Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#182
I've been working on the low poly tree models for the forest; I've estimated from the actual picture of the forest from the article by:
-The players FOV (A cone)
-And when the fog is at it's weakest

That at minimum to maximum It's around 30-50 tree's the player can see at almost any given time. My limit is to avoid going over 10k poly's with the tree's at any given time as well to make sure performance will be adequate.

In this picture (A guess of what the fog will look like when you first enter):
http://i336.photobucket.com/albums/n350 ... 2d8c00.png
the player can see about 30 tree's while just standing and staring down the path. The yellow cone-line indicates the players FOV, and the gradient circles represent the fog getting gradually thicker to the point of no visibility the further away it is.

So by this, I've found that tree's have to be limited at about 200 poly's per model in order to fit the possible maximum of 50 tree's at once (10,000/50 = 200) rendering capability with a 10k polygon limit. It seems feasible, so the tree model I made here in this image:
http://i336.photobucket.com/albums/n350 ... 8d4bc2.png

Is just below 200 polys and is about 4 times taller than the D-Class player (Represented in Orange) as well, I think adding the leaves and extra branches can be done with some simple Alpha Planes and add only a few hundred more polys at most. (Note that the tree bark texture is not final).

Another problem could be the monster (it's looking to end up around 10k poly's when it's finished), but I found that from the exploration log that the fog get's thicker the closer it gets apparently to the player, so it should cut down some tree & tile visibility and save some poly's for rendering it. =)

I'm going to work on the terrain room tile pieces as well and see if someone would be kind enough to attempt and program the forest room system, It doesn't seem too hard, just telling some room tiles to generate lined up next to one another and spawn a limit of 2 trees per tile with an occasional doodad.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#183
Ah man, I'm really looking forward to this one. It's one of the most interesting scps out there.
Mirocaine wrote:Alright, low poly mesh finished!:
http://i336.photobucket.com/albums/n350 ... 57a48c.png
http://i336.photobucket.com/albums/n350 ... 07a1e5.png Model without textures

It's not quite as shiny as the original Sculpt (almost 5,000 poly's), but when I bake out the AO and Normal maps it should come close and still be great performance-wise =)
Another thing I have to consider now is how big it's going to actually be? I was thinking double the height of a normal human male (10-11 feet?) here's a size comparison:
http://i336.photobucket.com/albums/n350 ... bb7dcb.png (placeholder Class-D models FTW)

Next up is Texturing, any textures, sketches, and idea's are appreciated from anyone.

Edit:
Previous work phases (In descending order):
http://i336.photobucket.com/albums/n350 ... f30a64.png 1 Base Mesh
http://i336.photobucket.com/albums/n350 ... 742ed9.png 2 Base Mesh
http://i336.photobucket.com/albums/n350 ... a05554.png 3 High Poly Sculpt
http://i336.photobucket.com/albums/n350 ... c99828.png 4 High Poly Sculpt Final
http://i336.photobucket.com/albums/n350 ... 82436e.png 5 High Poly Sculpt Final Final
http://i336.photobucket.com/albums/n350 ... e6003b.png 5 Retopo phase 1
Very nice work! I like the head, the visible muscles, the claws and the tail. Very impressive!
Just a minor suggestion of mine: is it possible to make its shape more predator-like? Like for example its legs; I'm having a bit of difficulty believing he can run fast with such legs to be honest. I'd rather imagined a cheeta's legs or something.
Anyway, thanks for the hard work! I can't wait to experience the new territory!
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#184
Just like you can find Dr. Maynard's note in the pocket dimension, the forest should have some vital clue hidden deep within it! That way, people can actually be rewarded by going into the forest rather than just meeting a gory end from the monster. It would make SCP 860 a necessity to complete the game as well. Just some thoughts :D
"Yes, it's a goddamn nuke, but if 682 survives and adapts we'd be boned beyond belief."
Image

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#185
Doggiedog wrote:Just a minor suggestion of mine: is it possible to make its shape more predator-like? Like for example its legs; I'm having a bit of difficulty believing he can run fast with such legs to be honest. I'd rather imagined a cheeta's legs or something.
Anyway, thanks for the hard work! I can't wait to experience the new territory!
It'll be quadruped + bipedal (if I actually get the animations right), It runs on all 4's in sprinting pursuance on the player, It'll also take advantage of [REDACTED] perhaps in it's AI to get the upper hand on the player and try to hunt/surprise them.
scpharrisee wrote:Just like you can find Dr. Maynard's note in the pocket dimension, the forest should have some vital clue hidden deep within it! That way, people can actually be rewarded by going into the forest rather than just meeting a gory end from the monster. It would make SCP 860 a necessity to complete the game as well. Just some thoughts :D
Sounds a bit too cheap to throw vital game parts into extra-dimensional area's, rather I had a different Idea in mind for the forest; here's my quick derp sketch in paint for visual:
http://i336.photobucket.com/albums/n350 ... bb23c2.png

Basically a 1 time generation room designed specifically for testing the key, there's an observation booth with windows that's elevated a bit off the ground to view the Class-D's for testing and have guards available for security measures outside; the player has to have the key in order to use the door and it can provide a shortcut through the facility like the Maintenance tunnel (except in this case it'll be a much larger rewarding shortcut). The viewing booth can only be opened on the other side with a level 4 keycard, inside will be documents on the forest, video logs (?), sound recording, some items, etc.

It still feels a bit incomplete though because it's a 1 room shortcut though, it'll probably take around 10 minutes to travel through the forest beginning-end? Seems quicker to just take the detour around.. need more suggestions.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#187
Omniary wrote:
Mirocaine wrote:Sounds a bit too cheap to throw vital game parts into extra-dimensional area's, rather I had a different Idea in mind for the forest; here's my quick derp sketch in paint for visual:
http://i336.photobucket.com/albums/n350 ... bb23c2.png
The thing is... how unfortunate would it be... if the room behind the opposite level 1 door was room1?
(╯°□°)╯︵ ┻━┻

Don't worry though, we can avoid that by forcing the map generation algorithm to connect the testing room with another part of the facility. We definitely want the game to be replayable..

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#189
Mirocaine wrote:Don't worry though, we can avoid that by forcing the map generation algorithm to connect the testing room with another part of the facility. We definitely want the game to be replayable..
Yeah, perhaps the only path to Gate A should be one including 860's chamber. As of now, it's a bit too easy to get to, it also adds an incentive for passing through the forest.
It slep time bunner.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#190
Omniary wrote:
Mirocaine wrote:Don't worry though, we can avoid that by forcing the map generation algorithm to connect the testing room with another part of the facility. We definitely want the game to be replayable..
Yeah, perhaps the only path to Gate A should be one including 860's chamber. As of now, it's a bit too easy to get to, it also adds an incentive for passing through the forest.
Exactly! You can usually wander around a bit and you will eventually reach Gate A, and it's the easiest way out! So having to go through the forest would be the perfect option. Maybe the door to Gate A is broken and you need to go through some kind of janitorial room-tunnel thing with wooden doors that requires the blue key to open them?
sup

roger copy bravo tango mango