The "Lets get ready the rooms models" topic

The "Lets get ready the rooms models" topic

Postby Danimal » 16 May 2014, 22:14

With Bertram inminent (no pressure here) room code implementation i think we need to do this. Rooms wont be still functional but we can get them ingame and looking pretty; so in here ill try to expose textures and models for all our rooms that need a revamp or are just plainly missing. Help is appreciated and tileable textures are prefered but not mandatory since they can be reworked to be so; i will also get their normal maps done.

Core rooms:
Library - DONE
Dormitory - Tile done, we need new beds
Farm - DONE
Training hall - DONE
Treasure room - DONE
Forge- DONE
Cript - DONE
Guard room - TODO
Prison - TODO
Torture room - TODO


Advanced rooms:
“Arena”: your creatures do a battle royal here, free training but creatures get injured and near death
“Hell pits”: While creatures are here they will summon weak but mindless hellish drones that rush to attack enemies in a range (by bomb suiciding). This would be the fantasy equivalent of a maned missile battery.

“Dark temple”: creatures generate mana by praying


"Recreation room"(Casino):creatures spend their money here, increases morale
"Sweatshop": where any creature dropped (enemy or owned) does forced labor to win a bit of money over time but cant be recovered and dies after some time.


Dormitory (lair): place for creatures to make a bed to rest and refill their HP, nothing will join you without a few blocks of it;
We are still missing all monster beds and heroes only have one.


Farm (hatchery): creates chickens for your creatures to eat, basic room to attract creatures

Treasure room: stores gold, basic room to attract creatures

Training hall: Your creatures train here to rise its levels, it cost a bit of gold to train them. it attracts warrior minded creatures

Library: Place to research and advance in your specialization tree, or alternatively if thats never implemented to research rooms and spells; it attracts inteligent creatures like the cultist or warlock.

Forge: this room is needed for traps and doors to be crafted, it attracts blacksmith type creature to work on it.

Weapons racks(to be used as wall models if the weapon creation in worshops/creature weapon upgrade gets developed
viewtopic.php?f=35&t=5373&p=56059&hilit=good+quality#p56059) or else to be replaced with a wall forge:
Image
http://opengameart.org/content/weapon-rack
Some cool weapons:
Image
http://opengameart.org/content/undead-w ... eapon-rack

Prison: Defeated enemy creatures are locked here, when they die of hunger they return as an skeleton
Tile texture:
Image
http://opengameart.org/node/13431

Torture Chamber: captured creatures can be tortured here to reveal information on their keeper or join your side, it attracts a S&M creature
Tile texture:
Image
http://opengameart.org/node/13430

Guard Post: any creature dropped here stands on guard until it gets tired, attracts orcs or dark elfs?
Tile texture:
Image
http://opengameart.org/content/tiling-texture-pack-12
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 19 May 2014, 11:18

Hi there.

Cool summary :)
Do you think we could already use some of those textures?

regards,
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 19 May 2014, 13:27

Ill need your help for that, what is the current standar for the ones we use? Size, normals? most likely some degree of customization is required.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 19 May 2014, 21:45

Hi Danimal :)

All the ground textures used are from 256x256 to 1024x1024 (power of 2) and certain have got a corresponding normal file.
E.g: For the treasury room ground, we're using: Treasury.png alone, for the claimed tiles, we're using: Claimed6c.png / Claimed6Nor.png files.
All that is usually defined in the corresponding material files.

Is that ok for you?

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 20 May 2014, 11:13

Regarding the pack textures, i unzipped a few of them, they are .TGA (is that fine?) its size are 1024x1024 with specular and normal maps. Could you try to apply one of them? i would like you to try first the wood one for the training room (Pattern 271 inside .7z). I fear they will look way too small if applied over a single tile, if thats the case ill cut them to something smaller (cant say size yet, ill have to tailor it not to destroy the tileable pattern), its fine as long as it is a power of 2, rigth?.
Actually this seems to be the only texture in the packs that cant be cut straigth away into 4 pieces of 256. I will wait your answer.


(the following is more to myself, feel free to correct me)

The textures that are not into packs:
-Fur, i need to make it dark brown and turn it into a 512x512 texture tiling it 4 times, we dont want it to look excesively hairy.
-Grass is ok, need normals
-Carpet, resizing, normalizing brigthness and adding normals
-Ugly grass, turn it into a 512x512 texture tiling it 4 times, needs normals

Models:
- Training dummy, helmet and texture modifications proposed long ago by skorpio, time to apply them.
- Training targets, to be used as wall model only
- Book podium, to be used as active spot in middle of the room
- Small bookcase, to be used as active spot in middle of the room -> need books
- Big Bookcase -> wall active spot

Search for icons for the new rooms and colour them.
Pretty sure there is something we can use:
http://game-icons.net/

Doubts:
- New texture for treasure room and guard room, i cant decide in the last pack i show, do the criss-crossed bricks for guard room look good? and the yellow-white for treasure room?
- Graves, decide which ones to use, only tombstones or sarcophages as well?
- Another training dummy, i had it in the making, but just like the library it depends if active spots creation can ramdonly use one of a few models or is just limited to one?
ImageImage
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 20 May 2014, 19:13

Hi Danimal,

They are .TGA (is that fine?)

I do think it is. Anyway, if it isn't, we can always turn them into png.

Could you try to apply one of them? i would like you to try first the wood one for the training room (Pattern 271 inside .7z)

I can. :) Do you want to adapt it first or can I have a go myself?

its fine as long as it is a power of 2, rigth?

Yes.

- New texture for treasure room and guard room, i cant decide in the last pack i show, do the criss-crossed bricks for guard room look good? and the yellow-white for treasure room?

IMHO, they would do, at least for a change. I guess we'll have to go iteratively there anyway.

- Graves, decide which ones to use, only tombstones or sarcophages as well?

Im little mind, tombstones mean zombies, vampires. Sarcophages mean mummies. What kind of monster would come out of those?

- Another training dummy, i had it in the making, but just like the library it depends if active spots creation can ramdonly use one of a few models or is just limited to one?

You can have as much models as you want and they can be placed the way you want for each room types.
I can either go random, or use the second models for walls, or something else. Just tell me. :)

Best regards,
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 20 May 2014, 19:14

Ah, as for Icons, I think I can come up with something. Let me finish the room logic, and I'll hop on that one.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 20 May 2014, 19:52

Please try the one texture for the training rooms as it is, and tell me if the pattern is too small.

From the graveyard we will get Specters and Necrofages; the models (tombstone or sarcophagus) doesnt really matter, since all of them have the same function, just like the training room or library. But except for wall models that will have only 1 model (due to the stetical need of a reduced shape, and us barely having enougth for the center room objects, but nothing prevent us to create more of them on the long run), the active spots situated in the middle of the room would look a lot better if the model is chosen ramdonly when the room is created.
So for example, when creating training room we get ramdonly training dolls and training spiky-rotating-things; in the library book podiums and bookselves, and so on... just to have a bit of visual variety. (i hope i have been clear, its a bit hard to properly explain)
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 21 May 2014, 08:58

Hi Danimal,

Yesterday, I finished the first step of active spot support, but creating a common algorithm searching for active spots, and used it in the training room.
https://github.com/Bertram25/OpenDungeo ... 82904121e8

For now, to make sure everything was fine, I've only added center spots. I'll add the wall spots shortly. (That part looks easier.)

From the graveyard we will get Specters and Necrofages; the models (tombstone or sarcophagus) doesnt really matter, since all of them have the same function, just like the training room or library

Ok.

So for example, when creating training room we get ramdonly training dolls and training spiky-rotating-things; in the library book podiums and bookselves, and so on... just to have a bit of visual variety. (i hope i have been clear, its a bit hard to properly explain)

Ok for the randomness, but I do think we might require a different list of random models, at least for certain room types, based on whether they are in the room center, or against a wall.
For instance, I would find weird to see a bookshelf in the center of the room but having different bookshelves against walls would indeed look much better. :)
What do you think?

As for now, I could very easily add training dolls and spiky things at random, btw. :)

Please try the one texture for the training rooms as it is, and tell me if the pattern is too small.

Ok. :)

Regards,
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 21 May 2014, 10:31

Hi Bertram, those are good news :) we are one step closer to world domination.

Ok for the randomness, but I do think we might require a different list of random models, at least for certain room types, based on whether they are in the room center, or against a wall.

Exactly, but as of now we dont have enougth models to use like that, maybe we should use placeholders meanwhile, especially on wall models. When i start preparing those models ill reference the room and position they belong to. We shouldnt need more than 2 for center + 2 for walls imho, and that only on certain rooms, most of the rooms will only need to have one center model and no wall model (like farm that will only have chicken coops in middle, others like prison/arena will need an area enclosed by fences but i think those should be left for last).

i think small bookshelf is cute enought to be in the room center but im open to other model sugestions, we will still need many more so it would be just one more on the todo list.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 22 May 2014, 07:55

Agree with what you say.

I've got locally something almost (eh) working with walls. Need to debug it a bit and choose the right rotation values for the models.
Once it is done, I'll add the texture and make a new binary, so you can test yourself. ;)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 23 May 2014, 13:49

Good, i cant wait :D
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 26 May 2014, 14:30

Ok, I've pushed full support for 3x3 central and wall tiles active spots support on github.

Wall room objects appear when the wall near them is claimed, and is removed when it isn't anymore.

I'll update the texture asap.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 26 May 2014, 19:35

@Danimal: Ok, I've checked the code.
The Dojo.mesh file is loaded when adding some Training Room tiles. It is loading the Treasury.material file.

The problem is: It is the same file for the treasure ground tile. So if I change the texture used for the Training Room, I'll change it also for the Treasure rooms.
I'd need a new dojo.mesh file looking for a dojo.material file instead.

(I guess it is time for me to setup some blender environment, eh.)

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 26 May 2014, 22:10

Hi, i like the news, you sure put the rooms into working order ;)
About the meshes, dont worry about it, its high time i try to export something from blender to ogre, and there is no work around with all new coming textures and Skorpio being MIA. And you sure as hell shouldnt be doing that as a coder, just excepting the fact i cant compile yet (gotta find time for it) and the limitations that it migth have on another issues (i will be in your care).

I just need your help on one point, where in the repository are these files located? i want to have a look on both blender and mesh files, then you will have it for sure. :cool:
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 26 May 2014, 23:41

Great!

The model file is in: models/Dojo.mesh
The material file is in: materials/scripts/Treasury.material
I didn't checked out the blender files, though.

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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 May 2014, 15:43

Im checking it rigth now...

- Edit1: its way easier to convert from blender to mesh than the other way, but i NEED to know what was exported to make those .mat and .mesh; gotta keep trying the importer
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Re: The "Lets get ready the rooms models" topic

Postby MCMic » 27 May 2014, 17:47

Bertram {l Wrote}:Ok, I've pushed full support for 3x3 central and wall tiles active spots support on github.

Wall room objects appear when the wall near them is claimed, and is removed when it isn't anymore.

I'll update the texture asap.

Hello, after testing this ingame, I think wall spot should not appear in the 3x3 area where there is already a spot, that’s too much spots.
ie:
0x0
xxx
0x0
should not happen (I did not have this exact setting but something bigger, but I had wall spot and normal spot appearing on two neighboring tiles)

Also, Ennemies are really strong, one took out most of my monsters in no time. He also destroyed my forge tiles but the forge on it did not disappear while it should have.

@Danimal: Could you work a bit on tiles? Meaning having the center sign on ground tiles getting coloured when claimed, having the same kind of sign on walls and only it getting coloured when claimed instead of the whole wall, having only the higher than ground part of dirt tiles getting coloured when selected, …
I think most of this depends on normal adjusting but I might be wrong (especially about walls, a we do need to color the whole when it’s selected for digging… how can we acheive several kinds of coloring a tile? something with materials?)

There also still are bugs in the dirt/gold model rendering, the wrong tile is used in some cases.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 May 2014, 18:18

@Danimal: Could you work a bit on tiles? Meaning having the center sign on ground tiles getting coloured when claimed, having the same kind of sign on walls and only it getting coloured when claimed instead of the whole wall, having only the higher than ground part of dirt tiles getting coloured when selected, …
I think most of this depends on normal adjusting but I might be wrong (especially about walls, a we do need to color the whole when it’s selected for digging… how can we acheive several kinds of coloring a tile? something with materials?)


Hi Mcmic, yes, Bertram is already aware of those colouring fails but for now we are pushing rooms and code cleaning. Im sure he will get to them on due time, its all a matter of textures applied wrongly. We want to get that "cross" working properly and walls will most likely be simplified to something like that and have their battlements removed, its a consensus they dont add anything and make it look bad.

There also still are bugs in the dirt/gold model rendering, the wrong tile is used in some cases.

I cant build yet so you have access to a newer version than me, but i think it migth be a problem with some of the normal or specularity map, cant tell until i see. Bertram?

Hello, after testing this ingame, I think wall spot should not appear in the 3x3 area where there is already a spot, that’s too much spots.

Same as above, will have to see in action to properly decide, but have in mind that only a few rooms will have walls active spots (training, library, forge) the ones that are the most populated btw, the rest only center spots (hatchery) and maybe decorative-only walls spots. Also creatures sizes are to be decreased by a LOT, trust me, no more giants around;
This pattern is not really correct:
0x0
xxx
0x0

One wall will always have an opening, being the smallest room something like this:
0x0
xx=
0x0

Sorry to be so vague for now, but we appreciate your feedback a lot ;)
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 27 May 2014, 19:19

It took me all afternoon, but the thing i need to export is just a fucking plane, as simple as that, this kind of things should be documented :cry: , size seems to be small, you tell me if its good when i produce it.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 28 May 2014, 01:11

Hi guys,

Thanks for testing MCMic, btw.
About active spots, I used the specs we talked about, but I might have done something wrong. It's only the first version of it, anyway.
Next step, make a new binary so everyone can easily try. ;)
I'll be up to to taking any consensus about further change in the active spots algorithm.

Btw, I've also finished the first full pass of appliance of code guidelines, and generic code cleanups. Phew...

About the textures, yes, it's certainly not fitting long term. I must say, I'd like to fix the source of the multi-texturing problem, first. Either by using the GLSL material ogre sample code, or by reviving the RTT shader material code.

About the wrong tiles used for certain cases, I've made the list of workarounds I'd have to add and it's about ten of them. The fact is, I think I've got a better solution than adding a list of hardcoded spooky hack in the tile meshes selection code:
What about adding a config file, telling which mesh file to use, and with which rotation value to use for each case?
This way, we could ealiy replace certain tiles and tweak things until it's perfect. This would also be a perfect way to get rid of hardcoded workaround in the code, and a good base to the future introduction of biomes.

What do you think? <-- I'd take that task next after roomsif ok with it.

Feel free to tell me whether I could merge back to development.

Regards,
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 28 May 2014, 11:12

First atemp at textures, please try it Bertram, i tried following the 3d models to ogre tutorial, but there were no specifics aimed to integrating textures; even if this one works (cross fingers) i still have doubts about the size of the pattern.

Next step, make a new binary so everyone can easily try. ;)

Yay :)
About active spots, I used the specs we talked about, but I might have done something wrong. It's only the first version of it, anyway.

I suspect that the problem is not really the number of spots, but the general size/scale of used models, its normal you think that there is too many of them when just one takes 1/3rd of the room, but ill have to see it, maybe its a code bug after all :?

Edit: making the textures TGA -> PNG halves their size, without apparent loss. Tell me if they are good and ill rework them.
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 30 May 2014, 14:13

Errr, could someone with access to the code test the zipped models from the post above this? i would like to know if its properly done or needs redoing, thanks.
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Re: The "Lets get ready the rooms models" topic

Postby Bertram » 30 May 2014, 18:56

Hi Danimal,

Sorry to keep you waiting.

I've tested the new dojo model with textures. There are two problems:

The models is wayyy too big. Putting one Dojo tile covers something like 20 tiles².
Is there any way you could resize according to other models?

Second problem is that the texturing appears black (at least on linux). I'll take care of that once we've got the proper model size.

Regards,
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Re: The "Lets get ready the rooms models" topic

Postby Danimal » 30 May 2014, 19:40

Thanks Bertram, i couldnt properly import an older .mesh so i didnt even know if it would work, much less its size. But now i have something to work over; the black texture might be caused because i added texture+normal+diffuse, perhaps OD cant show all 3 together? or maybe your linux drivers are acting, i know you sometimes have issues with them. I will post a DojoMk2 later.
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