A little bit of Haunted Cathedral Prototypical (UDK version has a video!) - by Digital Nightfall
Digital Nightfall on 30/11/2009 at 17:22
I imagine that all of the contents could be imported into TDM, but I don't know how that engine would handle something made totally from static meshes, since in most engines a static mesh can't "hide" (stop the engine from rendering) what's behind it. Also, I don't think that engine has Ambient occlusion or Global illumination (see here if you want to know more: (
http://en.wikipedia.org/wiki/Global_illumination)) which the UDK does, so I don't think the lighting could be made to look as good. Animated and real time, yes.
These images have gotten me at least four offers to join indie dev teams (can't call them modding teams anymore, it's the UDK!) over at the Unreal Dev Kit official forums. :sweat:
MrMunkeepants on 30/11/2009 at 21:04
congratulations, Digi, on the offers and your accomplishments!
I say send the Hammer cathedral to someone working in TDM so it can at least be tested; if it doesn't work, can you package it as a UDK architecture demo so we can walk through it? I've seen a few UDK demos, maybe there will be a way to play it yet!
bikerdude on 30/11/2009 at 21:14
Forgive my lack of gfx engine knowledge, but as you mentioned U3 does this mean that possibly this model could be used in T3's U2 engine..?
Digital Nightfall on 30/11/2009 at 22:44
Oh, hadn't I mentioned? Unlike the first effort this one is going to become a finished playable level in a game. I'm not ready to talk more about that yet, though. So no, it's not going to be ported over to TDS or DarkMod at least until it's finished, at which point I'm cool if others want to play around with the files.
MoroseTroll on 1/12/2009 at 06:48
Digital Nightfall: Yes, you're right about the lack of AO&GI support in the id Tech 4. But who knows - maybe those cool visual features could be emulated somehow, although I must admit I don't know how exactly...
Quote:
this one is going to become a finished playable level in a game
Do you mean that you're going to make something like a mini-Thief game:eek:?
Schwaa2 on 1/12/2009 at 17:48
I've love to drop in in TDM and light it up just so everyone could see how it looks. But I don't want to build a mission around it, If you let me I'd only release some screenies.
True that tdm doesn't have AO, but Ao is only a faint effect which helps shadow corners anyway. In a real Thief mission the lights take care of most of that anyway. IMO Ao works best on more well lit atmoshperes which alot of games like Team Fortress 2 have. Places light enough to actually see the shadows. Those screens are a good example, too bright for thief, but perfect for alot of games.
Also true that as one object that would not work well in game. But it would be easy enough to remove the major walls in the model itself and replace them with terrain. Then all the details could just be split into object pieces. Like the arches in the walls, would just be one arch/pillar and cloned a bunch.
Better to have smaller chunks of objects so when a visportal closes any objects behind it are not rendered.
It it was left as one piece and half of it was in a closed portal area all the tris would still be rendered.
But like I said, just using it for some in game renders one object would be fine.
Digital Nightfall on 1/12/2009 at 20:07
Oh, it's not all one object. Here's a peek at how it's put together.
<a href="http://www.flickr.com/photos/shirakloutzu/4143245603/" title="cath-max2 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2231/4143245603_772c5387a2.jpg" width="500" height="345" alt="cath-max2" /></a>
<a href="http://www.flickr.com/photos/shirakloutzu/4143245143/" title="cath-max1 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2804/4143245143_5302c4d38f.jpg" width="500" height="345" alt="cath-max1" /></a>
Blue Sky on 1/12/2009 at 20:14
Looks like the instruction booklet for an IKEA flatpack wardrobe
Digital Nightfall on 1/12/2009 at 20:32
Not surprised. Doing an "exploded axo" was a highly prised skill while at architecture school. There's a "right" way to do one. :)
(And no I didn't do it the right way...)
Digital Nightfall on 4/12/2009 at 22:09
Transept in place.
<a href="http://www.flickr.com/photos/shirakloutzu/4158865636/" title="Highres_Screenshot_00003 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2520/4158865636_2ca15fe450.jpg" width="500" height="233" alt="Highres_Screenshot_00003" /></a>
<a href="http://www.flickr.com/photos/shirakloutzu/4158103307/" title="Highres_Screenshot_00002 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2595/4158103307_b53bd8a965.jpg" width="500" height="233" alt="Highres_Screenshot_00002" /></a>
<a href="http://www.flickr.com/photos/shirakloutzu/4158869980/" title="Highres_Screenshot_00007 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2728/4158869980_0a5abdfe1b.jpg" width="500" height="233" alt="Highres_Screenshot_00007" /></a>
<a href="http://www.flickr.com/photos/shirakloutzu/4158870384/" title="Highres_Screenshot_00006 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2678/4158870384_788efdbca1.jpg" width="500" height="233" alt="Highres_Screenshot_00006" /></a>
<a href="http://www.flickr.com/photos/shirakloutzu/4158868696/" title="Highres_Screenshot_00014 by shirakloutzu, on Flickr"><img src="http://farm3.static.flickr.com/2797/4158868696_5c974523dd.jpg" width="500" height="375" alt="Highres_Screenshot_00014" /></a>