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 Post subject: Road / Non-Block Areas
PostPosted: Fri Jan 14, 2005 6:22 am 
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I wanted to start a seperate thread for the areas of the map that aren't part of someone's block and are not the center column/square area... namely the roads and outlying cityscape.

Here's a quick shot of some of the work I've been doing on the roads... I've done a lot more, but that'll be seen in the upcoming test-build...

Image

A quick note: the street lamps and the "no entry" sign are temporary/WIP.

Here's how I'm doing the roads, in case folks need to know for their own planning or whatever....

The road is one texture. Period. I'm using Dante_uk's road... I haven't altered it at all.

Then, for all of the lines and markings on the road, I'm using the typical id decal... with one modification so that the textures aren't "fullbright," which is that I'm doing a "blend diffuse" instead of a "blend add" in the appropriate shader stage. This means that all of the cracks and bumps in the road normalmap itself are not lost, there's no brain-teasing effort to line up textures and have them look nice around bends, etc. It's all very simple patchmesh work... and one final plus is that the textures I'm using for the road are all 128x128 or less, and most of them are just stretched and repeated to give the proper effect. This means, of course, that the road detail is taking up very little texture memory outside of the "road" texture itself.

Also, I've researched some of the various London traffic markings and have created decals for most of them... "no clogging," red zones, zebra crossings, toucan crossings, those thin double-yellow lines that sometimes are seen along the curbs, etc. Again, since everything is made of patches, it's really easy to line everything up and never lose texture quality or alignment.

Let me know what you think.

Goliath

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 Post subject:
PostPosted: Fri Jan 14, 2005 8:50 am 
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That looks much better than the way it was. Awesome work. :)

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 Post subject:
PostPosted: Fri Jan 14, 2005 2:53 pm 
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looking good cant wait to see the next test build


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 Post subject:
PostPosted: Fri Jan 14, 2005 3:42 pm 
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Excellent work. I really liked those yellow double lines. I'm very happy they are decals now.

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 Post subject:
PostPosted: Fri Jan 14, 2005 4:05 pm 
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Looking very nice, much better than I'd done it. I don't think of using decals.

I'm not sure you markings are quite right:
http://www.highwaycode.gov.uk/signs09.shtml

I also don't think it really matters.

I really looking forward to the next test build.

PS: I've updated my block3 thread with a link to new screens + I've uploaded to my site a pk4 of all my textures+prefab. I'm at work at the moment so I don't have access to your site from here. I made the first attempt at replacing all my cylinders on the balcony with a simple brush with an alpha channel texture. I looks okay but needs a little more work at some point. I only had an hour or two this morning before the boss got in :)

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 Post subject:
PostPosted: Fri Jan 14, 2005 5:11 pm 
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AAHHHH FINALLY... I've been looking for that exact type of site off and on for like a week. It's a shame it doesn't show up on the first page when you search for things like "london traffic marking", "london road marking", etc. I don't think I ever tried "code" though. :oops:

Thanks!

I'll make some new decals and figure out some sort of traffic pattern and add the correct markings. It's so easy to change things around the way I've put 'em together so it's no biggie.

I'll grab your latest prefab/assets later on today. I'm still waiting on other folks to upload their stuff or at least contact me.

G

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 Post subject:
PostPosted: Fri Jan 14, 2005 5:14 pm 
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Oh wait... I've been to this site before... just not that page... rofl!

I feel like a 'tard. :P

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 Post subject:
PostPosted: Fri Jan 14, 2005 6:50 pm 
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Those roads are starting to look good, but the roadmarkings need to be stretched length wise as they are in real life in order to counteract the perspective foreshortening experienced when looking at the road from inside your car...

At the moment they look a little squashed.

Coming along nicely though...


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 Post subject:
PostPosted: Sat Jan 15, 2005 1:59 am 
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Incidentally, those double yellow lines along a curb signify no parking. So you don't want to place a parking sign in their proximity - at least if you are aiming for "realism". :wink:

Got to say that I love this project, I just wish I was able to map. But then you have inspired me to at least open up DoomEdit. I see a steep learning curve ahead... :shock:


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 Post subject:
PostPosted: Sat Jan 15, 2005 3:36 am 
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Looking pretty awesome so far, although I would say the roads need to be a bit wider. Apart from that, they're looking nice. With the junction you have there in that shot, the markings would look more like:

Image

You could also get away with making the roadside kerb blocks 3 or 4 times longer (texture stretch)?

These are unimportant though, I can't wait to see the finished product. :D


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 Post subject:
PostPosted: Sun Jan 16, 2005 5:48 pm 
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Something that is missing from the square is pigeons.
Someone should model a pigeon(2/3 skins) with basic animations, they don't do much jsut wonder around pecking at the ground.

I basic hop and short flight animation for when they get startled.

Obviously they'd require some basic AI but I'm willing to look at that.

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 Post subject:
PostPosted: Sun Jan 16, 2005 6:07 pm 
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Dante_uk wrote:
Something that is missing from the square is pigeons.


Heh, nice. I'll get my shotgun, let's hunt some! :P

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 Post subject:
PostPosted: Sun Jan 16, 2005 6:13 pm 
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a gun & a nice word
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Yeah, then when the bobbies are alerted to the fact you're carrying firearms and firing them in a public square, you can have a standoff with the police. :)

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 Post subject:
PostPosted: Mon Jan 17, 2005 10:07 pm 
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Dante_uk wrote:
Something that is missing from the square is pigeons.
Someone should model a pigeon(2/3 skins) with basic animations, they don't do much jsut wonder around pecking at the ground.

I basic hop and short flight animation for when they get startled.

Obviously they'd require some basic AI but I'm willing to look at that.



maybe goliath should look into this later in the proyect (he has enough work right now) ...he knows how to script quite well, and by the looks of it, the BASIC monster AI script should work nice. It should be changed so that the 'monster' (pigeon) escapes the player, rather than chase him. and as a basic thing, the pigeon could be 'static' and just slide through the floor..then someone could animate it..?

Unfortunately, i dont have enough knowledge on how the syntaxs goes, or programming in C++ as to do this myself.. :cry:


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 Post subject:
PostPosted: Tue Jan 18, 2005 1:22 am 
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Craig Reynold's 'boids' flocking algorithm would be pretty easy to implement

http://www.red3d.com/cwr/boids/

there's a great site that explains everything and has C source code:
http://www.vergenet.net/~conrad/boids/

there's a neat variation of this included in breve:
http://www.spiderland.org/breve/

I'd be willing to take a look at it, but I'm going to be shooting reference photos on location for my own mod all this week.


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 Post subject:
PostPosted: Tue Jan 18, 2005 5:05 am 
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Ill post these here then
i started these some time ago when d3 can do it too project was in its very ealry stages and got side tracked into doing several other things.

Maybe its time to pick these back up. there not animated properly just move foward about 32 and the whole body tilts for the pecking but it was a enough for testing. The scripting at the moment was very early test stuff and all they did was wait for you to come into site then make 3 choices stand still , move towards you or peck at the ground. (was a whole lot more planned)
Still need AF's and animating properly and theres a slight problem with the uv's.

http://www.btinternet.com/~tangentizer/shot00006.jpg
http://www.btinternet.com/~tangentizer/shot00007.jpg
http://www.btinternet.com/~tangentizer/shot00008.jpg
http://www.btinternet.com/~tangentizer/shot00009.jpg


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 Post subject:
PostPosted: Tue Jan 18, 2005 1:17 pm 
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They look pretty decent... however, you should think about changing or removing those side wings. Pigeons pretty much have their wings flat as they peck around.

[large image]
http://www.astro.umd.edu/~dcr/Archives/ ... ,Feral.jpg


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 Post subject:
PostPosted: Tue Jan 18, 2005 1:34 pm 
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It looks like it wants my sandwich...


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 Post subject:
PostPosted: Tue Jan 18, 2005 1:38 pm 
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Pigeons would be a great idea. Lol, if the player manages to hunt down and kill all of them, we could flash a big "PIGEON KILLER" sign up on their HUD as a joke.


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 Post subject:
PostPosted: Tue Jan 18, 2005 2:48 pm 
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I think the pigeons are in their "initial/af pose" in those screenshots... I doubt their wings would be sticking out once they're complete.

G

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