alright, I got it working. found out the solution on 3dbuzz. there's a setting for optimization called "NoEncroachCheck" or something similar. I unchecked it, and now the kActor activates the trigger.
moving on, It's looking good so far.
James
alright, I got it working. found out the solution on 3dbuzz. there's a setting for optimization called "NoEncroachCheck" or something similar. I unchecked it, and now the kActor activates the trigger.
moving on, It's looking good so far.
James
the object class is listed as KActor in the properties window. It's a static mesh that was converted to KActor.
James
o-k, so changing the class proximity types, although it made perfect sense and I assumed it would fix my problem, does nothing..
it seems like when the trigger volume isn't set to Class Proximity Type Pawn isn't even affecting the matinee at all. I disconnected all links between the two, and connected Untouched, and Empty both to the Play, then tried each by itself connected to play, and none of the three play tests did anything... the matinee didn't play whatsoever.
when I change the class proximity back to Pawn, it works fine when I walk into the trigger volume though..
thanks for the advice anyhow Serenius, it probably got me much closer to figuring it out, and I didn't know about that Class Proximity Type setting before. Awesome.
James
o-k, so i'm frustrated again by kismet. anyone who has used it before would do me a great favor by helping me out if you could.
so I have a physics object that moves when you shoot it, or walk into it. my goal is to have the door open when the object hits it, and only the object..
so far i have a trigger volume set up around the door, with a triggervolume_0 Touch node in kismet. that is linked via the instigator line to a object var. then the touched line is linked to compare objects node, which compares the instigator to my key object that has to touch the door. the A==B line is then connected to matinee to run the animation. the trigger touch node also is connected to the matinee node via the untouched line to pause.
the deal is, is that when "use player only" is turned on in the triggervolume touch node, it all works when I walk into the door. and now that I have the compare object node, walking into the door doesn't open it, which is what I want.
is there something special you have to do to a physics object's collision to get it to react to trigger volumes? the physics object is a custom mesh with 2 collision meshes. (via UCX_ naming prior to exporting from maya.)
thanks for any help you guys can lend. here's my kismet window.
[Blocked Image: http://i.imgur.com/3kO6u.jpg]
James
I'm not sure where to find them, as I can't seem to locate any that have that classic greek or roman style theme, but I know there are images floating around online of 360 degree photography of actual historical vases. basically they set up a camera and a automated turntable, slowly rotate the vase while snapping photos, then take a slice of each photo and combine them, visually unwrapping the vase evenly.
if you could find one of those, it would be a cool thing to utilize or take reference from. or, like Bunglo suggested, finding a roman painting thats similar and start with that. (that might be alot easier.)
count me in.
looking forward to a ridiculous attempt at a ridiculous door.
(lets just hope I can script it..)
James
BTW kedhrin, LOVE the concept and look of ghetto golf, I'll be picking that one up asap when it comes out for XBLA. I have always loved the concept of taking golf out of it's box, and adding to it. never really played straight up golf games, but played plenty of bizarre variations.
both of those games look pretty sweet.
anyhow, here are a few screens of the whole scene minus textures, just so you guys can get a better idea of the space/layout of the scene.
opposite ends of the tunnel:
[Blocked Image: http://i.imgur.com/W1Un1.jpg]
[Blocked Image: http://i.imgur.com/J1a8k.jpg]
a panoramic of the chamber:
[Blocked Image: http://i.imgur.com/hTalP.jpg]
one entrance into the chamber from connection cave: (tinted objects are for clarity of space/location of image)
[Blocked Image: http://i.imgur.com/HkqGE.jpg]
a walkthrough of formentioned connection caves leading from tunnel to chamber:
[Blocked Image: http://i.imgur.com/ErM8s.jpg]
as of now, I don't think I'll update much more anytime soon, but if anyone wants to crit, go right ahead, I'd like the advice.
James
o-k, so for kedhrin:
it's tough to say, only because some of them are farther than others. I would say the little buildings and tunnel pieces(becides any UV work) are probably about 80% done, the main chasm as pictured is 50%, (but I can't the the current chasm mesh in, it's closer to 80%, i'm having some issues with errors in the mesh that i have yet to find... that mesh has quite a bit of structure and extra detail to it that I feel would make the scale more pronounced and impressive..)
I would love to add more small detail props, but I know that those are more of an accent, as they don't define the level's shape and structure. (unless I plan for then ahead of time..)
I got next to nothing done this weekend. I seemed to forget that it was easter weekend, and with a little one that demands multiple easter egg hunts, I had very little free time, plus with portal 2 out...... well, yea..
anyhow, I'll see if I can find some time in the near future to update some of the work, but if not, this was only a quick sketch/challenge after all.
and on the up side, I learned how to use UDK's terrain tools, even if I didn't get the two i used to look amazing.
James
haha, sorry for hurting your face.
most of the textures are somewhat placeholders. I haven't spent much time getting textures together, mainly attempting to get the modeling and the layout assembled.
James
alright, update!
I was sick wed and thurs, so I got little to no work done then. I am giving myself a 2 day extension, so I have until sun night to get this level as far as I can get it.
I got one modular stone modeled, uvd and somewhat textured.
here's three screenshots showing the first pathway from the chamber to the tunnel. it's only about halfway assembled, but there's a screen showing the path via lights.
[Blocked Image: http://i.imgur.com/2KhYm.jpg]
[Blocked Image: http://i.imgur.com/ZpzFO.jpg]
[Blocked Image: http://i.imgur.com/gpg8P.jpg]
thanks, Froyok, for the AO crit, I'll look into that. I am not sure why it's showing up there, as I haven't had AO turned on, but perhaps its something with the "preview" quality lights i've been building. we'll see.
James
Update:
here are some screenshots from the level as it is atm,
I've been playing with the placeholder materials, trying to find a tone/color that I like,
[Blocked Image: http://i.imgur.com/jnmeC.jpg]
[Blocked Image: http://i.imgur.com/2PWNm.jpg]
[Blocked Image: http://i.imgur.com/EFy6L.jpg]
[Blocked Image: http://i.imgur.com/ilwRe.jpg]
also, I finally got the Terrain textures working the way they should work.. so thats coming together.
lighting isn't really the way it will be when the level is done, everything is flooded with light, so I can see what i'm doing...
the majority of the work I got done today was in the upper tunnel area. some screenshots on the horizon tonight showing higher res modelstuffs.
I'll probably update the mesh on the overall tube tomorrow so that it has more detail, and the UVs match, don't know if I'm going to try and model any high-res details on the walls, may only use repeating large images and UDK's awesome material editor to define the details on a simple mesh.
James
so the work week starts again. I'll update some of the new models and get screenshots on my lunch break, but the bulk of the improvements will have to wait until tonight to post, since they are at home, and I have a newer version of maya at home, and forgot to downsave to something my maya 7 here can open...
anyhow, I've refined some of the models, and got some details added to the tunnel sections, as well as to the main chamber. I'll try to get the rough stone pieces modeled today, so I can have sloping passages that lead from the lower chamber to the upper tunnels walled in.
the UV mapping of complex models really kills me, especially organic models. I end up taking the cheat way out by "Auto mapping" until I have everything modeled the way I want, but that is bad, because I end up with a complex model with no real foundation for the UVs.
James
o-k, so I got the scale where I want it, and I'm working on getting the layout assembled in UDK with my placeholder objects. i'm having trouble setting up the terrain objects in UDK, as I've never used terrain before. so I got it looking close to what I want height-wise, but I can't paint textures on it for some reason. I set my textures up as terrain materials, and they are loaded in the terrain editor, but I can't paint them on.... anyhow, here's some screenshots.
the little guy in the central chamber (huge bright room) is about the same size as a character. (he's only in there for scale, atm)
[Blocked Image: http://imgur.com/rM3J5.jpeg]
[Blocked Image: http://imgur.com/AyeOK.jpeg]
[Blocked Image: http://imgur.com/ynQwK.jpeg]
[Blocked Image: http://imgur.com/pQ2HN.jpeg]
[Blocked Image: http://imgur.com/nKsvs.jpeg]
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[Blocked Image: http://imgur.com/mKOyv.jpeg]
[Blocked Image: http://imgur.com/9rZZD.jpeg]
[Blocked Image: http://imgur.com/Nol8m]
[Blocked Image: http://imgur.com/RG7UI]
so I've got some UV issues to work out this weekend, and I'm going to try and have some nicer higher res models as well. I've got the majority of large models roughed in, the only thing I'm missing is a few rock clumps to define the rocky tunnels with.
I'm planning on some type of mesh that creates a truss system around the central room, not sure if I'm going with aged wood, like an old mine, or rusty or weathered metal like a newer mine. and I'll probably make a few small machines or mine equipment things to place around.
James
So I'm looking to do a DM map, probably for UDK, with perhaps a week turnaround, as the indie project I'm working on is taking a breather on the art end.
the map I'm looking to make is a mine. I've got the basic layout, a few modular pieces super roughly modeled, and I'll be getting the level designed today in unity. (for scale and layout testing) I want to get the level playable in unity, and then export and do the higher end modeling in maya to bring into UDK. my goal is to try and capture the raw weight and power of earthworks or earthy mine spaces. I'm thinking somewhere between the reality of salt mines and the fantasy of moria.
it's a two level map, with a larger open space in the lower area, and a corridor with some buildings along the upper space.
linked below are a few references and some wip screens and the layout.
ref:
rough layout:
[Blocked Image: http://i.imgur.com/B0EV4.jpg]
rough models:
[Blocked Image: http://i.imgur.com/zuRuf.png]
so far I've got about 2 hours into the planning and modeling, and implementation. hoping to get another 3 or 4 hours in today, during break and after work.
James
Hi manhuntworld.
I work as a CAD product engineer. I went to school for 3-d media for film and animation. My career goals lie in the game industry. I like this idea for a topic, and I can offer you some basic points that you would need to comment on and/or discuss.
the main one I can think of right now is scale and precision. entertainment and architecture look at things 2 different ways. and often times, one doesn't understand the other's view. game visuals have very little structure or framework beneath them, in the same way as architecture, where every bolt, washer, link and cable are often depicted. most or all of which represent real tools/hardware with product numbers so they can be estimated and ordered when the time comes to build. the amount of info is overwhelming sometimes. with games, it's a different directive. game environment art is designed to give a player a feel or emotion, and much much less effort is spent on specific details about what kind of hardware holds something together, or how many feet/meters are between each Ibeam in a warehouse.
these two different elements lead to two different pipelines.
I'll try and add some more in a while, I have to head out.
good luck
Shard
Beauty Shot:
[Blocked Image: http://i.imgur.com/3UrpC.jpg]
Layout:
[Blocked Image: http://i.imgur.com/BQkZS.jpg]
Proof:
[Blocked Image: http://i.imgur.com/wDMzZ.jpg]
http://www.waterandwires.com/transfer/Shard20brush.zip
this map has
15 Brushes,
1 static mesh (half-dome for sky texture)
a few weapon drops and 3 jump pads.
I have yet to figure out how to work with pathnodes very well, so some of my navigation stuff isn't working too well.
I am working on it. I need to create a 2nd texture for the floor surface, and perhaps one for the smaller features like the rocks and ledges. I've messed with the UVs on the large angled and verticle surface, creating an extremely accentuated slide feel. like stone or crystal that has been sheared off. I like the way it looks quite a bit, and may try and find time to refine it.
Also, I've added a chamber at the bottom with a long verticle tunnel going up, both lit in green. once I figure out how, I'll be dropping in powerups and health and such, to promote movement around the level.
I have been having issues in UDK with the brushes having holes in them if I move their vertices more than just a little, anyone know how to fix this? Also, there are spots where a brush will not do anything if I try to "ADD" it.. even though there's no subtract brush encompassing it... very frustrating..
[Blocked Image: http://i.imgur.com/ysLqT.jpg]
[Blocked Image: http://i.imgur.com/Ym8GF.jpg]
[Blocked Image: http://i.imgur.com/8ukfQ.jpg]
altough I like the idea of rapid quick level sketching, I hate using brushes and bsp-type building... give me maya and a static mesh anyday.
James
here's what I've got so far. tomorrow I'll see if I can't do something more with the big slope in the front.
[Blocked Image: http://i.imgur.com/yaXtn.jpg]
[Blocked Image: http://i.imgur.com/pccrr.jpg]
[Blocked Image: http://i.imgur.com/1zrQw.jpg]
[Blocked Image: http://i.imgur.com/qo8yo.jpg]
o-k, so I stumbled upon this contest last night, and I think I'm going to try and get something together. I've got a late start, so my 20 brush will be a bit sketchy, at best. (plus, I'm not used to working with brushes, so this will be fun.)
I'll try and post some progress sometime today.
Sentura - I love the look you've got. It looks like something you would stumble upon in an art gallery's courtyard.
@ 2-dChris - there's nothing bad about ripping off tron. it has forged itself into a style, and alot of people like that style. sure, with the new movie out right now, it's not as unique as if you had been inspired by the 1982 film a year ago, but your map still looks sharp as hell. do those glow lights change color as you play? or did you change the color before taking each screen?.
skysilcox - I love the color palette and loftiness of your map. feels like a pleasantly foggy dream about the Mirrors edge add on levels.
James