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FPSC Classic Models and Media / Veltro curved pack (RELEASE)

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veltro
User Banned
Posted: 12th Mar 2009 02:08 Edited at: 12th Mar 2009 02:08
Veltro curved pack is a set of curved segnments (floors, walls, gantries, stairs, ramps, windows, doors, ...) that are double sized in width and depth, i.e in the editor (and game) they are 2 x 2 cell sized.

The pack uses stock texture and models are designed to fit well with stock media. Both scifi and ww2 themes are covered.

Creating the pack requires a lot of time in modelling, texturing and testing. By the way I think times has come to give you what is ready and working.

The first 2 segments are scifi curved corridor:
- military corridor
- maintenance corridor

A couple of images. The first shows military corridor external/internal view

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veltro
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Posted: 12th Mar 2009 02:10
Second image showing combining curved maintenance corridors as to create a 'chicane'.

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veltro
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Posted: 12th Mar 2009 02:14 Edited at: 12th Mar 2009 02:14
Here the download.

Is a setup executable program. Just run it and follow instructions.

In case you want to uninstall the pack, disinstall it from the control panel.

Included is a short document in pdf format, explaining how to use curved corridors in the editor. You will find it under Docs folder in your main FPSC directory

Hope you enjoy it.

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Apple Slicer
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Posted: 12th Mar 2009 02:34 Edited at: 12th Mar 2009 02:34
WOW! I was just about to put a post for segments just like this. Awesome work!!!



Leaning Objects To The Side
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Posted: 12th Mar 2009 04:29
WOW...Veltro, your curved pack is just AWESOME!! you did a Great Job! thanks for the download. keep up the good work.

Cheers,
Tanya.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 12th Mar 2009 16:43
...very nice work!

This is greatly appreciated...


Cosmic Prophet
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Posted: 14th Mar 2009 21:33 Edited at: 14th Mar 2009 21:34
Good job Veltro,
Quote: "Creating the pack requires a lot of time in modelling, texturing and testing."


Tell me about it! I made a similar set for use in my USS Enterprise starship, They are really a challenge to make. You did a great job, the segs line up nicely, and look really clean.

A very cool, and thoughtful contribution to the community. Thanks.

In the Universe, nothing ever stays the same.
veltro
User Banned
Posted: 16th Mar 2009 10:02
Thanks CP.

How I did them.

Long Wall

Reproduce stock model right profile placing it at the right distance from the origin (usually the outest vertex is at 200, but it depends on the model). Then revolve it along the Y axis with a 30° degree and 4 elements. See the image.

Then I uv map it, using the original texture and having the stock media as a reference. I use a planar mapping. Imagine the wall is the original media, just curved; cause the revolving parameters the wall is split in 4 elements, so each elements cover 1/4 of the corresponding original texture. See the image

Then I replicate the wall twice so that I get 3 of them already textured. When I replicate I have a tool that allow me to replicate the wall and rotate it along the origin. I use a 30° degree, so that combining the 3 wall I get a full long wall with 90° and 12 elements.

Small wall

Do the same using the left profile, placing it at 100 (again the correct position depends on the model) and revolving with 45° degree and 6 elements.

UV map it; now the wall is split in 6 segments so each segments cover 1/6 of the corresponding original texture. Often 1/6 ratio is a periodic number, so I tweak the uv mapping a little.
For example, if the stock u map is from 0 to 0.5 I split it in 6 parts starting at 0.00 0.08 0.165 0.25 0.335 0.42

After uv mapping replicate the wall with a 45° degre rotation. Combining the 2 I get a small curved wall with 90° degree and 12 elements.

Floor and ceiling

Reproduce the front profile and place it at correct position (generally the center is at 150 but it depends on the model), revolve it with 90 degree and 12 elements.

UV map it. If the stock texture is suitable, generally floor is, you can uv map using a planar top/bottom projection selecting all top/bottom surfaces. If not you can uv map single surfaces tweaking them to better fit the texture (not always with good result) or create a similar texture that fulfills your needs.


Hope this help

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Cosmic Prophet
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Posted: 16th Mar 2009 10:10 Edited at: 16th Mar 2009 10:14
Awesome! I used a single curved modeled segment for mine. In your other thread, did'nt you say you were going to make some doors to work with these as well? I'd really like to see how you pull that off. Again great job bro!

In the Universe, nothing ever stays the same.
veltro
User Banned
Posted: 16th Mar 2009 10:57
Door was a stock media corectly placed and rotated.

To be honest I have tried only one kind of door and in 1 position

Here the fps

Cosmic Prophet
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Posted: 16th Mar 2009 12:00 Edited at: 16th Mar 2009 12:01
Really? Fantastic, I'll give that a try. Thanks.

In the Universe, nothing ever stays the same.
veltro
User Banned
Posted: 16th Mar 2009 12:05
Small update

- Scifi Detention corridor added
- Scifi Maintenance corridor UV remapped (different ceiling to better suit walls)

The image ...

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veltro
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Posted: 16th Mar 2009 12:06
and the download ...

Download, uninstall previous version and run setup program

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darimc
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Posted: 16th Mar 2009 14:44
Looks like it would be great for a subway scene, is there a straight one?



veltro
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Posted: 16th Mar 2009 17:19
Quote: "Looks like it would be great for a subway scene, is there a straight one?"


You find it in stock media (the one that comes with FPSC) under scifi/corridors
darimc
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Posted: 16th Mar 2009 19:15
LOL, that was stupid of me. I never even noticed that.



Red Eye
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Posted: 16th Mar 2009 19:36
awesom work well done keep it up...


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
veltro
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Posted: 17th Mar 2009 17:58
Samll update

- maintenance gantry added

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veltro
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Posted: 17th Mar 2009 17:59 Edited at: 17th Mar 2009 17:59
The download.

Download, uninstall previous version if any and then run setup program

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Nickydude
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Posted: 17th Mar 2009 22:00
These look great! A couple of things I've noticed:

1/. There is a difference in footstep sounds between your curved Detention corridor (metal) and the official straight piece (stone).

2/. There is a difference in the lighting between the curved and straight (see image).

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veltro
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Posted: 18th Mar 2009 00:03
Quote: "
1/. There is a difference in footstep sounds between your curved Detention corridor (metal) and the official straight piece (stone).

2/. There is a difference in the lighting between the curved and straight (see image)."


Thanks Nicky for the feedback, I will check and fix.
veltro
User Banned
Posted: 18th Mar 2009 17:39
Update:

- fixed footstep sound bug in detention corridor
- fixed different detention corridor lighting (not sure about that since I cannot reproduce Nickydude example)
- added scifi prison gantry long curved
- added scifi staircase titanium long curved

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veltro
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Posted: 18th Mar 2009 17:40
The download.

Download, uninstall previous version if any and then run setup program

Feedbacks & comments are always welcome.

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veltro
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Posted: 19th Mar 2009 01:55
Project in progress ...

- ventilation dutc long curved completed
- staircase titanium long curved clockwise completed

See image

No any new download untill I have more segments added, don't want to create too many updates

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Apple Slicer
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Posted: 19th Mar 2009 03:15
Sweetness!
Toasty Fresh
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Posted: 19th Mar 2009 09:45
Indeed.

This is bloody awesome stuff Veltro, especially the curved staircase.
veltro
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Posted: 19th Mar 2009 14:31
Project in progress ...

- staircase concrete long curved (clockwise and counterclockwise) completed

I believe I will complete scifi gantries, corridors and staircases by the end of the week so next download will be available on next sunday

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veltro
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Posted: 24th Mar 2009 19:45
Project in progress ...

Sorry to be behind schedule date for the release of the first part of the curved scifi pack, but curving access corridor is a very tough task, not to say curving the metal staircase and UV mapping of the service corridor.
Red Eye
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Posted: 24th Mar 2009 19:54
Crasy Work Aoround Here: IT IS TOO AMAZING...


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
xplosys
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Posted: 24th Mar 2009 20:21
Another great twist to the stock media! Can't believe I missed this. Thanks for all the work and generosity.

Best.

veltro
User Banned
Posted: 25th Mar 2009 17:32
Project in progress ...

Curving access corridor is completed!

Shortly I will upload a new release of the pack, see the image for segments available. Service corridor and metal staircase still missing, and till now I didn't figure out how to make them.

Until I find a solution I will work on curved scifi walls

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veltro
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Posted: 25th Mar 2009 21:49
Project Updated

Download, uninstall previous version if any and then run setup program

This is a major update with a new assets directory structure that resemble the original stock one (see previous post image).


Feedbacks & comments are always welcome.

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Nickydude
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Posted: 25th Mar 2009 22:39
Thanks for these veltro, now I can make the lighthouse from HL2!

Attaches is a quick shot of curved stairs from your pack.

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heltor
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Posted: 25th Mar 2009 22:43
Stair way to heaven, Cool

"Some cause happiness wherever they go; others whenever they go." ~Oscar Wilde~
Crusader2
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Posted: 25th Mar 2009 23:20
Awesomeness.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
veltro
User Banned
Posted: 26th Mar 2009 15:41
Project in progress ...

Scifi service corridor completed, yet not fully satisfied with UV mapping, problem is ceiling that has a little texture deformation (so far can't get a better result; if I couldn't find a nicer solution I will upload it in the next release)

Working on walls is going smoothly.

As you probably know, FPSC rooms have internal & external wall. Often internal & external walls differ for mesh geometry and texture. No problem when the room has a linear segments, but see attached image to see what happens using curved segment.

There is the need to have different internal/external wall combinations: internal/external, external/internal, internal/internal (the case of a wall separating two adjacent rooms) and external/external (the case of a wall separating two outdoor area).

No problem in combinig them (see image), just wondering the best segments name (definition) for them in FPSC assets directory.

Any suggestion is welcome.

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veltro
User Banned
Posted: 27th Mar 2009 09:28
Project in progress ...

See attached image for a scifi control room long curved walls combination.

As for the walls names I will use the following scheme:
- inner exterior
- inner interior
- outer exterior
- outer interior

Inner & outer refer to the position of the wall with respect of the center of rotation

Exterior & interior refer to the geometry/texture of the wall

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veltro
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Posted: 30th Mar 2009 01:32
Working on walls and floors in progress ...

I have armoury & control room segments ready to be tested.

Please, if anybody interested to be a beta tester e.mail me
Scene Commander
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Posted: 30th Mar 2009 20:15
Some really excellent work here and just what I've been looking for.

Many thanks for contribution
Nickydude
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Posted: 30th Mar 2009 21:18
Some curved railings to go around the curved stairs wouldn't go amiss veltro.

TZap
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Posted: 30th Mar 2009 22:07
Very nice work mate. This adds a new dimension to fpsc.
Nomad Soul
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Posted: 30th Mar 2009 23:31
Really good stuff.

The first FPS to introduce curved surfaces was Quake 3.

This is a nice homage.
veltro
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Posted: 31st Mar 2009 01:34
Quote: "Some curved railings to go around the curved stairs wouldn't go amiss veltro. "


This is a good suggestion.
veltro
User Banned
Posted: 1st Apr 2009 16:31
Project upgrade ...

Please find attached the download of project new upgrade.

Changelog:
- added Service Corridor Long Curved; yet not very satisfied with ceiling texture, you will see a distorsion, but really can get it better. If you do not like it do not use it!
- added common Ground Curved floors
- added Armoury Walls Long Curved Full
- added Armoury Floors Curved\Long Curved
- added Armoury Corners Full
- added Control Room Walls Long Curved Full
- added Control Room Floors Curved\Long Curved
- added Control Room Corners Full
- modified the documentation to reflect new addition.

Please read the documentation: it is in preleiminary release and incomplete, but explain how to use curved walls and floors; includes also a step by step example.


As usual feedbacks and comments are always welcome.

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TruFord
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Posted: 1st Apr 2009 16:53
Awsome stuff!! Great work!!! Cant wait to see more!!!

Thanks for the stuff!!!!
Blind Digger
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Posted: 2nd Apr 2009 11:22
Thanks for the media.
It's top class stuff.

Regards Stephen
Seth Black
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Posted: 2nd Apr 2009 17:18
...the coolness continues!

Many thanks for evolving this pack further, veltro...


veltro
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Posted: 10th Apr 2009 01:48
Project (slowly) in progress ...

Armoury walls long curved & curved (full, low, mid, top) completed
Armoury walls CSG long curved & curved completed
Armoury ceiling completed

Control Room long curved (full, low, mid, top) completed

May be Easter rabbit will bring you a new release ...

Anybody wishing to beta testing is welecome, just let me know by private e.mail
TZap
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Posted: 10th Apr 2009 01:53
Thanks for working late mate! This is great work and much appreciated.
veltro
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Posted: 22nd Apr 2009 22:38
Project in progress ...

Armoury
Control Room
Detention Block

are ready

Now working on Hanger Bay

Sorry but no updates until ALL scifi themes will be completed

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