Work In Progress / My Egyptian Mummy game- Ahknaten's Tomb revisited

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pixelpusher
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Posted: 14th Sep 2017 15:32
Trying my old mummy game again with new version of gg but the stock characters still don't do well in the tomb, they just back into the walls and get stuck and the floor zone doesn't work for me since they still bang into the walls or fall through the floor zone.
For now, it's just a minigame where you begin in the desert with some combat against encamped soldiers, enter the tomb that's being excavated and face soldiers defending it and then the level where you fight the mummy guards, pick up canopic jars (pick up x to open door, simply) and fight Ahknaten himself to win.
Not being a coder, its a simple run n gun with computer-animated clips in story zones, retextures and some custom music/sounds and artistic elements.

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Bugsy
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Posted: 14th Sep 2017 20:43
this looks really good, but I think for how big the bumps on your walltextures are, they could use some actual displacement or rock entities scattered about
pixelpusher
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Posted: 14th Sep 2017 21:21
thanks bugsy. yeah, the tomb model is by Granada and i wish it had a uvmap with it. i'd like to do more individual textures and wall art throughout but i just slapped a 1200x1200 texturemap on it. btw, love the kayshatriya thing. i was working on a cyberpunk cgi short but it got to be too big for my old computer to handle.
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Bugsy
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Posted: 14th Sep 2017 22:07
if you have an old computer, I can understand how that wouldn't be possible. In that case: great job. I love the lighting colors you have chosen
Belidos
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Posted: 14th Sep 2017 23:32
Quote: " i wish it had a uvmap with it. "


Erm, I think you're missing up your terminology, a uv map is what determines where the texture is shown on the model, it's a list of xy coordinates that relate to positions on the texture and locations on the model, without a uv map the texture would be all twisted and warped, so the model must have a uv map.

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pixelpusher
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Posted: 15th Sep 2017 01:35
what i said was correct, what i didn't make clear is i wish it had a uv map laid out like the asylum so i could retexture individual walls easily and move on in building the level. when granada made that bunker model, he just used one giant concrete texture probably box mapped in sketchup so yes, every face had uv mapping. i am aware of the terminology, i started using 3ds max in the 90s, i just don't want to bother breaking down the model in uv unwrap or ultimate unwrap or even max's unwrapper for a simple hobby game that cannot be finished given the endless beta that gg is.
i think i opted to share my little project too soon since uvmapping is the least of the issues that prevent every project set forth in this software from being completed so delete my post and account and i'll happily unistall this 6gb waste of time.
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Bugsy
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Posted: 15th Sep 2017 05:21
Quote: " i just don't want to bother breaking down the model in uv unwrap or ultimate unwrap or even max's unwrapper for a simple hobby game that cannot be finished given the endless beta that gg is."


I totally feel you dude. Sometimes it feels like an uphill battle for nothing but if you've been using 3ds max since the 90s, you'd be one of the best devs around here and i hope you will not uninstall this 6gb waste of time but rather bear with it and perhaps try to figure out the source of the problem preventing a cool looking game from being played by us all
Belidos
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Posted: 15th Sep 2017 06:33 Edited at: 15th Sep 2017 08:07
Ah I understand what you mean now, he's saved the texture space by overlapping the UV's instead of using islands, that can be easily fixed by remapping, but I get what you mean it makes it hard to retexture yourself.

Stick with it mate gg's getting better all the time, you just need to be patient. There are things that need addressing, and once DX11 and FBX importing updates done it should be better. I think Lee is planning to do a bit of the backlog of bug fixes after DX11 is out. So hang in there, don't go running out on us

If I get time this weekend I'll take a look at those models and see if I can remap them for you.

Edit: are you sure it was one of Dave's models (Granada)? I've been through all of his threads and can't find any Egyptian models, do you have a link to the models?

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granada
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Posted: 15th Sep 2017 08:04
I only just recognised that model when I saw the pillars,a old bunker model from when I was experimenting with importing a whole level into GG.not the best of examples, but looks better with your textures.As the guys have said stick around ,the latest update is just around the corner and should give you a better tool to work with.hope to see more from you soon.

Dave
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Belidos
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Posted: 15th Sep 2017 08:09 Edited at: 15th Sep 2017 08:10
AH! It's you bunker model Dave, awesome. I've just been checking your threads and noticed your dropbox links no longer work, any chance you can sort out a new link to your bunker complex so i can download it and see if i can remap a UV island layout for pixelpusher (if that's ok with you that is)?

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granada
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Posted: 15th Sep 2017 08:53
No problem,I will try and sort something later.dropbox changed there policelies like all the others as soon as they became popular.

Dave
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Belidos
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Posted: 15th Sep 2017 09:14
awesome thanks mate

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granada
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Posted: 15th Sep 2017 09:21
Sent you pm

Put up a link
Don't sine up for a account try the other option,i downloaded it without Signing In

Dave
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Belidos
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Posted: 15th Sep 2017 13:03
Well, i just spent three hours fiddling with that model, and to be honest, there's so much extra and bad geometry in that model that i can't get a decent UV island map from it without practically remaking the model (it's one of granada's early models from when he was learning to model so not one of his better ones), and even then the model's so huge with so many parts that to fit it all in and have a decent texture quality it would need at least an 6k texture. Something that big really needs to be broken down into separate models that fit together in the engine, it's huge.

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granada
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Posted: 15th Sep 2017 14:10
You're right there ,it was when I was experimenting with getting a whole level into GG.Like I said not my best work .if I can help in another way I will,I would hate to see you give up on GG so soon .

Dave
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Belidos
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Posted: 15th Sep 2017 14:31
I'm still working on it, it's going to take some time, but what i'm doing at the moment is going through the whole model and fixing ngons, loose geometry and double faces/vertices/edges, then next step i'm going to break it down into half a dozen separate models using the same origin point so they can all be placed in one grid snap location and fit together. Once that's working i will unwrap each model individually and give it a basic (probably plain colour) texture, then it should be ready for anyone who wants to texture it how they please.

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granada
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Posted: 15th Sep 2017 14:58
Quote: "I'm still working on it, it's going to take some time, but what i'm doing at the moment is going through the whole model and fixing ngons, loose geometry and double faces/vertices/edges, then next step i'm going to break it down into half a dozen separate models using the same origin point so they can all be placed in one grid snap location and fit together. Once that's working i will unwrap each model individually and give it a basic (probably plain colour) texture, then it should be ready for anyone who wants to texture it how they please."


Sounds good to me,look forward to seing the end result

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Wolf
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Posted: 22nd Sep 2017 23:34
This has a unique look to it where its really good and well set up in some and quite amateurish in other places.
I can not quite imagine what the game play of this will be like, but its an interesting project.



-Wolf

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