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 Hex Base 
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Joined: Sat Mar 03, 2012 5:32 pm
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Post Hex Base
This is meant to be a "temp" base (the one that ships with the latest build is rather.. plain).

A few things to point out:
-The red box in the middle of the structure is (should be) the size of a player (so feedback on scale is nice too)
-The flag will be placed where the red box is
-PFF has no artstyle as of now, so modeling stuff with thought behind it is rather pointless, take this as my own interpretation (simple, elegant, monolithic, abstract, geometric is the artstyle I imagine for PFF, if you cared to know - if I sound like an arrogant, artsy dick, well its because I am :ugeek: )

Feedback appreciated :)

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Tue Aug 28, 2012 6:05 pm
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Post Re: Hex Base
The geometry looks definitely interesting. I guess it should be easily possible that you can rotate the thing in the way that back to front routes are blocked.

I wondered if you have some experience with collisions in UDK because from what I've learned it won't be that easy to create a proper collision mesh for such a complex geometry.

Concerning art design I think it's a quite lazy but cool approach if you do it like they did with all Tribes games. Since the battles are on all lots of different planets and with different species/cultures/whatever you arent really tied to one specific design. My maps will probably use some sleek end of 21th century scifi design. Mainly because I think it looks kinda cool, it's not that much work if you don't add too much details and there are some cool references/inspirational pictures on the internet.


Tue Aug 28, 2012 6:38 pm
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Post Re: Hex Base
yankee wrote:
The geometry looks definitely interesting. I guess it should be easily possible that you can rotate the thing in the way that back to front routes are blocked.

Sure, I didnt even think about it

yankee wrote:
I wondered if you have some experience with collisions in UDK because from what I've learned it won't be that easy to create a proper collision mesh for such a complex geometry.


Yes and no, I can't really test any geometry myself (before we didnt have source, now we have source, but UDK+PFF:S really smashes my pc).

Basically theres 2 ways here, one, is to model a simplified collision mesh (and how good it is skiiable, is anyones guess, and prob trial and error), the other one is to import it raw in UDK and let it use the input mesh as the collision mesh, the mesh gets broken down in a moltitude of collision boxes (see archives), I dont know what that implies (deadstops? poor performance? who knows - I really have no idea, I sent some stuff to ignorance with no collision mesh, and I don't remember him having trouble skiing on em raw, we'd have to ask him).
I admit I dont even remember if I managed to export one of the meshes I sent to ignorance with a simplified collision, I recall there were some troubles with concave extrusions that revolved inside themselves, but others simple things would export fine.

Basically I'll ship this over once its done with no collision and thats when we discover if it works or not :?

yankee wrote:
Concerning art design I think it's a quite lazy but cool approach if you do it like they did with all Tribes games.


Yeah, that works too


Tue Aug 28, 2012 7:16 pm
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Post Re: Hex Base
I like it. Place one on the ground, and another inverted and above, and something of a playground emerges on the flag stand.

With regards to collisions, per poly is fine in most cases; PFF doesn't have a lot of physics assets rolling around and player collisions are fairly efficient; as long as the poly count is always balanced, things should be fine.

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

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Tue Aug 28, 2012 8:31 pm
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Post Re: Hex Base
Ignorance wrote:
I like it. Place one on the ground, and another inverted and above, and something of a playground emerges on the flag stand.

With regards to collisions, per poly is fine in most cases; PFF doesn't have a lot of physics assets rolling around and player collisions are fairly efficient; as long as the poly count is always balanced, things should be fine.


Good to know about collisions, I don't know how UDK would react to an imported mesh with a full blown "cavity" like that, I'll make another model with a closed ceiling and spherical middle, so you can go really batshit insane in it, deathloops and the likes, if UDK accepts that, we're pretty much good for importing virtually anything.


Tue Aug 28, 2012 9:47 pm
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Post Re: Hex Base
Yea, for concave objects you just have to use per poly collision; per poly is based off the surface normals, so if it renders properly, it'll collide properly.

_________________
"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Tue Aug 28, 2012 10:18 pm
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Post Re: Hex Base
I actually didn't know there is a "per pixel collision" mode. I'll have to do some research how big the performance impact is.


Tue Aug 28, 2012 10:27 pm
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Post Re: Hex Base
Per poly, not per pixel; pixels do not exist in 3d space.

_________________
"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Tue Aug 28, 2012 10:40 pm
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Post Re: Hex Base
Oops, was just a typo or general tiredness.


Tue Aug 28, 2012 11:08 pm
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Post Re: Hex Base
This screenshot is pretty much poly porn to me :o

Image

The mesh is really balanced, the polycount is reasonable, no textures (no point), you can download it (don't claim its yours elsewhere :P ) and play around with it, feedback welcome!
http://www.mediafire.com/?k0er5q3a42fnp0a

How to use it?
Its as simple as opening the content manager in UDK, in the bottom left (main screen) theres a "Import" button, click that, select the .ASE file and you're done.
It may give you errors (vertex count, other errors related to the lack of UVW map, because I didnt make one, no textures, etc. ignore it).
See image below to use "per poly collision" rather than other modes.

Image

cheers


Sat Sep 01, 2012 4:44 pm
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