New scenery: Alien [in 2.5]

New scenery: Alien [in 2.5]

Postby rubberduck » 06 Sep 2014, 14:14

i work on a new scenery, i call it alien, a lot of green.
i used textures only from the game, only new diffuse textures, no new normalmaps

7 new terrain textures, made out of sand/desert and desert rock textures
alien_scenery_terrain.jpg


2 new road textures, made out of desert road and one out of moss road
new bridge-border texture too
alien_scenery_road.jpg


terrain with fog in the game
alien_scenery_fog.jpg


and three new grasses, 2 are from X-scenery, other used in desert
alien_scenery_grass.jpg


alien-alike trees and other rocks are planned and two ufo-models, one flying, one standing on the ground
for the trees and rocks i want to use old (used) models, where i want to edit the texture only , (do i have to make a new .mesh file for this???, it is only the texture what should change)
https://notabug.org/rbduck/Nucleagacy
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Re: working on a new scenery: alien-alike

Postby CryHam » 06 Sep 2014, 14:23

Looks already cool. Good luck with rest of data.
Yeah, you need a new .mesh even if only material changed.
Hope it's not a big issue. We don't have that many variations and .mesh files aren't very big (unless for car).
I propose L as the scenery prefix letter in track names.
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Re: working on a new scenery: alien-alike

Postby rubberduck » 06 Sep 2014, 16:58

i already use "L" for the prefix.

But i need the blend files for the trees now, do you have a repo with these blend files???

i have already created a new texture for one of the existing trees but i don't have the blend file
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Re: working on a new scenery: alien-alike

Postby CryHam » 06 Sep 2014, 17:06

Ah. Hmm. Difficult to find. But if we only need another material then it's easier, no need for .blend files.
I use OgreXMLConverter to turn .mesh to .mesh.xml, edit it and change material name, and then again to go back to .mesh.
I can make it for you, just tell me your new material name and which .mesh files.
Then I'll attach those new files here.
If the length of name is same then it can be done with hex editor, but yeah, it's not pretty.
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Re: working on a new scenery: alien-alike

Postby rubberduck » 06 Sep 2014, 17:55

here i have a list of all objects, sorted by vegetation and objects

the first one is model (name in the editor) and the second the material
a "*" means that i wasn't able to find the material of this mesh in the material file (.mat), in this case i don't know how the material is named.
so i need a path of the .mat file and the name of this material.


vegetation:

jungle tree
>jungle_tree_alien

gum tree
>gum_bark_alien
>gum_branch_alien

rock R2
>rock_L2

rock R3
>rock_L3

rock R4
>rock_L4

shroom 1 1
>shroom1_alien*

shroom 2 1
>shroom2_alien*

shroom 3 1
>shroom3_alien*

objects:

cave 4
>cave_4_alien*

cave 5
>cave_5_alien*

cave 6
>cave_6_alien*

rock n2
>rock_n2_alien*

rock n5
>rock_n5_alien*
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Re: working on a new scenery: alien-alike

Postby CryHam » 06 Sep 2014, 18:47

Hmm there aren't such shroom and cave models, did you mean:
shroom1_1, shroom1_2, shroom1_3 and cave_R04, cave_R05, cave_R06 ?
Ok in case I guessed it, here is the pack with all those.
Attachments
alien_veget.zip
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Re: working on a new scenery: alien-alike

Postby rubberduck » 06 Sep 2014, 20:50

the trees are working, (trees,rocks and mushrooms), but i can't find the .mat file for the other rock objects and the cave objects.

the problem is, that i don't know the original textures used by these models for editing them.
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Re: working on a new scenery: alien-alike

Postby CryHam » 06 Sep 2014, 21:47

See in data\materials\scene\trees.mat for trees and rocks. Shrooms and old stuff in trees_old.mat.
Nearly all, main stuff is in those *.mat in data\materials\scene.
Ah, here you have a pack with all those models .mesh.xml, find 'material=' text inside them to see what material they use, and then search this material name in .mat (those 2 above, but can grep all, should be fast).
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alien_veget_xml.zip
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Re: working on a new scenery: alien-alike

Postby rubberduck » 07 Sep 2014, 13:33

all models (vegetation and other objects) work now.

i added a third road (a bit darker, for rocky surface), i also added one new pipe in 4 colors in alien-style: normal, blue, green and yellow

new_road.jpg


new_pipes.jpg


the next step is to make an ufo-model
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Re: working on a new scenery: alien-alike

Postby CryHam » 07 Sep 2014, 15:30

Cool. Pipe looks great.
Any idea for sky ? Kind of doesn't match colors. I mean, since fog is green, sky should have some of it too.
Maybe some recolor of current or adding some overlay in lower part IDK.
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Re: working on a new scenery: alien-alike

Postby rubberduck » 09 Sep 2014, 19:59

i recoled the sky, added an ufo (flying and standing, 2 models, in screenshot only flying)

i also started some alien like buildings (it is more like a system to build a huge alien base, some objects could work as obstacles too, ca 30 models)
most models are done, but they are all untextured at the moment, i will use only a few textures for these to keep the used disk space smaller)

the ufo is usable as track segment too. (see first screenshot)

here some screenshots:

ufo_01.jpg
alien building system (not textured yet)

ufo_02.jpg
ufo with recolored sky



and here the alien buildings:
alien_buildings_untextured.png
ufo as part of a track
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Re: working on a new scenery: alien-alike

Postby CryHam » 09 Sep 2014, 20:29

Very awesome stuff.
I'd recommend checking out some of nobiax textures. He had plenty and there were some walls, concrete and Sci-Fi ones too, plus those are 1k and with normalmap, specmap so great quality.
Don't worry about size. If you make models that will (definitely) be in game, it's better to have good quality (so it lasts good longer).

Some packs I think could have useful textures (probably in order of importance):

http://opengameart.org/content/free-decals-01-sci-fi
http://opengameart.org/content/free-decals-02-sci-fi
http://opengameart.org/content/tilling-textures-pack-01
http://opengameart.org/content/tilling-textures-pack-02
http://opengameart.org/content/tilling-textures-pack-03
http://opengameart.org/content/tilling-textures-pack-10
http://opengameart.org/content/tilling-texture-pack-11
http://opengameart.org/content/tilling-textures-pack-07
http://opengameart.org/content/tilling-textures-pack-04
http://opengameart.org/content/tilling-textures-pack-05
http://opengameart.org/content/tilling-textures-pack-09
http://opengameart.org/content/tilling-textures-pack-32
http://opengameart.org/content/free-til ... es-pack-34
http://opengameart.org/content/free-til ... es-pack-36
http://opengameart.org/content/free-til ... es-pack-29
http://opengameart.org/content/free-til ... re-pack-28
http://opengameart.org/content/free-tilling-textures-41
http://opengameart.org/content/free-tiling-textures-42
http://opengameart.org/content/free-til ... es-pack-47
http://opengameart.org/content/free-til ... es-pack-48
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Re: working on a new scenery: alien-alike

Postby rubberduck » 10 Sep 2014, 08:28

i know these textures and i used them before too,

Then i have to create multiple materials for one object which i can use for all other objects too.
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Re: New scenery: alien-alike WIP

Postby rubberduck » 11 Sep 2014, 20:13

i am almost ready and will upload it tomorrow, but i won't export these objects now, because you should look over these objects before (textures, models, etc. ), i don't know, if i add the materials into the mat file, because that is a simple and repititive thing for all these textures.
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Re: New scenery: alien-alike WIP

Postby CryHam » 11 Sep 2014, 20:21

Cool. Yeah I will do that.
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Re: New scenery: alien-alike WIP

Postby rubberduck » 12 Sep 2014, 16:37

here i have my objects now, i added 2 more and the ufo is in this file now too.
i made a .mesh file for the ufo, but i removed it, because i retextured it. before i had a baked texture, now it uses the same textures like the other objects.
the only thing what it not done, are materials (in .mat file) and .mesh files
Image

http://platen-software.de/sebastian/ali ... ery.tar.gz
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Re: New scenery: alien-alike WIP

Postby charlie » 12 Sep 2014, 23:18

That's pretty cool man. Upload it to OpenGameArt. :)
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Re: New scenery: alien-alike WIP

Postby CryHam » 14 Sep 2014, 17:23

Great stuff.
Textures are good. Will push them to master soon.
So, what is to be done with models ? Did you check them in game already and should I just export them to have tangents or you didn't check and there might be sth more.
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Re: New scenery: alien-alike WIP

Postby rubberduck » 16 Sep 2014, 15:15

i think that they are game ready, so you can add them to the game.

i also will upload them to oga in a few days.

i have an idea for a track: a alien-city/base track with a lot of these objects. equal to persianCity, slopeCity or nileCity
(i would like to do it, but i don't have the time at the moment)
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Re: New scenery: alien-alike WIP

Postby CryHam » 22 Sep 2014, 16:15

OK. All data (except buildings) is now on master.
This is such a decent work. And a cool scenery.

I need some time for those buildings. Most don't have center in good place.
I'm not sure about scale for few. Also have to name them somehow.
One or two have flipped triangles, without smoothing, easy fix.
I'll post when I finish.
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Re: New scenery: Alien

Postby Wuzzy » 23 Sep 2014, 19:58

I wonder how the buildings will work out in the game.

The pipe materials are interesting. I think they could be even used for non-alien sceneries and still work well.

One tiny suggestion: The material “pipeAlienYellow” (or whatever it is called) should actually be called “pipeAlienLime”, because it is not really yellow but a color between yellow and green. In other words: lime.
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Re: New scenery: Alien

Postby CryHam » 28 Sep 2014, 14:22

All models are done now. Most scaled by 0.75, some by 0.5.
Fixed flipped wrong faces on few.
Added names, all start with alien_ in game.

Latest .blend file is now on our repo:
https://github.com/stuntrally/blendfile ... _buildings
Pushed to master.

Preview:
http://i.imgur.com/Ke11IoD.jpg
Look great with specular, less so on shadowed side since diffuse tex is rather dull.

Ah, and one thing, those will kill Fps fast.
Since each model uses few materials, each is few batches. If we assume 5, then 20 models on track are already 100 batches (don't use more) which would otherwise do with 100 e.g. persian buildings.
But lets leave it. Ogre 2.0 should fix this by itself. Probably distant future though.
Only fix now would be to pack most textures to bigger ones and edit all uv's, but then texture repeating is gone (will be visible seam), and they are already 1k so can only use 2k with 4, no sense. And 1k is great, buildings look good even with big scale.
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Re: New scenery: Alien

Postby CryHam » 30 Sep 2014, 19:37

I'm making a track on Alien scenery.

But, in the mean time I've already made a different scenery with these great models.
One simply can't stop the creativity :)

Is on master (I don't post when I create tracks, so just watch its log).
Track: Spc1-Minerals, Space scenery, view: (other image here)
Image
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Re: New scenery: Alien

Postby krash » 30 Sep 2014, 23:45

Very cool stuff! - This track looks like a lot of fun to drive!
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Re: New scenery: Alien

Postby CryHam » 06 Oct 2014, 13:27

AlienBase track is ready (Aln1).
Tricky, bumpy and with fluids. Has a curious on-pipe section, visible on screen.
Preview:
Image
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