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FPSC Classic Models and Media / Tunnel's 8 (Wip)

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wizard of id
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Posted: 22nd Apr 2013 19:09 Edited at: 22nd Apr 2013 19:12
So wow it's been a few months since my last visit, super busy as always.Have some free time again, and as such spend a few days working on some new segments.

Managed to build my self another PC this time decent i7 tri cf rig, which I hope makes things easier for content creation.

This was suppose to be a revamp of the sewer segments but, evolved into a completely new set of segments.Will see how things progress, as to a possible release, contains a few parts, which will complicate things for beginners and to those who are not familiar.


Any ways onto the segments, I don't know what to makes of them yet or what to call them, so far called tunnel's 8, not really scifi or modern day, maybe some where in between the two.

You will however notice unlike previous segments, just giving the basic segments and the rest is up to you, decided to pile on the detail.

to me it still requires some more added goodness, just not sure as to what yet.

but enjoy !!!



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Cosmic Prophet
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Posted: 22nd Apr 2013 23:56
Very cool bro. Those can be used in several genras. I like em'!

Back from the Wasteland.
wizard of id
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Posted: 23rd Apr 2013 00:32
thanks bud !
Scene Commander
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Posted: 23rd Apr 2013 07:37
Great to see you back WOI. Looking good as always.
Pirate Myke
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Posted: 23rd Apr 2013 08:30
Glad you have some free time to school us on some segments. Welcome back. Cant wait to see what you create this time.

wizard of id
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Posted: 23rd Apr 2013 10:04
lol, school hardly, I struggled for two days figuring out a way to be able to add a mesh on top of a angled mesh without messing up the edges.Finally hit upon the idea of extracting polygons and extruding them, thus allowing the neat metal frame around the pillars, was a learning curve for me as well.Already made some changes to it, you might not notice it.

another neat thing I did was to add a second mesh inside the ceiling invert it and now you can put a light of infinite size in there without the area looking as bright as day light, and cast nice shadows thanks to the grate.


added a optional pillar structure, to the middle area which allows to break up the area a bit, will be working on adding some more detail, extra wall support type mesh, will see.

Pirate Myke
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Posted: 23rd Apr 2013 16:17
Wonderful idea. Looking great. See you school us already.

wizard of id
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Posted: 24th Apr 2013 01:37
Lol spend a few hours adding 2 corner sections that annoyed me to no end, only after having completed them did I realize there is a easier method of getting them done.

So far I only showed the main sections, there are smaller sections that interconnect with the large section, I haven't yet imported those as I wanted to fix the main sections first then move on to the smaller ones.

any ways the curve in the second corner isn't shown here but looks just as good.Another cool feature is the walls in between the pillars, are interchangeable, I feel there is still some thing missing.




Tomahawk
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Posted: 24th Apr 2013 01:57 Edited at: 24th Apr 2013 01:58
Nice Work! i would suggest if you are not already using Bond1's shader

wizard of id
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Posted: 24th Apr 2013 16:14
small video clip showing progress so far, a few minor tweaks and such still needed.But over all pretty happy with the end result.

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Tomahawk
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Posted: 24th Apr 2013 16:36
Great work, do you have any idea on when it will be released?

wizard of id
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Posted: 24th Apr 2013 16:40
Still lots to do, no idea, going away for a few days also, going to see Metallica on Sat, so yeah...
Nickydude
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Posted: 24th Apr 2013 19:07
Quote: "going to see Metallica on Sat, so yeah.."


Awesome! I'm a big fan also.

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Tomahawk
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Posted: 24th Apr 2013 19:12
That's fine, I was just wondering because I have use for these segments in my current game

rolfy
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Posted: 26th Apr 2013 20:11
Nice work as always Wiz.

I don't trip over...I do random gravity checks.
fallen one
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Posted: 27th Apr 2013 11:02
Very classic era Doctor Who. Needs a good specular map though.


wizard of id
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Posted: 27th Apr 2013 15:38
That it does, thanks for the comments guys much appreciated.
wizard of id
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Posted: 30th Apr 2013 17:49
looking at different ceiling combo's not finding any thing I like so far

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fallen one
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Posted: 30th Apr 2013 20:58 Edited at: 30th Apr 2013 21:04
That last image reminds me of an unreal tournament 1 map, dont ask me which one its too long ago. Keep playing around you'll find a good texture set. Perhaps this tool might be good for you http://www.filterforge.com/
have a look in the filter categories they have some great filters made by its users.
Had a quick look, I wonder if this will fit the retro look with the pipe theme
http://www.filterforge.com/filters/10756.html


wizard of id
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Posted: 30th Apr 2013 21:19 Edited at: 30th Apr 2013 21:20
thanks.

think I have it down now.Also made some changes, didn't like the end supports replaced that with a much better looking support, as well as replacing the texture on the metal pieces with a more weathered looked.Now just looking for a replacement texture for the main structure.

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unfamillia
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Posted: 30th Apr 2013 21:21
Looking really good! I can make my own media, but, i do occasionally use other artists work, but, only when it 'WOW's' me.

I can safely say, i would use these tunnels!

Are you going to release these on the TGC store? Or have you already got a price in mind?

Unfamillia

wizard of id
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Posted: 30th Apr 2013 22:06
Quote: "Looking really good! I can make my own media, but, i do occasionally use other artists work, but, only when it 'WOW's' me.

I can safely say, i would use these tunnels!

Are you going to release these on the TGC store? Or have you already got a price in mind?

Unfamillia
"


nope not going to use the store, in talks with blackfox
wizard of id
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Posted: 1st May 2013 10:32 Edited at: 1st May 2013 10:39
Fixed a few minor issues, the new support, texture was a little off, since I settled on a nice wall tex, adding little details like numbering now, next on the list is adding light sources...

Don't know how you guys feel, but this must be the most epic tunnel I have done to date, and not nearly done with it yet, still lots of little thing to do to make it better





unfamillia
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Posted: 1st May 2013 10:39
WOI, these are looking really good mate!

I like the contrast between the metal and the concrete, its a good mix.

What's the poly count like on an average tunnel?

Keep up the good work.

Unfamillia

wizard of id
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Posted: 1st May 2013 10:50
Main tunnel pieces are like 230 polys, pipes might redo were like 3000 a piece, new metal support 1,480, metal supports around the walls 206 each

So higher compared to, using standard room segments, but not high enough to cause any real issues if you really start populating the grid.
wizard of id
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Posted: 1st May 2013 13:58
Last screenshots you will see in a couple of days.

Door access point, breaks up the scene, and looks great.



Wolf
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Posted: 1st May 2013 14:11
Very inspired! While your old work was great... these are far better

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Without struggle,no progress and no result.Every breaking of habit produces a change in the machine.
unfamillia
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Posted: 1st May 2013 15:04
Ok, i have commented three times now.

I really like the way these are looking.

Have you any anticipated release date or completion date? Also, estimated price?

You have a customer here waiting - not so patiently, but, waiting nonetheless.

Unfamillia

Nickydude
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Posted: 1st May 2013 15:27
Quote: "Last screenshots you will see in a couple of days."


Does that mean we'll get to see a demo video?

I reject your reality and substitute my own...
wizard of id
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Posted: 1st May 2013 15:38
Quote: "Does that mean we'll get to see a demo video? "
that made me lol hard.

No it means, nothing to show, while doing the tweaks and stuff...I am looking at doing a matching floor segment the flat floor isn't doing it for me.

might update, while that is in progress, otherwise only in the next few days...

will see maybe later today
wizard of id
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Posted: 1st May 2013 18:15
@Nickydude

Specially for you

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Ross tra damus
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Posted: 1st May 2013 23:34
As always you have inspired again with this latest project.
Looking forward to seeing more.

All the best of luck with this.
Burger
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Posted: 2nd May 2013 06:02
Fantastic looks tunnels, they could fit a lot of themes very nicely!

- An Instinctive Fear IndieDB page, download demo today!
wizard of id
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Posted: 2nd May 2013 10:10
thanks for the epic feedback, I hope to make the final product just as epic
wizard of id
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Posted: 2nd May 2013 12:45 Edited at: 2nd May 2013 12:46
okay here is the final screenshot, then it's off to get every thing ready for some time next week or so, As I have write a small guide on using the meshes.

Two new segments.
Nickydude
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Posted: 2nd May 2013 15:55
Thanks for the 'personal' vid, looks more awesome on the move!

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wizard of id
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Posted: 2nd May 2013 21:04 Edited at: 2nd May 2013 21:08
all done Just have to build a game, with it, check for leaks and remove unused content.

Sadly I have to add this pack is not supported by X10, you may try it out, but I make no guarantees, due to the nature of the meshes,being single face meshes, there is a blitting issue with X10, which makes them unusable.

[img=http://s24.postimg.org/u07fz3ny9/large_tunnels.jpg]
wizard of id
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Posted: 3rd May 2013 18:01
Mod may kindly lock, sale and release thread will be up during the weekend.Thanks for the kind support guys, looking forward to see what you make of the segments.
wizard of id
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Posted: 4th May 2013 10:00
Hasn't been locked yet good.

Guys I require one person to test out media and report back. Require some one with sound knowledge of what to test, and understanding of my tunnel segments work.

kindly send a email with your username to
wizard of id
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Posted: 4th May 2013 14:16
Quick question, do you guys want me to add more detail, light on the metal supports, ect. ?
Saint Areon
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Posted: 4th May 2013 15:29
I love the improvments you have made to the wall textures. The grunge really pops out now. The previous version looked too shiney for the scene. Excellent work mate

http://www.computerrepairmac.com

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wizard of id
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Posted: 7th May 2013 21:08 Edited at: 7th May 2013 21:09
okay don't want spam the other thread, just the updated content

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Tomahawk
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Posted: 7th May 2013 22:33
@wizard of id:Do you mind me asking what program you used to make the models into segments? I have been trying to make segments with a custom mesh to no avail.

wizard of id
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Posted: 7th May 2013 22:56
Quote: "Do you mind me asking what program you used to make the models into segments? I have been trying to make segments with a custom mesh to no avail.
"


It's not software dependent, you can do it with practically any modeling software, with that said there are some mesh requirements.
You can read up here on that.

Also have a look at the cave segments I did,

http://forum.thegamecreators.com/?m=forum_view&t=167375&b=21
Pain
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Posted: 7th May 2013 23:33
Wizard of id,
I do not think you make it any more awsome then it already is.

PAIN!

Me = noob

and i love The TGC : )
Tomahawk
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Posted: 7th May 2013 23:33
I'm not sure if you understand me? I have made a mesh already, now i know how to make it into a entity, what i want to know is how to make it into a segment. I have used doomster model maker, and i don't know how to import a custom mesh if there is a way, i have also tried firma but i keep getting an error when i launch it. Also i have tried the game creators tool, and that didn't make the segments, it saved and then it didn't show up. I am wondering if there is a tool i missed or if you know another way.

wizard of id
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Posted: 8th May 2013 00:05
Quote: "I do not think you make it any more awsome then it already is."
I can always try I pulled the sale as I wasn't happy.


@Tomahawk

Nope using TGC segment editor, no fancy stuff.It's fairly easy.A segment editor tutorial is on my to do list but that is a lengthily process to do, just never got around to doing that.However it sounds like you saving the segment as the from type, only rooms segments should use that segments type the rest you either use, straight, external, corner deadend or t-junction and you don't calculate lights, you set it as over direct.
Tomahawk
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Posted: 8th May 2013 03:32
@wizard of id: when i go to save the segment, it doesn't show any file type, it is just blank.

wizard of id
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Posted: 8th May 2013 08:08
add a .fps at the end when saving
wizard of id
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Posted: 8th May 2013 10:33
As per this thread
http://forum.thegamecreators.com/?m=forum_view&t=205397&b=24

I have decided to put this back into a WIP till it's done and add even more content.Hoping to add unique 300 or more custom segments and a another 2 caves sets and other goodies, asking price will be 60$ or more.

Those who feel that they want the pack in the current state can email me, and purchase it at the original price of $9, and buy the added content when done at a reduced price.


I previously done a themed pack for space.As such I am calling this pack Mars city now

Will update daily with new segments added, and you can vote if it should go into the pack or not, the content is for you.

Also good time to make segment requests for this pack, I want to accommodate each and every member, so they get their money's worth at 60$ or more.


List of segments planned.

Roof windowed segment
More metal
Wall windowed segments
Platforms
Bridges
Stairs
Lights.
Caves
Multi-player based segments.
Mars city sewers.
Various straight segments
Various textures
Various corners
Various T-junctions
Various Deadend's
Various segment add on pieces
Wall grates
Ceiling grates
Floor grates
Structural grates
New and derelict types of most segments.
Hangar segments
Various rooms segments


Expect a lengthily wip and many many more posts and many more screenshots, 2 months estimated design time.

So look forward to every and all feedback, trolls and all, I am ignoring you and will not warrant diarrhea replies with a response

Thanks I hope you guys enjoy the journey to the completed pack

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