3rd Party Models/Media Chat / WIP - Modular Prison

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Pirate Myke
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Posted: 14th Jul 2014 09:29
Working on a modular prison. Got the first section going good. Halls and towers and yard stuff planned.

20 unit 2 story cells section. Textures started. Need to put in those special toilet/sink we all love.

The module by itself:


Fitted together with snap function in editor:


Other shots:








These will be planned for the store. So comments welcome.

The are enough bunks made so I am going to concentrate on things that would be permanent structures in it.
Toilet/sink in each cell, Light, scratched up mirror, Other stuff in the main area outside the cells.

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AuShadow
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Posted: 14th Jul 2014 15:32
Awesome work can definitely see myself using these, also how about a shower area, a food court area and also staff area's?

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Pirate Myke
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Posted: 14th Jul 2014 15:45
Thank you.

Yes, all this stuff can be made for this set. Will take a while to do these. I want to be sure that they are able to be arranged as the developer see's fit.

Also I am hoping that the importer is introduced, so the module can be optimized for collision and physics.

And the ever important, can enemy walk up the stairs and onto the second level.

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henry ham
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Posted: 14th Jul 2014 16:57
looking really good mate

cheers henry

TattieBoJangle
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Posted: 14th Jul 2014 17:14
Nice! Pirate Myke cant wait to get my hands on it





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synchromesh
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Posted: 14th Jul 2014 18:54
Brilliant !!
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Pirate Myke
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Posted: 18th Jul 2014 02:05 Edited at: 18th Jul 2014 02:11
Have detailed the 20cellUnit with the great amenities one gets at this hotel.

Also have the unit to close it up if you don't want it double wide.



































This shot I turned down the lights and added black fog with the close setting of 1 and the far setting at 6







Comments welcome.

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Jerry Tremble
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Posted: 18th Jul 2014 13:43
Looks fantastic! That will compliment "The Asylum" nicely! Most of those guys are just pretending to be crazy anyway! Great work again!

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Pirate Myke
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Posted: 31st Jul 2014 01:03 Edited at: 31st Jul 2014 01:04
More progress and parts.

Interior view with some enemy.





Exterior and parts

\



Lots of work to do on this one. Barbed wire fence is TGC Stock.

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synchromesh
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Posted: 31st Jul 2014 07:57
Looking Fantastic !!
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Pirate Myke
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Posted: 25th Aug 2014 21:24
Got the Gymnasium Structure going. Lights to make, maybe some chin up bars on the walls, Scoreboard for sure.

Door to make for everything. Cant wait for some inside lighting.













More to come. Comments Welcomed.

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Disturbing 13
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Posted: 26th Aug 2014 20:03
Looks Great!

Model pack 66-99 high quality items...cheap!!

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Wolf
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Posted: 26th Aug 2014 22:42
You know! These scenes would look fantastic if we only had some lightmapping.

Good work! I like the gritty style these have.



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3com
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Posted: 26th Aug 2014 22:44
Hallucinating !, I want to see a riot in this prison.
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Pirate Myke
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Posted: 26th Aug 2014 22:57
Thanks all, Light mapping will be the key to all scenes. Cant wait to get it.

A lot more work to do on this stuff. Then a bunch of accessories for it.

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Pirate Myke
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Posted: 4th Sep 2014 15:52
Got some more progress on this stuff. I am not getting the detail I want for the large stretches of walls, So as I am using only 2 4096x4096 texture sheets for the whole pack, I will be splitting up the long faces into tile able sections. Most of the large structure are under 5000 polys, so this wont add to much, Just a bunch of re mapping for me.

Enough with the chatter. Here are some more pics.




Guard tower and walls sections. Wall sections come in 10, 20, 30, 40, 50 foot sections with a dead post for ends.










Gated Prison Bus and prisoner intake section.


[img][/img]





Comments welcome.

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Wolf
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Posted: 4th Sep 2014 17:47
Impressive and inspiring! You are a very good artist.

However, I do notice a lot of pixelated and stretched concrete textures that might need a second do-over.



-Wolf

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Pirate Myke
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Posted: 4th Sep 2014 19:15
Thanks you Wolf.

Not happy with the texture coverage of the large walls. Also the wire gridded glass is proving to be a challenge as I would like 2 sided glass panes. Need to bring the glass planes even closer then 1/8" to not have the double wires showing thru.

I did make them tile able so I can have the option to scale them out a ways in one direction. I find that I run out of texture on the 4096x4096 texture sheet to prevent similar spots of the texture on different walls as I would like.

But also once I get all the planned buildings made and hall sections, then I will have a total grasp on the textures that I need to expand. Also finding the longest face.

I would normally bake pieces off, but with so much mesh to cover the baked piece would lose detail over such a small section of texture. 90% of the textures are from photos placed on the texture sheet. I find that this keeps as much detail as I can get.

I will probably just sub divide the long faces after I finish creating all the buildings. it will maybe add 100 polys to a large structure where the texture pixilation is occurring. Lots of other thing to think about also such as how characters are going to navigate thru these structures.

The importer is just rectangles for collision right now so it makes these tedious to think about tracing all the walls with the collision boxes. Collision mode 1 does a great job, but I can see that there are congested parts in the structure that cause the engine to slow a bit for a second or two. Mostly where two collision boxes overlap.

I also want to keep these structures so that the designer can place the whole structure as complete as possible, Keeping these snap able in the editor, is only decent on the 10 snap setting, not everything is snap able at the larger snap.

Cant wait to see them light mapped in the engine. That will be a true test.

Thanks for the comments.

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JC LEON
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Posted: 4th Sep 2014 21:45 Edited at: 4th Sep 2014 21:49
yes lightmap is the winning card... hope it come in very quicly



btw great work

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shakyshawn8151
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Posted: 5th Sep 2014 05:47
how much for the whole set as shown in the pictures? any idea's?

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Pirate Myke
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Posted: 5th Sep 2014 13:17
Hard to put a price on it yet. This pack is only about half done, and I expect it will be a good month and the release of 1.009 before I even consider releasing it.

I want to be sure, that character will be able to navigate thru all the halls and structures.

Right now there are a 20 cell section fully furnished, closing section with window for the 20 unit cell section, gymnasium, reception or admin and holding cells, medical intake building complete with showers uniform and storage, temp holding cells, 6 wall sections, bus intake section, two straight hallway sections, tee hall, corner hall, end hall, junction hall.

What is planned still is a prison bus, solitary confinement cell, hopefully we will be able to set thing under the terrain as I would like some tunnels or old hallways underground, lights for outside, spot light for towers, Doors and control stuff for switches to open said doors. Benches and clutter objects for placing around for atmosphere. desks and chairs for the office sections, some vending machines, common area bathroom, some outside yard stuff for fill. so looking at about 40 or so entities when done, maybe some more if something strikes my fancy.

I would like to keep this at $10 to $12 for the whole thing including any working scripts and sounds I can put together to make this as self contained as possible.

I rather stink at organic modeling of humans, so I will not be promising any character. so if there is someone that can produce correctional officer characters, and prisoners, there will be a need in the future for these.

Hope I answered your question and thanks for the interest in this upcoming pack.

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Jerry Tremble
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Posted: 6th Sep 2014 15:30
Looking better all the time! Can't wait to see this in the store. That kind of authenticity. Hmm..., It's as though one spent a lot of time studying those walls, Mr., um, pirate...LOL!

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Pirate Myke
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Posted: 6th Sep 2014 18:22
I did 6 month for cultivation of a controlled substance. So had time on my hands.

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Wolf
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Posted: 6th Sep 2014 22:34
Quote: "Cant wait to see them light mapped in the engine. That will be a true test."


Can't wait to see that happen myself!

Quote: "I did 6 month for cultivation of a controlled substance."


I knew that isn't coffee in that mug in your avatar!



-Wolf

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wildman4
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Posted: 7th Sep 2014 12:25
Pirate, this is looking fantastic. The price you are looking at is cheap for this, I was expecting you to charge more for it. I will definitely by this pack when it is available.
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Pirate Myke
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Posted: 7th Sep 2014 14:23
@ wildman4: Thank you. it is getting there. Hoping to have some better results when light mapping is available and collision is present for characters that are not on the terrain. I try and keep the prices reasonable so the majority can purchase with out
Jerry Tremble
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Posted: 7th Sep 2014 15:39
Quote: "I did 6 month for cultivation of a controlled substance. So had time on my hands."


And who said crime doesn't pay? lol, it obviously can pay in less tangible ways!

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Pirate Myke
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Posted: 7th Sep 2014 17:58
Only because I choose to apply my self in the art of being observant and not getting in trouble any more.

Now I am force by law to only grow garden vegetables and house plants. If they had there way that would be illegal also.

But it will make for a good addition to a game.

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Scene Commander
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Posted: 15th Sep 2014 20:47
Looking great.

SC

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Posted: 15th Sep 2014 21:06
loooking great

best s4real

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Cosmic Prophet
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Posted: 20th Sep 2014 04:21
Nice work. I like the spiral staircase. is it useable in-game?

Back from the Wasteland.
Pirate Myke
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Posted: 21st Sep 2014 04:15
Thank you all.

@ Cosmic Prophet: the spiral stair case is usable by the player.

You need to make them at least 4 ft wide so the player collision fits proper. Rail height of 3'6" (standard) is a little low to me visual wise, but it holds the player within the staircase.

Also you need to watch the height of the revolutions as not to bump your head.

But it seems the player can climb up everything that is with in the slope range setting of the player. Hopefully the NPC can do the same in the near future.

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Pirate Myke
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Posted: 30th Sep 2014 20:44
Some more progress to the medical reception area.

Populating the Kitchen and cafeteria section, Had to have glass as a separate entity, so the render order works proper. I have also made the dome a separate entity to ease collision. Kitchen fixtures are another. Setting the snap feature works pretty good for all but height alignment. Will be playing with this in the fpe settings to have it at proper height when the end user inserts them into the map.

Which bring up some questions in my mind.
- Would it be better to allow the end user to place each fixture and scene objects individually? ( knowing how hard it is to place interior objects at the moment. but fully customizable)

- Have them place what would be considered static objects as one all at once? ( some fiddling but snap works for the most part, but you are stuck with my design placement.)

- Have both versions so as the end user could choose to use different fixture population? (Buyer of pack chooses how they want to deal with it)

So far there is not a crazy collision issue with these for tables and fixtures as a whole group. But that also leaves no room for customization.

Well here are some screen shots, tightened up the textures quite a bit. Floor and ceiling still blurry in my eyes.

Comments welcomed.

Whole Album so far, newest stuff at the end.
https://plus.google.com/photos/116817174687197432570/albums/6035829872014600689

Some individual shots:













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spudnick
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Posted: 3rd Oct 2014 11:47
Awesome work love what you have done. Good detail of rust textures. On pipe work.
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Pirate Myke
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Posted: 8th Oct 2014 15:32 Edited at: 8th Oct 2014 15:33
@ Spudnick: Thank you, Textures are the toughest.



More Progress done on the population of this building. Every room has a purpose now.

Comments welcomed. Still waiting for comments on if people would like to place individual entities or have them b
almightyhood
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Posted: 8th Oct 2014 15:44
hey pirate myke m8, i dont often come into this section of forums but boy i should!!..

this prison looks great m8 nice work

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Pirate Myke
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Posted: 28th Oct 2014 06:50
Thank you. Still a lot to do. And waiting for the update to see what changes are going to be required with the new stuff.

Been Working on the prison bus. This one you cant go inside. But I have plans for one that you can. The poly count will be crazy with all the bars.

Some Pictures: more in the Google Gallery at the bottom.

https://plus.google.com/photos/116817174687197432570/albums/6035829872014600689





More Texture work and poly reduction on this one.

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Pirate Myke
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Posted: 4th Nov 2014 16:27
Textures a lot more tightened up and the specular map is coming along nicely. Cant wait for next beta with the light mapping in it. Should be a good show.

I think I have all the major parts made for this and am still debating to separate the fixtures completely. There are still some transparency issues that need to be fixed and some seam in the specular map that are showing thru.

Here is the video:


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Gtox
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Posted: 4th Nov 2014 22:05
A very depressing and authentic looking prison - well done. The toilets are especially demoralising. Some creepy lighting and a few zombies and it's good to go.
JC LEON
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Posted: 18th Mar 2015 22:21
any news ??
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Pirate Myke
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Posted: 18th Mar 2015 23:54
Yes, I am waiting for the ability for characters to be able to use the stairs and second floor for roaming and waypoints.

I just want it to work proper as intended, and not have to band aide it 10 times for who ever gets it.

The halls are fine, But it is the character thing holding this pack up, same for any interior building I wanted to do also. I want characters to hide in the top floors, and come down stair ways at you. I think the Free roaming characters , are the beginning of this happening, and I have some tests ready to run on them, now that I understand their biped function and scripting more.

I can get them to do small inclines of about a foot, but that is no where near high enough, and not reliable yet.
But this is not abandoned in the least.

Thank you for your interest in this still.
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JC LEON
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Posted: 19th Mar 2015 15:45
ok thanks for your answer.. i'll wait for future updates..

good work
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