Forge

Forge

Postby andrewbuck » 07 Nov 2010, 19:46

Last night I hacked up a few models associated with the forge. There is a table, an anvil, and a forge (the furnace thing on the left). I don't know if the other animators would like to use these as starting points or more just as concept art but I though I would post what I had in case anyone else is interested. I can post the textures later if people want but my texturing skills are pretty poor anyway so maybe we want to just make new ones anyway.

Edit: I forgot to mention, the .blend file is in the zip I posted. The forum wouldn't let me upload the .blend file directly.

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Re: Forge

Postby svenskmand » 07 Nov 2010, 23:02

Concept art is always good, then people can see your idea and hopefully build upon it :)
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Re: Forge

Postby Skorpio » 09 Nov 2010, 14:13

Good start, I'll try to improve them when I find some time. ;)
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Re: Forge

Postby riidom » 14 Nov 2010, 04:39

I started with the forge, here is a first preview:

preview.png

The texture is quite dirty hacked together, I will add some grunge to cover all the seams, when everything else is done. I dont know how to do with the fire, should it be able to get toggled on/off, or always on? I saw in one of the screenshots we have a flame object already, should it be placed inside, or is it better to model a flame? Though I am not sure how to do that so it looks good, but its possible I guess.
Same with water in the tray, I could fake it with a blue rough surface, not sure if the engine provides better options though.
Items can be arranged different very easily, something missing?

edit: 265 faces, used here a 1024x1024 texture... Im wondering if a 512 would do it too.. will try a downscaled version for comparison when its finished.
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Re: Forge

Postby Skorpio » 14 Nov 2010, 11:32

That looks pretty good, only the anvil seems to be too small. Where did you find that texture? And you don't have to model a flame, we'll use animated billboards and/or particles. BTW when you say faces, do you mean quads or triangles?
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Re: Forge

Postby riidom » 14 Nov 2010, 15:41

Anvil: Definitely true, I thought so too after looking at it again

Textures: All from opengameart.com, either CC-0 or CC-by, I created a license.txt in the forge folder. I just dont mention what texture from what person gets used in what context. I just state "something from XXX got used somewhere in that model" - hope thats enough. In the end we will probably collect all that license.txt files and create a list of them, I guess? Correct me early if im wrong there, at the moment I have the details about usage still in mind ;)

Faces: are Quads. I try to get rid of saying faces and say quads instead too ;)
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Re: Forge

Postby andrewbuck » 14 Nov 2010, 15:55

Well, I guess I will stick to coding then. :) Excellent work riidom.

Regarding the texturing, I would do a blue transparent plane for the water in the tough, and use something like the fire mesh skorpio made for the lights in the forge. The fire is an animated texture, so it is just a single quad with numerous pictures put onto it in succession. OGRE does support particle effects but I haven't done anything with them yet. We may use them eventually but the fire will make a nice placeholder for now, and may even be what we use in the end.

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Re: Forge

Postby Skorpio » 14 Nov 2010, 16:32

riidom {l Wrote}:Faces: are Quads. I try to get rid of saying faces and say quads instead too ;)


Aha. I asked because we need the triangle count not the quad count. What's the triangle count of the ghoul then?
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Re: Forge

Postby riidom » 14 Nov 2010, 17:35

first, here is the forge, I would consider it done so far, unless there are no ideas for improvements. I will upload to OGA when everyone is happy with it ;)

preview.png


second, ...... triangles? Im not sure, but I guess its twice of quad count? What would mean its way too much .. hmm. Guess I make a third one then hehe.. but not right now, I have to digest that news first.
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Re: Forge

Postby riidom » 14 Nov 2010, 20:28

uploaded: http://opengameart.org/content/medieval-forge
added a specular map, as the stones look a bit slippery without.
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Re: Forge

Postby svenskmand » 14 Nov 2010, 23:19

Nice one riidom :)
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Re: Forge

Postby andrewbuck » 15 Nov 2010, 04:06

Riidom,

If you have a sourceforge account I can add that login ID as a developer so you can commit meshes to the SVN repository. Let me know what your username is here on the forum so I can add you.

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Re: Forge

Postby riidom » 15 Nov 2010, 11:19

Okay, SVN seems like a maze to me, but I can give it a try. My SF accountname is riidom2. I saw there are just .blend files in the source-folder (I dont know how to create the .mesh files in the other folder), so I guess the images are packed inside the .blend?
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Re: Forge

Postby Skorpio » 15 Nov 2010, 11:25

Some textures are packed in the blend files, but others are separate. We should perhaps create a new folder for the textures in the future.

Good job on the forge.
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Re: Forge

Postby andrewbuck » 15 Nov 2010, 16:33

Riidom,

I made you a developer so now you should be able to upload whenever you like. I am not sure if you use windows or not, if you do I think tortis SVN will be what you want to use. It integrates with windows explorer so you can just right click on a folder to check out a repository there. Then you just add your files to the folder and I think right click again and it should commit them to sourceforge. If you are using linux there are many tutorials available on how SVN works.

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Re: Forge

Postby svenskmand » 15 Nov 2010, 16:57

You can also use RabbitVCS which is the linux equivalent of TortoiseSVN, but it is still in its early stages of development, so it might not work as well as TortoiseSVN. If your on Ubuntu you can install it from their PPA.
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Re: Forge

Postby riidom » 15 Nov 2010, 23:45

Okay, I am using tortoiseSVN then .. just got some chat-help from oln, and I think I am uploading a folder called "forge" now.. would be great if someone could check out if I broke something.
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Re: Forge

Postby riidom » 31 Jan 2011, 00:53

just a quick note, I re-started the forge from scratch, because I dont know why it looks bad in OD. And also the upgrade concept is complete senseless. I didnt had the 3 different levels in mind as I made it, it was just 3 items by random.

prev1.jpg


That is first and second upgrade so far, orange outline indicates items of 2nd stage. More to come!

Edit: Items are called now Forge1Object, Forge2Object etc. to make more sense.
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Re: Forge

Postby oln » 31 Jan 2011, 02:08

Looks really nice so far :)
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Re: Forge

Postby svenskmand » 31 Jan 2011, 10:20

Pretty awesome riidom :)
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Re: Forge

Postby riidom » 09 Feb 2011, 20:02

Finished the third upgrade and overall arrangement. Uses a 5x7 space now.
Upgrades: 1=white 2=yellow 3=red
Im not sure if I should do the textures on a 512x512 or a 1024x1024 resolution. In the image, the red AO map is baked to a 1024 map, the other two ones to a 512 each.
Not sure if the difference is worth 12x more used texture memory. Also not sure what texure sizes other people use for their models, do we have some kind of guideline there?

prev1.jpg
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Re: Forge

Postby StefanP.MUC » 09 Feb 2011, 20:51

I vote for higher resolution. If it's possible or available we should use the better textures/resolutions/models.
Why are all OpenSource developers keeping the quality down? Warzone 2100 is doing the same (it's not that they couldn't have better models, they just don't want).
Performance should be no problem (who plays such games on a more than 10 years old computer?)
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Re: Forge

Postby Skorpio » 09 Feb 2011, 23:43

You can use 2048 textures if you want. We can still scale them later.
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Re: Forge

Postby Arcanis » 10 Feb 2011, 00:26

Very nice models, when I make my textures I start at 4-5 times the size I want. normally I would do it at 2048x2048. it's always easier to scale down then up ;)
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Re: Forge

Postby svenskmand » 22 Feb 2011, 12:56

I also vote for hires textures, if you have the computer for running it, why not have the possibility to run it?
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