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#81 SYN_Bandy

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Posted 30 May 2014 - 17:33

DON"T FORGET THE RUBBLE!!! :D
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#82 SYN_Vander

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Posted 09 June 2014 - 15:58

Finished the damaged version as well (on the left). Took a lot more time than anticipated!
The models are also UV mapped. Now it only needs some TLC from a texture artist! (Paf already promised :) )
Please find attached a JSGME ready package (need v2!) to install the abbey model; it includes a test mission. There is also a UV map below. Note that the pillars all have same uv-map (left of top view).

If needed I can reapply UV coordinates to some parts, there is still space in the texture. The texture size is 1024x1024 but I'll try to fit it into Genius's general texture map later so quality may be reduced then. I also haven't done any lower LODs; that will come after all texture/uv mapping work is final.

Attached File  montsteloi_towers.jpg   195.09KB   442 downloads

Attached Files


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#83 SYN_Bandy

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Posted 09 June 2014 - 16:09

Looking good Vander!

:S!:
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#84 Genius

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Posted 09 June 2014 - 19:22

+1

:S!:
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#85 SeaW0lf

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Posted 09 June 2014 - 20:14

Coming up nice…
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"There will be honor enough for us all."

#86 Habu

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Posted 16 June 2014 - 18:58

Good work Vander. :S!:
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#87 WW1EAF_Paf

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Posted 17 June 2014 - 18:13

Just wanted to let you know that I finished some basic texturing on the abbey and the coalmines.
Couldn't start with the timeconsuming details yet, reallife work takes its toll.
I hoped to finnish it sooner, but thats life.
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#88 Genius

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Posted 17 June 2014 - 20:26

Hi thanks _Paf !

Some news from Tchaika, in progress:


Image

Image

Bye

Genius
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#89 WW1EAF_Paf

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Posted 20 June 2014 - 17:59

First WIP of the abbey. Still much to do, but please give feedback if its going into right direction.
Getting the brightness right is always abit tricky with ROF ;)
Image
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#90 jeanba4

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Posted 20 June 2014 - 18:15

It looks great and will give a lot "flavor"
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#91 SeaW0lf

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Posted 20 June 2014 - 18:56

Coming up nice with the bricks and all! Since you mentioned the brightness, the tone of the walls is still on the prime, right?

When it goes ingame, it would be a shame to bomb it just to see the damage model :D
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#92 SYN_Bandy

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Posted 20 June 2014 - 19:09

Yes, brightness in RoF textures are weird eh? Vander pointed me in the right direction, try about a 50% transparent black layer over it all, and then tweak from there.

Overall well done.

My only constructive comment is the contrast between the dark ground and the stone is too much. The eye is drawn unnecessarily towards that stark interface. It needs to be blended a bit so it isn't so harsh. Maybe some false shadows or put a gradient over the stone surface where it is slightly darker very gradually towards the bottom.
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#93 WW1EAF_Paf

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Posted 20 June 2014 - 19:54

Thank you.
Right now I have the black layer at 54%,that worked pretty wellon the landscape-textures. Seems I have to increase it for the overal brighter colour of the towers.
Thanks for your thoughts, on the to-do-list.
There are quite a few things still missing,but I hope it won't be long.
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#94 SYN_Vander

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Posted 20 June 2014 - 20:02

First WIP of the abbey. Still much to do, but please give feedback if its going into right direction.
Getting the brightness right is always abit tricky with ROF ;)
Image

That looks great Paf!
I could give the first floor inside the same uv as the ground floor, that will solve the ghost window inside.
Brightness looks good to me from the photos I have seen so far.
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#95 JG1Baron_J6

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Posted 20 June 2014 - 20:45

Great job guys!
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lZOFjj.jpg

RIKzxM.jpg


#96 Feathered_IV

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Posted 21 June 2014 - 07:50

Looks great!
I've been curious about the brightness of objects in RoF and would be very interested to know how it can be adjusted. I find the way trees and forests are very highly illuminated on their sun-ward side to be ugly and unrealistic. It would be great if I could find a way of modding that.
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#97 WW1EAF_Paf

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Posted 21 June 2014 - 09:13

I could give the first floor inside the same uv as the ground floor, that will solve the ghost window inside.
That would be good!
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#98 Jason_Williams

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Posted 21 June 2014 - 18:33

First WIP of the abbey. Still much to do, but please give feedback if its going into right direction.
Getting the brightness right is always abit tricky with ROF ;)
Image

Looking good.

Jason
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#99 WW1EAF_Paf

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Posted 21 June 2014 - 18:39

Thanks Jason!

Vander, is it possible to move the whole first floor of the backside into the groundfloor UVmap?
So the details from the front could be hidden.
Image
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#100 SYN_Vander

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Posted 21 June 2014 - 20:19

Yes, I see what you mean. I'll send you a new version after the weekend.
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#101 SYN_Vander

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Posted 24 June 2014 - 18:17

Paf,

unzip and overwrite these in your \graphics\blocks folder.

I couldn't lower the uv of middle section since it's actually one piece, but I did lower the parts in teh towers. I fudged a little with the middle side parts, mapping them on the tower part. See if this is acceptable.

Attached File  Montsteloi_newuv.zip   164.3KB   21 downloads
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#102 WW1EAF_Paf

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Posted 24 June 2014 - 18:28

Alright, Thank you!
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#103 WW1EAF_Paf

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Posted 01 July 2014 - 20:01

I am not sure about the "ornaments" in the middle part. It would be nice to have them for the front view, but they show also at the back. Do you find it an disturbing effect, or shall I keep it that way?
Image
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#104 Genius

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Posted 01 July 2014 - 21:06

Hi Paf,

For me, it does not bother me.

Good work :S!:

Bye

Genius
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#105 SYN_Vander

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Posted 02 July 2014 - 05:56

I wouldn't worry about that. We'll probably never see the "undamaged" version of the towers in Rof, unless we get 1914 planes!

How does the damaged version look? Because that part will not be there for the damaged version.
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#106 Genius

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Posted 08 July 2014 - 22:31

Hi Tchaika working now on damaged structure (wip):

Image

Bye

Genius
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#107 Genius

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Posted 13 August 2014 - 22:11

Litle update,

Finish line is near :) (need 3d model for debris texture on the ground and some other adjustment).

Texture by Tchaika (WIP)

Image
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#108 SYN_Bandy

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Posted 14 August 2014 - 12:09

That looks like a lot of great alpha channel work! How much smoke is going to be generated when a structure that size is flamed? Multiple particle emitters?

It reminds me of pictures of burned out zeppelins. Were those hangars covered in canvas?
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#109 Jason_Williams

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Posted 14 August 2014 - 19:34

Very interesting! Need a Zeppelin model to go inside. :-)

Jason
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#110 Dressedwings

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Posted 14 August 2014 - 19:56

Very interesting! Need a Zeppelin model to go inside. :-)

Jason


Well that's cryptic

:lol:
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TOeIhAe.png

^CHECK THE LINK^


#111 SYN_Vander

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Posted 14 August 2014 - 20:18

Well, a static Zeppelin I guess…. so it will be a worthwhile target!
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#112 Markow

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Posted 14 August 2014 - 20:38

Gentlemen, you are doing a good job.
More and more buildings, buildings on maps ROF.
Thanks to all of you.
It looks great.
Thank you.
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campribV.png


#113 Genius

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Posted 14 August 2014 - 22:56

Hi all,

Thanks

That looks like a lot of great alpha channel work! How much smoke is going to be generated when a structure that size is flamed? Multiple particle emitters?

It reminds me of pictures of burned out zeppelins. Were those hangars covered in canvas?


Only on big fire/smoke at the center, but i don't made a lot of test.

For the destroy model, we are using this picture

Image



Very interesting! Need a Zeppelin model to go inside. :-)

Jason

Well, i have some idea for this….. :mrgreen:
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#114 actionjoe

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Posted 14 August 2014 - 23:08

Well, i have some idea for this…..

What, really? :shock: Ça dépasserait l'entendement!
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515024ActionjoeScreen.jpg


#115 WW1EAF_Paf

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Posted 15 August 2014 - 06:13

;)
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#116 WW1EAF_Paf

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Posted 15 August 2014 - 19:28

Back from holiday and finaly on the finnishline for the towers.
Image
Image
Image
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#117 SYN_Vander

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Posted 15 August 2014 - 20:41

Wonderful!
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#118 Genius

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Posted 17 August 2014 - 17:02

Very Nice !
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#119 SYN_Bandy

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Posted 18 August 2014 - 00:40

I love the rubble! :D


Looks wonderful in the morning light.
:S!:
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#120 Genius

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Posted 18 August 2014 - 21:25

Hi all,

I have a very strange problem with damaged model.

Description: when i bomb my model, buildings are on fire (ok) but the damaged model are not show.

ROF editor: entity are OK

Graphics file:
zeppelin_shed_0.mgm (undamaged)
01zeppelin_shed_0.mgm (damaged)

3d model:
build_01 (undamaged model)
build_01 (damaged model)
build01_01 / build02_01 / build03_01 / etc… (collision box)

luascript are ok (shield = 10)

Very strange :xx:

I don't know where i'm wrong :zzz:
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