Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / [LOCKED] Wizardofid's Sewer Pack (WIP)

Author
Message
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 12th Feb 2010 10:34
Hi guys decided to preview my new sewer pack that I am working on.Still have a minor fix that I have to do on the previous pack before starting to work on this.

I am trying some thing new with this pack.You will notice straight away that there will no longer be separate walls instead you will find the walls and ceiling ends pieces as a single mesh and the corners smoothed out that will no longer give you the hard edge shadows that I despise....

Still have to fix a few Uvmap problems

Enjoy.

Also note if there is any thing segment wise that you would like to see in this pack you are welcome to make suggestions.However if you make a suggestion keep in mind that it must be a segment based request and reference pictures do help.

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 12th Feb 2010 12:39
Great cant wait for it! How about some pipes you can crawl in so you can extend those holes on your walls

A.K.A djmaster
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 12th Feb 2010 12:49
Yeah. I am thinking about some around those lines, the problem however is that they would have entity collision problems...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 12th Feb 2010 13:34
Well you couldnt have any entity in the pipe anyway?

A.K.A djmaster
AaronG
18
Years of Service
User Offline
Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 12th Feb 2010 16:51
Wow, this looks amazing.

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 12th Feb 2010 17:31
Thanks

Here is another new mesh to have a look at.As I have said before there will be no separate walls and you will have special segments for doors and walls

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
The Zoq2
15
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 12th Feb 2010 18:05
realy nice
loler
15
Years of Service
User Offline
Joined: 27th Jul 2009
Location:
Posted: 12th Feb 2010 18:55
its sooooo cool =D

its not a bug its a feature
xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 12th Feb 2010 20:40
Another great addition to the library. Looking good.

Brian.

Red Eye
16
Years of Service
User Offline
Joined: 15th Oct 2008
Location:
Posted: 12th Feb 2010 20:43
Looks nice mate, keep this up.


Blind Digger
16
Years of Service
User Offline
Joined: 29th Sep 2008
Location: Brisbane AUS
Posted: 13th Feb 2010 01:07
Looking forward to this bieng released.

Top class work Wizard


Stephen
Scene Commander
Support Manager
17
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 13th Feb 2010 02:07
@WOI

Yet again amazing work... Good luck with this..
Cleve Blakemore
18
Years of Service
User Offline
Joined: 24th Apr 2007
Location: Australia
Posted: 13th Feb 2010 04:45
Fantastic. Salvador Daliesque.

Nicest presentation of organic curves I have ever seen in FPS Creator.

Can't wait for this to be ready.

The best game to work on is the one you enjoy playing the most.
rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 13th Feb 2010 05:27
Excellent design work, best segment texturing I have seen in some time, doesnt look at all repetitive.
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 13th Feb 2010 11:18
Thanks guys.

Update

Now I have to redo every thing, I have a stubborn polygon on all the meshes that refuses to map correctly doesn't matter what I do.This has some thing to do even choosing an odd number when I smoothed the edges.....

Hopefully I can fix the problem without having to redo the meshes lucky for me I still have all the original meshes before the group smoothing....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

pdidy
18
Years of Service
User Offline
Joined: 31st Dec 2006
Location:
Posted: 13th Feb 2010 18:27
cant wait for these,
great work,
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 13th Feb 2010 19:18
Thanks however I am now fed up trying to fix the polygon issue.Made new meshes and now the polygon mapping issue lies some where else on the mesh tried every thing to fix it.

So I am reverting back to the square edges but with some modification and still having the special wall ceiling segments and smoothing on areas that I know works correctly...


Can some one have a look at this and help me out please....
picture of the problem followed by the download of one of the meshes with the problem

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 13th Feb 2010 19:19
the mesh

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
charger bandit
15
Years of Service
User Offline
Joined: 10th Nov 2009
Location: Slovenia
Posted: 13th Feb 2010 19:48
You tried to weld it? Or fix smoothing?


A.K.A djmaster
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 13th Feb 2010 20:01
No it is not a weld problem or a smoothing problem.This area is above the smoothing area and is not affected by the smooth at all.

Which makes it extra weird is that the smoothed sections map correctly...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

rolfy
18
Years of Service
User Offline
Joined: 23rd Jun 2006
Location:
Posted: 14th Feb 2010 00:25 Edited at: 14th Feb 2010 00:50
Ok, I found the offending poly's but found it easier to remap the object and then uvw map the ceiling. The poly that was misplaced would have been a hard one to reposition, I hope this is scaled correctly for you as I had to guess at this and just left the planar mapping at default.
As you didnt provide the texture it is likely that the default texture from sci fi which I used to find the error is contained in data for the x file so may have to change that if you wish to use this as an entity and leave the texture field blank

Attachments

Login to view attachments
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 05:26
Okay thanks.This is really an annoying problem to have some times to try and fix.

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 08:32
Thanks to rolfy I found the "problem".As such it is a uv mapping problem and would have to move that area of the uv to where they should be which is easier said than done and get a close to possible match to the area they should be they are not going to be 100% perfect but I am wiling to live with that instead of redoing every thing...which would take another few days which I am not in the mood for....


In the mean time I have made some small fixes still have to replace the awful pillar and make better ramps, and now I have to choose a texture set to use with the sewer. Here they are I like 1 and 4 with 4 closely matching the original will allow two sets of segments.

At least I can continue with the other meshes I have planned on making and fix the other meshes with the uv map problem...

Next on my lists of things to do is dirt patches....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 12:06
the upgraded ramp.. much much better than the old one

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
Cheese Cake
18
Years of Service
User Offline
Joined: 11th Dec 2006
Location: At the bakery
Posted: 14th Feb 2010 13:21
This pack is looking nice! People can really make better looking games with this.
And whats good about this is, that people dont have to restrict their games with the stock segments.
Which are to blocky, so with this it would bring some realistic into it.

"Fromage Cake"
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 13:31
Thanks guys.

I have done a few things.Fixed the Metal gate X10 was tuning me no way... fixed the pillar texture was stretched a bit...and the new pipe ramp...

Just have to rework the other normal ramp now....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
Dr Parsnips
17
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 14th Feb 2010 13:37
Looks really good Wizard, I love the segments, they look awesome! I have been trying to do something similar for my pack but i seem to get some funny shading if I use single sized segments, might try 3x3 segments or 2x2. Seems to get better lighting, what would you suggest?

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 13:59
Thanks!! I do not know how many failed attempts I have had before getting a working mesh dimension that works and can be integrated with other meshes seamlessly and correctly without culling problems and entity collision that has to be taken into account...

But funny how it works once you think that you have sorted one problem the next presents it self and every time it doubles in severity....

Well, send me a mail then we can have a look always willing to help were I can...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Dr Parsnips
17
Years of Service
User Offline
Joined: 14th Jul 2007
Location: London
Posted: 14th Feb 2010 14:24
Ahh thanks, i'm just genna test out new dimensions and then I will drop you a line if I have any problems!

Just a thought, maybe try adding some dirt and grime to the bottom of the textures to make the sewers seem more used? Or have two versions, one clean and one dirty?

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 14:55
Having ceiling and walls as a single mesh does not go well with a non-seamless texture I could always add another texture map to the original one to allow that might use that or use decals only time will tell...

I will be adding dirt patches for walls and floors and other bits and pieces to try to give the effect of a periodically flooded sewer and be less reliant on textures to give the look.

Yeah so I hope you sort your problem out.....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 14th Feb 2010 15:07
Great work Wiz of Id!

-Keith
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 14th Feb 2010 17:02
Thanks K.C !!! (Your new nickname)

Okay guys I guess this is this last screenie before starting work on the dirt patches the platform, grates and the smaller access tunnel to normal segment....

The smoothing on the meshes really paid off and have now removed all the walls and the pack only contains meshes with special ceilings and walls combined....

From the screenshot it is very hard to tell if this is a single mesh but in fact it is a cross-junction mesh and 4 special straight wall meshes...I just love the eye candy on it....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
Essal
19
Years of Service
User Offline
Joined: 15th Jan 2006
Location: inside your webcam, watching YOU.
Posted: 14th Feb 2010 17:14
Reminds me of the sewers in TESIV Oblivion

Great job man!

Shadowtroid
15
Years of Service
User Offline
Joined: 23rd Dec 2009
Location: nope
Posted: 14th Feb 2010 17:14
Wow, very good. I want it now.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Nickydude
Retired Moderator
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Look outside...
Posted: 14th Feb 2010 17:59
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 06:03
Hi guys the new platform.

and a before and after on the ramp

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
Ocho Geek
17
Years of Service
User Offline
Joined: 16th Aug 2007
Location: Manchester, UK
Posted: 15th Feb 2010 11:44
looking like eye candy

I love Cheese; It Fills Me With Glees,
My Tastebuds it please; oh yes, i love cheese.
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 12:23
Hi guys well I revised the Platform again didn't like the previous one made a single access as well as a double access wall...

I guess it looks okay for a change I tested X10 with some water....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 15:38
Hi guys spend the afternoon fixing bitmaps for the segments did the final collision testing and checked for bugs...I tried to improve the polygon glitch best I could.

I now have the 18 base segments and can now starting working on the caved in sections the grates the pipes and rest of the stuff

Again this would be a good time to make any suggestions based on the current segments that you would like to see after all you guys have to use the end product and I always try to make my packs with community input but have had limited success with this.


The good news is that this pack should be ready some this week.

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 15th Feb 2010 16:36
Looks great in that last scene; have you tried playing with some light entities, coupled with a low fog?

-Keith
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 16:59
Not yet when I build the sample and preview level for the video I will add stock entities the wall light from WW2 would look great in this pack. So currently the lights do not at this point reflect an true sewer environment.

A green toxic fog would look good here.So I guess I might make a quick preview video for u guys...

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 18:17
A small video showcase with a 8600GT at around 60 frames ain't half bad...I guess but performance would better on newer cards plus half my card has been disabled...No entities yet I will leave that for the for the final sample level..

BTW this is my first official video of X10 in nearly a 1 year....Just Wow.!

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

Attachments

Login to view attachments
KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 15th Feb 2010 18:33
Looks great. You could lower the ambiance a bit to create a more "spooky(?)" atmosphere; but that's purely down to personal taste. Too bad Bond's shaders don't work with X10; they could really be put to use here.

-Keith
SekoIdiootti
16
Years of Service
User Offline
Joined: 14th Mar 2009
Location: Finland
Posted: 15th Feb 2010 18:45
Wowowowoaaah, Wiz! I can't wait until you release this stuff! Will it be free?

wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 19:10
@SekoIdiootti
Yes!

So hopefully I will release this in the next few days.Well if you think you like this pack you will like the next 3 packs I am planning on doing Piranesi/cathedral/Obscure-Gothic still have to choose which one I will be doing first.These will be the most difficult art packs that I will ever attempt making.These art styles are usually rich in detail and high on polygons and would be the ultimate test for me.....

@K.C
What is ambiance?Is it free?Where can I download it?(sarcasm intended)I kept it pretty high other wise you will not be able to see the segments.....??

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

SekoIdiootti
16
Years of Service
User Offline
Joined: 14th Mar 2009
Location: Finland
Posted: 15th Feb 2010 19:26
Whoooah, COOL!!! Cathedral and gothic segments would be soooo amazing!

KeithC
Senior Moderator
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location: Michigan
Posted: 15th Feb 2010 19:33
Quote: "I kept it pretty high other wise you will not be able to see the segments.....??"

LOL! No; I understand that; I'm just saying that showing it with all the "bells and whistles" would be a great way to show it off as well.

-Keith
wizard of id
19
Years of Service
User Offline
Joined: 16th Jan 2006
Location: Sunny South Africa
Posted: 15th Feb 2010 19:45
No, you leave me alone I like the sun in my sewers, okay....I guess you would have to wait for the sample level(just for you) The rest can have the sunny level and getting every thing perfect will result in a day or two delay but I will do it just for u....

Any one want to make a free animated alligator model for this free pack, I will hide it inconspicuously in the shadows of K.C's special level I want to scare him into never liking "spooky" ambiance again....

"In my weird politically incorrect hypothetically incoherent contradicting obscured world definitively maybe"

xplosys
19
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 16th Feb 2010 04:28
The X10 screen shots are just awesome. I would love to be able to say add this or that, but I can't think of much (other than crap) that goes in a sewer. What are you thinking about for light sources?

Wasn't it Quake that had a sewer level full of Zombies?

Chris Redfield 2008
17
Years of Service
User Offline
Joined: 29th Sep 2007
Location: Beecher\'s Hope
Posted: 16th Feb 2010 09:15
Looks.. very curvy. Which is a plus for FPSC. keep it going!

C.R. 2008

"Wether you think you can, or you think you cannot, you are usually right" - Henry Ford

DARKNESS IS COMING...2010... Where will you be?

Login to post a reply

Server time is: 2025-06-07 15:29:54
Your offset time is: 2025-06-07 15:29:54