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Wanted: Random models for my uni programming project

  • Defrag
  • April 23, 2007 at 2:25 AM
  • nooba
    • April 27, 2007 at 3:31 AM
    • #21

    Try the first person camera

    http://download.autodesk.com/media/MNE/ ... a_300k.mov

  • Defrag
    • April 30, 2007 at 10:18 PM
    • #22

    Thanks for that. It's still a bit of a bitch to control, though I'm just wondering whether there's a way to set it up so that your camera rotates on the spot without having to change modes etc.

    I've got a cool canyon model from R_Yell (I split it up and max didn't choke when exporting, so yay) and build a little interior scene around nooba's generator. Still working on it, but they're both looking good. I've got to add a better skybox & fog to the exterior scene and make some other changes, but I'll show a few more screens in the coming days . The interior looks pretty good, but it does have Doom3 everything-is-plastic syndrome. I've got some crazy bug in my app where if a light has a radius of > 256 it converges to a sharp point and I have no idea why. It's really pissing me off but I can just build my scenes bearing this limitation in mind (hack hack hack!)

    Anyway here's one of the interior. Everything is still wip (and I didn't really spend much time on the modelling at all and the room doesn't even make sense, I just botched together a few FF textures and shoved nooba's model in). The lights are fully dynamic and it has shadow mapping for directional & spot lights (you can see the shadows cast by the skylights on the ground) and various other things. Some of the meshes don't have normal maps yet so the normals aren't right (lights & generator in particular). I'll add a few more lights to illuminate most of the room when I have time but I don't intend on doing much more with it. The scene file is edited via notepad so you can imagine how old that gets after a few hours... I've been looking at the positions in max then writing them to a file by hand. Trouble is that max needs to swap the y & z axes, so it makes it even more fun when I'm trying to figure out how to offset lights etc. I know the lights shouldn't be casting onto the ceiling like that, but it does look kinda cool and show off the normal mapping. I wish I had spent more time on the scenes but I don't get marked on 'em so ... blarg.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/university/interior_scene.jpg]

    *edit -- Here's a first crack at the exterior. My fog is a bit shitty at the moment because I'm not using the fixed function pipeline (so I have to replace everything I've taken for granted for the last x years and write my own version), but hopefully I'll have time to make it look better. I plan on adding a nice clear blue sky and some fog with a bit more contrast & blue hues.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/university/exterior_scene.jpg]

  • Defrag
    • May 17, 2007 at 10:38 PM
    • #23

    I finished it and handed it in on Wednesday. Thanks to everyone that offered me stuff!

    Since someone asked for the code:

    Dissertation (5 megs)

    Program code [100k]

    I can't upload the compiled program as I didn't bother to compress some of the resources, so the textures are too big to upload really (I'd have to compress to .dds and then go through all of the meshes and rename the texture references, so I cba)

  • Rick_D
    • May 18, 2007 at 12:53 AM
    • #24

    the indoors looks quite nice, gg

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