Dungeon "Security" elements AKA Traps and Doors

Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 29 Jan 2013, 13:56

This is the still untextured Spike trap; vertex 280, faces 249 including all spikes. Normal mapped, my first try ever, i think it came pretty decent.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Flipflop » 29 Jan 2013, 14:02

wow, I like it, looks very "efficient"....dont want to stand there :) Great Work, how long do you work on that one?
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 29 Jan 2013, 14:06

A couple of days, learning normals was the most time consuming task, the model itself is quite simple, texture to come soon and poison trap is next on line. I want to make a bunch of this so i can post something on frontpage, cmon guys give me something else besides 3d models to post...
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Skorpio » 29 Jan 2013, 22:52

Nice trap. The normal mapped details look good. Have you already tried to animate it?

BTW, should the traps be invisible for the enemies, hidden beneath the floor or above? The spikes could come out of the walls as well. I don't remember exactly how traps worked in DK. Were there counter measures or did you have to trigger them till they disappeared?
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 30 Jan 2013, 13:16

In DK1 they looked like some kind of hourglass, and needed to be trigered a number of times or have the terrain reclaimed between shots, once discovered they were shown but you couldnt do nohing but trigger them, when fired a number of times they became inactive and required a imp to mount a new one on the same place. In Dk2 they had different shapes, and once triggered you could see it and attack it, so with care they just fired once, not very effective rigth?

I propose a mix, you can see traps but cant attack them, you have to trigger them X times to disarm them, at that point the land can be reclaimed easily or an imp can rearm it again. The only traps that can be attacked directly are the active sentry like cannon barricades or any other we came up with.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Julius » 31 Jan 2013, 22:38

http://www.blendswap.com/blends/view/23014

Might be a good base for level props stuff too.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 04 Feb 2013, 23:02

Hi Julius, before starting the trap i did a good search on OGA and blendswap, and found nothing worthy. I saw these very same models but discarded them since they are barely useful, and very easy to reproduce, I could model any of those in a few minutes. Didnt have time for texturing the spike trap this weekend, expect it done this week.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 06 Feb 2013, 15:49

I textured it, its a really simple texture, normals sure can help a lot on that aspect, the only doubt i have is the quantity of blood\rust to show on spikes, which one do you think looks better? first one is my prefered
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby charlie » 06 Feb 2013, 16:12

It needs to be a mixture. Some spikes bloody, some not so bloody. I'm also not a big fan of the shiney metal base. A stoney-mossey texture on that might make it look more menacing. It is a trap. Shiney metal traps? Who's going to be silly enough to step on that!
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 06 Feb 2013, 16:28

sorry but all spikes share the same texture(they are randomly rotated to simulate more variety), going one by one would be too much work
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby hc » 06 Feb 2013, 19:50

Maybe it's possible to project texture coordinates - for a single splattered texture - onto the spikes as a whole - sure possible with blender?

I could imagine very rusty and dirty metal or wood for the base.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Skorpio » 06 Feb 2013, 23:53

You could try to make three groups of spikes: Dirty, clean, half-dirty (or better half-dirty, dirty and extremely dirty).Some trivia: In the Vietnam War the VC used to smear feces on their spike traps to cause infections. :twisted:
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 07 Feb 2013, 12:04

Ok, after hearing you guys i plan to do several skins: Wood, metal, rusted metal, mossy. With levels of dirtiness: clean, half and fully dirty.
But have into account that only one can be used for OD, right?.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby charlie » 07 Feb 2013, 15:18

Nah don't overdo it.

Just make it darker, rustier, and bloodier. It's a game, being OTT with the blood wouldn't be a bad thing.

Don't create lots of work for yourself doing 10 different textures. Just one. Just not a shiney sparse one.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 14 Feb 2013, 16:14

A more complex texture work, i had to shadow the place where normal goes in the texture, the new textures made it almost invisible:
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby charlie » 14 Feb 2013, 16:41

That looks cool.

I thought about what you said before, regarding the way the spikes are textured. Did you consider making 4 spike textures, then applying them in different rotations to 4 spikes each? Might be a nice way to reduce the work but make some of them look very bloody.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby MCMic » 14 Feb 2013, 19:12

Much better this way :) (It was too shiny before)
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 14 Feb 2013, 19:20

Sorry Charlie, ill just make a bloody and non bloody(actual) texture for this one. I feel like i have already spent too much time on this model and adding new things will not make much difference in the final result.
Thanks MCMic, i can see shiny is no good :(
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Skorpio » 14 Feb 2013, 20:27

The textures look a lot nicer now. I've got a tip for you, so here's another quick and dirty paint over. :) Try to brighten the edges a little bit, so that the spikes stand out some more. You could also try to bake an ambient occlusion map to darken some parts.
SpikeTrap.jpg
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Flipflop » 15 Feb 2013, 13:24

Wow. I love the Trap. Its pretty cool Danimal. As also a little bit from steampunk.

Btw...have you watched my Video introducing your Adventurer inside of AgentKeeper as an Tutorial? :)

@Skorpio: impressive how some small changes let the whole think looks that much better.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 15 Feb 2013, 15:17

Good point Skorpio, ill make a new texture soon. Flip flop, i havent seen it yet, but im dying to see the little bugger in action.
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Flipflop » 15 Feb 2013, 17:10

Danimal {l Wrote}:Good point Skorpio, ill make a new texture soon. Flip flop, i havent seen it yet, but im dying to see the little bugger in action.


You can even see him walking around in the newest Nightly Builds: Downloads

Or in the Tutorial-Video Number 3: Link in AgentKeeper FreeGameDev Forum

What do you think about my "nice" try about the normal map? Or did I pronounce your Nick correctly?^^ (only seen in Video)
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby hc » 16 Feb 2013, 19:12

looks great, now on with the next item. :)
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Danimal » 23 Feb 2013, 19:18

And its done, i wont modify anything else. Im wondering if i should do next a door or a poison trap, but i dont have any idea or concept for the trap (just that i want it to be some pressure plates that spray a geiser of acid), help please?

Also can someone go, pick the files and put into the SVN? thanks.
http://opengameart.org/content/spyke-trap-low-poly
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Re: Dungeon "Security" elements AKA Traps and Doors

Postby Skorpio » 23 Feb 2013, 21:51

Hmm this version is a bit brighter than the last one. I think the dark one looked better. I'll upload it tomorrow.
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