The WIP Thread

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FuzzballFox
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by FuzzballFox »

Some nice flats there~ Especially the grass on the right~
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esselfortium
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by esselfortium »

Nice grass and pipes, but I think the old bricks were better-looking.
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InsanityBringer
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by InsanityBringer »

I'd say the bricks are about the same quality, but the older ones have more variety.
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Amuscaria
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Amuscaria »

Cage wrote:Image
before/after again ;)
Looking really nice there. Are these for Hacx 2.0? :D
----------------------------------------------------------
Started on the Corpulent. I can already tell that this edit is going to take hell of a long time, most thanks to the chains (which are too small to be photoshoped). What I could do would be to pre-make the links of various shades and then just paste them in after the macro-edits are done. That should save some time. Although remove 2 of the shorter chains from the front and back of the arms would also greatly reduce edit-time.

Image
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cq75
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by cq75 »

For some reason I'm imagining about five of those things getting together and playing Motörhead songs
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NeuralStunner
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by NeuralStunner »

InsanityBringer wrote:I'd say the bricks are about the same quality, but the older ones have more variety.
I say, keep them both! ;)
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cq75
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by cq75 »

I started on a sketch of Wildweasel's shotvolver weapon

I don't have Eriance's skill at drawing odd shapes in 3d, unfortunately. Anything at an odd angle that's not a box or a cylinder takes me a long time.
Spoiler:
Spoiler:
I'm having a hard time with the firing hammer, any tips?

Maybe I'll try modeling it in Blender, and rotating it so I can visualize how it looks.


EDIT - I hit Submit instead of preview
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Xaser
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Xaser »

NeuralStunner wrote:
InsanityBringer wrote:I'd say the bricks are about the same quality, but the older ones have more variety.
I say, keep them both! ;)
Agreed -- love the new brick texture there, but the style's different and I actually really do like the old texture too. I used the new one to replace a different "brick" texture that looked more like an abstract grey blob than anything resembling actual brick, so it's a win-win. :P

The grass and rails look great in-game. It's amazing how this map I'm messing with somehow keeps improving its visuals without me touching it. :P
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Amuscaria »

@cq75: Here is a quick tutorial on how to visualize 3D form. Not really sure if this is what you're looking for.

Image

Perspective is built around rectangles, thus 3D form is built around rectangular prisms (or cyclinders for more rounded things - either one will work). To begin, you should find a bounding box for your shape, which is a simple 3D object that most accurately represents the form you are trying to draw. Then find the 2 faces on this simpler form and draw the defining shape(s) that gives your more complex form it's look.

For the top example, say I wanted to make some form that looked like the chamber of a revolver. The basic shape for that is a cylinder. It's defining shape is the 6-sided flower that can be further simplified to circles. Draw those on the opposing faces and then just erase the lines you don't need and and connect the rest of it and add whatever details you need.

For your hammer on your weapon, the bounding box for it is a rectangular prism (A). Notice the sides of this form gives it is defining curved shape (B). Now that you know what it looks like from the side, put that onto the rectangular prism and adjust it with some minor perspective (C). Finally, erase the bounding box and add the rest of the shape.

This works well for forms that changes look from only 1 direction. For shapes that changes in 2 or 3 directions or in all directions, there is no simple way to do it. You'll just have to eyeball it since using this method makes it even more confusing.

EDIT: Oh and btw. If you don't have a Horizon line on your image, your vanishing point really doesn't have any meaning, since there is no way to tell how high the weapon is raised relative to the center.
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InsanityBringer
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by InsanityBringer »

Furthering the brick debate, the old ones looked familiar, but I think I've finally verified why:

Image

The same bricks appeared in Descent. I'm guessing they're just a texture from some library of some sort. They didn't convert well under the descent palette but they are still probably one of my favorite textures in the game.
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cq75
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by cq75 »

@Eriance

That's a good tip for drawing odd shapes, it really helped to draw the hammer from the side, the problem is it looks really vague from a front on perspective (my attempt is to the right)

The rather incoherent hammer on the bottom of the gun is my attempt to draw from a 3d model.
Spoiler:
I didn't mess with the chamber, but I would like to make it look more like a revolver chamber instead of a nerf gun, so I'll probably give your design a try.

I assumed the vanishing point was right on the horizon, did I do it wrong? Is the vanishing point supposed to be above the horizon?
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Enjay
 
 
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Enjay »

InsanityBringer wrote:Furthering the brick debate, the old ones looked familiar, but I think I've finally verified why:

Image

The same bricks appeared in Descent. I'm guessing they're just a texture from some library of some sort. They didn't convert well under the descent palette but they are still probably one of my favorite textures in the game.
And Strife perhaps:

Image
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cq75
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by cq75 »

Spoiler:
Colored it, some parts are lacking in contrast, and some have a bit too much. I don't really like how the shell turned out.

Suggestions/comments would be appreciated :)
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Phobus
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Phobus »

Using PhysX (which I still hate whole-heartedly) in conjunction with Ogre and OIS I've created a cuboid which can sort-of be self-righted using the "Q" button when the cuboid is touching an object that is below it (closest I've gotten to knowing it's on top of something, i.e. on the ground).

Effectively what happens is that a force is applied most of the way up it's length. The force pushes directly up, so it eventually doesn't provide too much tipping force - this tends to have the intended effect.

Problems so far?

1) It's too slow still, but I'm a bit dubious about using a huge force, as you'll just end up being smacked about.
2) When upside down the function seems to work a bit like a vertical launch for a rocket.
3) I forgot to set up the contact reports so that the cuboid knows when it's not touching the floor, therefore the function always works once you've made contact the first time.

I'll just keep working at it until it works. Shame the Character Controllers didn't work out better really - they'd be a lot more useful for an FPS style game.


And in other news, a minor set of alterations for my Plutonia Revisited map are about to be made, which should then mean MAP14 is complete. This means there's still DtWiD to be getting on with, when I find the time. Shame about the two rather large assignments for my degree that really should be more finished than they currently are.
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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Post by Bio Hazard »

cq75 wrote:Suggestions/comments would be appreciated :)
It seems to be pointed awfully high, Maybe because it's in the center. I dunno.
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