the new engine stuff. I have a prop half in shadow and half in light and it was unaffected by either vrad option. The latter command did what it was supposed to do, the former didn't seem to do anything.

  • AdamBrome
    • October 11, 2006 at 12:00 AM
    • #45

    del.

  • AdamBrome
    • October 11, 2006 at 6:13 AM
    • #46

    [Blocked Image: http://brome.toogeek.com/stuff/crap/underworld4f.jpg]

    This is where I'm at by about 7PM Tuesday. I'm getting sick of looking at the edges being so smooth and such that it makes me want to jump in and start to do lighting.

    I also haven't made up my mind yet if I'll do any bump information. If I do it'll be with normal maps. We'll see.

  • dissonance
    • October 11, 2006 at 6:31 AM
    • #47

    wow, that looks a lot better than the other shots. i really like this one.

    the blue metal on the righthand side: is this attached, or is it part of a swininging door, or somthing like that? also, how does the stair railing end at the bottom?

  • AdamBrome
    • October 11, 2006 at 6:58 AM
    • #48

    The door on the right would be a giant warehouse door. Generally large enough to fit an electronic pallet jack through holding a skid's worth of merchandise. Don't use it for scale, use the door at the back.

    The railing is broken off at the end.

    The walls on either side have 4 sets of remaining bumpers used when.. hmm, I just thought of something! Why would the bumpers be on the INSIDE? D'oh!!! I'll have to retexture those to something else now. ha!

  • Meotwister
    • October 11, 2006 at 7:35 AM
    • #49
    Quote from AdamBrome

    The walls on either side have 4 sets of remaining bumpers used when.. hmm, I just thought of something! Why would the bumpers be on the INSIDE? D'oh!!! I'll have to retexture those to something else now. ha!

    lol

    This is really shapin up very well. I like it man, cant wait to see the finished product.

  • Sa74n
    • October 11, 2006 at 10:48 AM
    • #50

    dunno if thats what you meant in your last post already but why is the whole interior broken but the building walls and ceiling is completely intact?

    good job on the texturing. lighting will make or break the scene though. really like the sense of scale in there.

  • Defrag
    • October 11, 2006 at 3:59 PM
    • #51
    Quote from AdamBrome

    Are you using them both at once? Or seperate. Try them both at the same time. Last time I tried it out I had an object under a shadow cast by a small pillar. Rather than the object being completely dark from its origin being in shadow the parts of the car that SHOULD have been under shadow were. The parts that would be lit were lit.*shrug*

    I'm fairly sure you're barking up the wrong tree and that they've just enhanced the vertex-lighting model and the way in which props cast shadows rather than receive them. I've still found no evidence of anything approaching lightmapped props

    Useful stuff to know nonetheless, so it's good you brought it up regardless.

  • AdamBrome
    • October 11, 2006 at 4:42 PM
    • #52

    Meotwister: Thanks!

    Sa74n: Great idea. I followed the integrity of the scene from the movie Underworld. From what I could see all the walls were intact and no holes were there revealling the outside of the warehouse. I've taken librities in adding new stuff and removing stuff from the scene already so adding a hole isn't out of the question. I'll think about it more once I'm render to start lighting and do renders. Thanks for the idea!

    I too like the sense of scale but the big doors on the right should be scaled down as to not confuse people :\

  • AdamBrome
    • December 4, 2006 at 3:25 AM
    • #53

    Hey, long time no post.

    The following is two shots of composition tests, taken to near final post.

    [Blocked Image: http://brome.toogeek.com/stuff/crap/je_ab_colabWIP_01.jpg]

    [Blocked Image: http://brome.toogeek.com/stuff/crap/je_ab_colabWIP_02.jpg]

    Wires:

    http://brome.toogeek.com/stuff/crap/je_ab_colab_wires01.jpg

    http://brome.toogeek.com/stuff/crap/je_ab_colab_wires02.jpg

    James will be showing his work shortly I believe.

  • Meotwister
    • December 4, 2006 at 3:37 AM
    • #54

    phew.. nice!

  • FMPONE
    • December 4, 2006 at 4:19 AM
    • #55

    That is some great stuff man, woah.

  • Grinwhrl
    • December 4, 2006 at 8:09 AM
    • #56

    very nice Adam.

  • General Vivi
    • December 4, 2006 at 8:28 AM
    • #57

    yeah its looks pretty nice . i love the lighting .

  • Phobos
    • December 4, 2006 at 9:32 PM
    • #58

    Dude...

    garbage.

  • requiem2d
    • December 4, 2006 at 9:34 PM
    • #59

    Nice low poly, time for zbrush I say Keep it up!

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