Reactor Room

Another Reactor Room update.  I’ve been messing around with the lighting and the color scheme for a while and I think I finally settled on one.  The emmisive color has been changed to a lighter blue and the lighting has been made slightly brighter and light blue tinted instead of blue tinted.  This definitely gives the level more depth and everything pops more.  I made some slight changes to the beams and the reactor panels.  There were some problems with the lighting of those objects that I couldn’t explain so I went back and remodeled them.  Tiles have been added to the hallways and for now I am done working on them.  Next order of business is the bottom rooms/monitoring stations.  This is the area that I still need to build objects for.  I plan on making a computer terminal, some monitors, cables, chairs, transparent windows, etc.  The textures on the walls in that room were only temporary and will be totally changed.  Again, here are some current screens:

Fix-Em-Uppers Inc.

The madness of a man is expressed via an infomercial about flipping houses. Enjoy…

Machinima Final Submission

I forgot to put all the descriptions for each project on the DVD but all my descriptions are here on my blog. The description for the final piece is on the DVD. Here are the screenshots from the final project:

Reactor Room Revisit

In the Fall of 2008 I created a map called Reactor Room for UT3. The story behind this map is that it is an engine room for a space station. It is a symmetrical octagonal shaped map with a maze-like feel. There is a big center room where the reactor is, 8 sets of monitoring station rooms on the first floor, a hallway in the shape of a ring around the entire map and other hallways that come off each of the 8 sides. Those hallways lead you to the second level platform and to a ramp that will bring you down to the monitoring stations on the first level. From play testing I found that the map was too big to get around just by walking, so I added some teleporters that bring you to the outer hallways where the key weapons are and back to the center room where most of the killing occurs. To give players some incentive for exploring the hallways I added power-ups and health. Other changes I made was I upped the vertex for nearly all the meshes which allowed them to be lit at a higher quality. I changed the platform and the center room’s walls were re-textured and I played around with the lighting as well. I made the lights blue tinted to match the emissive color of the textures. I dropped the brightness of the lights, giving it a more dramatic look. I am in the process of making computer terminals for the rooms on the first level and for the hallways I am creating elevator doors. Also for the hallways I am creating tiles for the floors and a shape for the walls. They have to be separate meshes because the way the hallways are UVed makes it impossible to put a repeating pattern on them and make it look good. Here are some screens for what I have so far (sorry for the low quality, Fraps compressed them too much):

Rundvik Harbour Completed

I’ve finished! For this iteration I added vehicles, a turret, trees and grass. I had to create and invisible cylinder with collision for the smaller version of the tree because it didn’t have collision on it. The smoke was fixed by making the initial particle size bigger and spawning more particles. I also modified the weapon spawns as well by adding more long range weapons. I darkened the lighting and made it more dramatic. The spears and the oars I got rid of because they didn’t fit the tone of the map. I added a music track to the level and modified the .ini file to display a screenshot of the map and my name under it. I really like the way this level turned out and look forward to tweaking it over the summer. Here are the final screenshots:

Rundvik Harbour

This week I finished modeling and texturing the wood walls for the ends of the longhouses. On one side of the wall went 10 spears and on the other side 10 oars for the longboats. I capped the longhouse with a wooden chimney thing. I fixed the shield by making it smaller and I made a normal map to make it appear as if its been painted on wood. I have also spent quite a bit of time on creating smoke but haven’t got it looking as I had hoped. I messed around with a ton of settings and nothing helps. It seems the emmiters are maxed out at a rate of a 100 particles and the max particle count drawn on screen seems to be a fairly small amount because if I go up to a high amount it has no effect. From a distance the smoke is thin and you can see the individual particles. Up close the smoke is a very dense bright white.

Mind Fuck (Final Project)

My work was to get done all the face posing, which I have. We met as a group yesterday and further refined the shotlist. Nathan rough cut the final live action scene. Tim worked on the AFX scenes and the overlay for the majority of the footage. All the audio has been recorded beautifully….Nathan’s dad had the perfect announcer guy voice. Tomorrow we will be shooting during and after class and have the rough cut done by Wednesday.

Runvik Harbour Continued 2

I added water, fog, reworked the grass texture, added a dirt texture for the bank and a dirt road that goes up the hill, added the doors for the longhouses, added noise to the spec map for the boat and dock, tweaked the lighting and added weapons to the map. The only models left that are going to be going in the map are a wooden weapon wall, for the sides of each longhouse that will hold spears and swords. If I have time during the last week I want to add woodpiles. The wood wall with the weapons is my first priority, then tweaking the gameplay and making bot paths comes next. Here are some recent screenshots:

Rundvik Harbour Continued

Made a ton of progress this week.  I finished the longboat, the terrain, and most of the longhouse.  I still have to add water, finish the other models, add gameplay and foliage.  Some playtesting should help me figure out what to change on the map layout-wise.  I have a pretty good feeling on what weapons will go where and where to put jump pads.  Here are some screenshots:

Rundvik Harbour (Viking Town Continued)

I decided to name my town/map Rundvik Harbour.  It is the name of a real port in Sweden.  I continued work on my models and so far I have completed the modeling for the longhouse, longboat, spear, sword and shield.  I am still working on the modeling for a cart, a stand for the weapons (which will go on both ends of the longhouse) and a wooden dock for achoring the boats.  This week I will complete those models and the textures for them along with the textures for the longhouse door, spear, sword, shield.  I plan on putting a little more modeling work in on the longboat to create decorative wooden carvings for both ends of the boat, ropes and a sail.  I will provide around a dozen different sail textures for the multiple boats in the harbour.  There will be an equal amount of longhouses on the land and there will be a symbol above each door that will correspond to the symbols on the sails.