3rd Party Models/Media Chat / Wizardofid's media 2

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wizard of id
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Posted: 2nd Jul 2016 19:01
Organized chaos, doesn't look like a block assembled level

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geistschatten
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Posted: 3rd Jul 2016 02:11
The pack is looking great! I've been keeping an eye on this one.

Are the textures suitable for a first-person spaceport or only isometric?

I like how larger-than-life these look. Just imagining taking a moon buggy on a drive through the halls/ramps
wizard of id
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Posted: 3rd Jul 2016 22:32
Hi, I have stepped away from FPS games it's boring. So strictly top down you could do 3rd person angles as well, I briefly flirted with creating a separate roof but that limits various things especially the animated stuff I have in mind.

I should probably give fair warning it is going to be at least another 2 months perhaps 3 months before I consider this a completed project, the goal is a simple one 600+ entities and be able to create 10 unique levels out of it. Quality needs to be excellent, easy to use, and be able to make interesting levels, keep your eyes peeled going to be fun time ahead.
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geistschatten
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Posted: 4th Jul 2016 00:18
Understandable, it's nice to see that there is an ever-growing variety of GG game styles that can be done.

Keep up the good work, this looks like it'll be your largest pack yet!
wizard of id
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Posted: 4th Jul 2016 13:59
Here is more or less the base corridors.Before the additional stuff is added, would like to spend tomorrow and the rest of today, adding additional window variations, 2 or 3 additional variations should do the trick.After which I am looking at a turret gun, and a couple of additional goodies

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unfamillia
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Posted: 5th Jul 2016 09:56
It does look really good WOI.

Can I suggest that you turn the terrain off via a trigger at the beginning of the level? I can imagine you would see huge speed boosts and it would give the impression that the player is out in space.

Cheers

Jay.




wizard of id
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Posted: 5th Jul 2016 11:00
@unfamillia

Thanks mate !

It's a space base, will be adding rock formations that snap to the outside perimeter, still massive amounts of work to be done, this is just a teeny tiny bit of whats to come. But I guess users can turn off the terrain on their own.Performance is going to be an issue with guys at the lower end of the spectrum but I will put proper notice

It is going to be super exciting, finished up a corridor with a side door that will allow snapping to additional walls that you use to build your own rooms, ramps and stuff.

For testing purposes every thing is one big cluster, which is doesn't have to be, but the it does look pretty awesome in a big cluster like that.
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wizard of id
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Posted: 5th Jul 2016 19:05
Pretty hard to show without a video, but will show two screens, will do a video when I am happy with the walls.

But a special corridor with a side door, that perfectly snap with some walls to make any room you want and or size.



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Bored of the Rings
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Posted: 5th Jul 2016 19:25
only just saw this thread, absolutely impressive, I'm off to view your packs on the store.... really enjoyed the videos and animation. top stuff
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wizard of id
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Posted: 6th Jul 2016 08:39
@Bored of the Rings

Thanks mate.

In other news, I ran into a unexpected surprise, was the intention of using the side door corridor and special room walls as separate entities that compliment the main corridors.Due to the similar design they actually fit directly onto the main corridors, the foot pieces didn't line up correctly, so fixed that up this morning so now , windows and the corridors line up with the walls, and extend what you can create even more

So perhaps a vid later today
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wizard of id
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Posted: 7th Jul 2016 15:39
WIP of the new walls with windows.



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wizard of id
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Posted: 7th Jul 2016 18:21
Additional trim does pretty well, Also added bits so that the drop off on the sides isn't that obvious.



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wizard of id
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Posted: 7th Jul 2016 21:04 Edited at: 7th Jul 2016 21:04
A rare FPS vid, ( I actually got lost once, not use to FPS.)

I am warming up to the idea off adding a separate roof entities, to enclose the sections, it entirely depends on the demand.Things like the meat grinder won't work.If people want it they need to speak up.

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geistschatten
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Posted: 7th Jul 2016 22:24
What about doing a glass ceiling pieces for areas like the "meat grinder"?

Those window walls look perfect for keeping the player in view with isometric.
Belidos
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Posted: 7th Jul 2016 22:49 Edited at: 7th Jul 2016 22:51
That looks awesome WiD, nice work. I think that would make a great FPS kit as well as 3D isometric, however if you're going to put a roof on it I think the walls need to be just a touch higher, they don't look quite tall enough for FPS.

Whatever you do i'll be buying it, this would make an awesome multiplayer arena.

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Wolf
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Posted: 7th Jul 2016 23:37
Looking terrific! Its enough to base an entire game around.
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wizard of id
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Posted: 8th Jul 2016 06:55
Thanks guys !

@Belidos
Nope the are tall enough, default AI height is 80 and I always work with a level height of 125, more then enough for jumping.

One thing I did notice is just how stupid the zombies are.
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Belidos
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Posted: 8th Jul 2016 10:03 Edited at: 9th Jul 2016 14:11
Quote: "@Belidos
Nope the are tall enough, default AI height is 80 and I always work with a level height of 125, more then enough for jumping."


That's cool. Personally I always work to 135 otherwise it feels as if you're brushing your head on the ceiling when you jump. But then again I feel the default jump is too low too, and always increase it, so I suppose it's just a matter of personal preference.

and yes, zombies are very stupid, they don't seem to react quick enough, and their pathing tends to make them bump into walls.

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wizard of id
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Posted: 8th Jul 2016 14:04
Now the fun starts working with the deformers, and internals walls, I want to make a window version, but it might end up costing close to 10K polygons will have to wait and see.

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wizard of id
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Posted: 8th Jul 2016 16:04
There you have it folks a bendy wall, will likely try and do a raised one, managing the division of the model and the deformer can be trick, this one however posed very little problems and pretty much perfect adds a little extra some thing.

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wizard of id
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Posted: 8th Jul 2016 18:49
Adding windows didn't turn out to be that expensive.But that is the last curve to go in a raised curve or any thing like it would simply cost way too much.

With that added, means it's the final screen for the weekend, and the last entity for the evening.
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Gtox
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Posted: 8th Jul 2016 21:42
Incredible work, yet again.
wizard of id
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Posted: 9th Jul 2016 14:45
Had to add one more bendy bit, really does make a complete set now with these bits in.

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wizard of id
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Posted: 10th Jul 2016 17:20
Wow it's actually gone faster then expected, I expected that this part was going to be weeks away. But I am finally at the part of adding the additional window colours, and will be swapping the _I maps with red, green and blue next, on the window frames, after which I will finally tackle the door glass.

It also means I am done with the base set, (100 odd unique entities building blocks) Decided on doing it in parts, other wise it will be too large to handle all at once, and gives me the opportunity to create some thing entirely different. Will be adding a top down scifi cave system next that doesn't rely on the base set but will still fit the relative theme, and then an outdoor scifi set, this is also to reduce costs for the end user.

What I like about this set it doesn't need actual lights sources every thing is basically building in for your convenience.

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wizard of id
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Posted: 11th Jul 2016 16:54
Finished all the re textures.

In the process of looking and adding odds and ends to finish off the set, for example didn't like the way outside bends end abruptly.With a camera height of 500, 800 no or little terrain is visible.





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MXS
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Posted: 11th Jul 2016 16:59 Edited at: 11th Jul 2016 17:02
hey wizard of id i plan to set my camera height at 300. will that be good? can't wait to get my hands on these.
more than what meets the eye.Welcome to SciFi Summer

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wizard of id
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Posted: 11th Jul 2016 17:46
Quote: "hey wizard of id i plan to set my camera height at 300. will that be good? can't wait to get my hands on these."
Tested with 300, it's too low, 500 is the min I feel, but you can play around with the setting till you get some thing that works for you.
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wizard of id
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Posted: 11th Jul 2016 19:19
And done ! Will be spending tonight getting a demo level going, with a bunch of entities and AI, tomorrow to get all the entities ready for the store, basically just have to take screenshots.Looking forward seeing what people cook up, with these.



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wizard of id
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Posted: 12th Jul 2016 21:37 Edited at: 12th Jul 2016 21:38
There we go folks up and running

https://www.tgcstore.net/pack/10820
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wizard of id
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Posted: 14th Jul 2016 18:47
Tested FPS not happy with the idea of adding FPS support, Will rather design an FPS kit from the ground up, that way I get exactly what I want.

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wizard of id
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Posted: 15th Jul 2016 07:00
Not one to give up that easy, still a wip, but it's getting there.
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wizard of id
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Posted: 15th Jul 2016 08:40
Almost there, I think the dynamic lights is what annoyed me visually, so tried baking the lightmaps think it is going to make a awesome addition to FPS scifi scene



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wizard of id
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Posted: 15th Jul 2016 16:48
Final result, this is what the rest of the roofs will look like now that the base is done.I like the contrast between the roof and the corridor, I think that is what I didn't like in the first attempt, the darker scheme is better.



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Posted: 17th Jul 2016 02:16
Nice work indeed,.....all we need now is better lighting in GG and your work will look
on par with anything in Unity and the other engines,....but sadly, alas,....."the voting board".
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wizard of id
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Posted: 17th Jul 2016 02:55
Thanks mate.

Still not happy with the roof, feels like a hack job having the roof separately, so I am using the bases meshes and doing it properly so it will be an entirely FPS designed model pack
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wizard of id
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Posted: 18th Jul 2016 14:56
Okay I have the base Corridors in, pretty chaffed with how the came out.Now for the rest of the goodies to be added to FPS corridors.

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Bolt Action Gaming
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Posted: 18th Jul 2016 16:15
Phenomenal work. I have to say, this project really impresses me with the out of ordinary/box thinking.

Very good stuff.
wizard of id
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Posted: 20th Jul 2016 17:10
Spend the last two days on a new bendy bit....some thing new will be expanding on this design.


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OldPMan
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Posted: 20th Jul 2016 17:38
Very cool. Big job. Keep it up !
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wizard of id
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Posted: 22nd Jul 2016 10:20
Started working on the raised sections, While this one might be a little steep, making an additional one that is longer and less of an angle

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Wolf
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Posted: 22nd Jul 2016 18:11
A lot of brilliance on here!! I really like your style! (double for being somewhat compatible with my scifi props)



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wizard of id
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Posted: 25th Jul 2016 17:46
Thanks mate.

Some stairs, I also decided, that I am going to change things a bit, and do a little retexture on some of the arches.
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wizard of id
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Posted: 26th Jul 2016 13:48
Quick video preview of messing about, I think I am in love.
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MXS
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Posted: 26th Jul 2016 19:01 Edited at: 27th Jul 2016 05:11
awesome work for the fps. I also have some good news your top down may sell more now I have release the 3rd person fpe and coming soon melee.

the best of both worlds





here it is without the crosshair. melee ready.

more than what meets the eye.Welcome to SciFi Summer

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wizard of id
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Posted: 27th Jul 2016 10:59


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wizard of id
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Posted: 28th Jul 2016 18:18
FPS support added
https://www.tgcstore.net/product/28457
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wizard of id
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Posted: 29th Jul 2016 08:15
Going to have a bit of fun this weekend with, rendering and unique UV's, got a bunch of creative commons textures to play with so should be epic.There always seems to be one or two stray uv's. So want to get the correct settings done and make the work flow easier, using unique uv's allows not having to use atlas textures and you can have 100's of different textures on individual polygons, even layer or mask them.


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wizard of id
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Posted: 29th Jul 2016 15:37
Expanded tests some more pretty happy with the overall result, Will be making some odd changes, and making another fully fledged scifi pack



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wizard of id
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Posted: 29th Jul 2016 19:52
Additional floors is always important, added several variations, So far every thing is going to be extremely low polygon, the highest so far is this one at 432 polygons, the side rooms might add up a bit more, but I don't think it will be over 1500 polygons per room, so you will be able to go nuts, with super large levels.

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wizard of id
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Posted: 30th Jul 2016 10:46
Just as a quick test, was going to do a FPS only pack, but looks pretty cool as a top down content as well, so will be doing this side by side.

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