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

#322
MonocleBios wrote:I got a quick demo up and running.
I extended the camerafog/distance and I didn't make the algorithm efficient so you may experience lag when you spawn in the forest

Download here: http://www.mediafire.com/?rzndrdvlm4w8mwg
All GFX related items go in GFX/map
SWAG, this this great! I'll give it a shot right now, as well I've been thinking to just go ahead and release all the SCP-860 assets including the monster and just upload them together as a pack for people to continue working on. If all keeps going well at this rate, we may just have SCP-860 in it's first working version for 0.7

Edit:
I was a bit confused as to what to do in the beginning (and laggy as hell on my temp PC atm), but I just started a new game and teleported to the forest and saw it, it looks perfect! Just the system I imagined it'd be. The ground bark texture even makes it look like it's uneven elevation despite them all being simple polygons with no normal mapping. 8)

I can just see it now with the fog, trees + flora, etc -- that it'll work out perfectly for the game. Heres how to test MonocleBios demo out:

-Download the Forest.zip and open it up, put everything excluding the FOREST.exe in your SCP Containment Breach 6.6/gfx/map folder.

-Put the FOREST.exe in the SCP Containment Breach folder

-Run the FOREST.exe ; everything will look like the normal game at first, don't panic.

-At the main menu choose (preferably) New Game and Euclid difficulty, skip the intro sequence. Seed + file name are irrelevant.

-When you spawn in 173's chamber, open the console and (preferably) enable 'Godmode'

-Type in console teleport forest, you'll be tossed into the forest near the pocket dimensions coordinates, you can see the adjacent concrete walls and all the forest floor tiles (including the standard ground, Pathway and 'special' tile).

-Enable noclip if you want and fly around.

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

#323
Mirocaine wrote:
MonocleBios wrote:I got a quick demo up and running.
I extended the camerafog/distance and I didn't make the algorithm efficient so you may experience lag when you spawn in the forest

Download here: http://www.mediafire.com/?rzndrdvlm4w8mwg
All GFX related items go in GFX/map
SWAG, this this great! I'll give it a shot right now, as well I've been thinking to just go ahead and release all the SCP-860 assets including the monster and just upload them together as a pack for people to continue working on. If all keeps going well at this rate, we may just have SCP-860 in it's first working version for 0.7

Edit:
I was a bit confused as to what to do in the beginning (and laggy as hell on my temp PC atm), but I just started a new game and teleported to the forest and saw it, it looks perfect! Just the system I imagined it'd be. The ground bark texture even makes it look like it's uneven elevation despite them all being simple polygons with no normal mapping. 8)

I can just see it now with the fog, trees + flora, etc -- that it'll work out perfectly for the game. Heres how to test MonocleBios demo out:

-Download the Forest.zip and open it up, put everything excluding the FOREST.exe in your SCP Containment Breach 6.6/gfx/map folder.

-Put the FOREST.exe in the SCP Containment Breach folder

-Run the FOREST.exe ; everything will look like the normal game at first, don't panic.

-At the main menu choose (preferably) New Game and Euclid difficulty, skip the intro sequence. Seed + file name are irrelevant.

-When you spawn in 173's chamber, open the console and (preferably) enable 'Godmode'

-Type in console teleport forest, you'll be tossed into the forest near the pocket dimensions coordinates, you can see the adjacent concrete walls and all the forest floor tiles (including the standard ground, Pathway and 'special' tile).

-Enable noclip if you want and fly around.

Interesting. I get a memory access violation if the resolution I choose is less than 1024x768.

EDIT: I Just tried this out and it looks great. I didn't experience any lag on my 555m either. I didn't see any fog, but it's late here at the moment so I may just be too tired to notice it ;)
Last edited by risingstar64 on Fri Mar 01, 2013 6:40 am, edited 1 time in total.

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

#326
MonocleBios wrote:
risingstar64 wrote:
EDIT: I Just tried this out and it looks great. I didn't experience any lag on my 555m either. I didn't see any fog, but it's late here at the moment so I may just be too tired to notice it ;)
I disabled the fog for the forest so you could noclip and see the entire area.
Fantastic work; I'm going to open up a new thread later here in the collab sub-forum that'll have a list of what's still needed to get SCP-860 up and running for it's first version, and I'll include all the art assets I've worked on as well.

The only thing I can think that'll need work on the map generation is:

-How to get a technically-infinite forest? The walls obviously stop the length, but the width should be almost forever (lag will be compensated for as anything outside of the fog will not be drawn ; the monster will as well eventually catch the player if they try to wander endlessly)

-There are tiny (tiny) seams where the tiles connect, barely noticeable, but is it fixable?

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

#327
Mirocaine wrote:
-How to get a technically-infinite forest? The walls obviously stop the length, but the width should be almost forever (lag will be compensated for as anything outside of the fog will not be drawn ; the monster will as well eventually catch the player if they try to wander endlessly)
The easiest way would to have the player wrap to the other side of the forest as the edge is approached. It depends on how we would calculate the fog distance as to how noticeable it would be.
Continuously creating tiles can work, but there is still a good chance of eventually updating an enormous array of unused meshes every frame. If this has to be done I can hold a mesh bank but I'm not sure how well B3D would handle it.(If the forest is timed however, we could approximate a limit)
Mirocaine wrote:-There are tiny (tiny) seams where the tiles connect, barely noticeable, but is it fixable?
Can you see light behind it? Or does it look like the tile doesn't match?
M-x dingus-mode

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

#328
MonocleBios wrote:
Mirocaine wrote:
-How to get a technically-infinite forest? The walls obviously stop the length, but the width should be almost forever (lag will be compensated for as anything outside of the fog will not be drawn ; the monster will as well eventually catch the player if they try to wander endlessly)
The easiest way would to have the player wrap to the other side of the forest as the edge is approached. It depends on how we would calculate the fog distance as to how noticeable it would be.
Continuously creating tiles can work, but there is still a good chance of eventually updating an enormous array of unused meshes every frame. If this has to be done I can hold a mesh bank but I'm not sure how well B3D would handle it.(If the forest is timed however, we could approximate a limit)
Mirocaine wrote:-There are tiny (tiny) seams where the tiles connect, barely noticeable, but is it fixable?
Can you see light behind it? Or does it look like the tile doesn't match?
If you want it to extend endlessly I could write you a script to add and remove tiles from the rendergroup as the player moves. I needed to achieve something similar to this when I was working with pygame due to python's poor calculation speed, and I ended up turning tiles on and off for collision checking every 10 frames. By breaking it up over a period of time over which even at max velocity the player could not leave the area of collidable objects, I was able to cut back on calculation time without using a separate thread. In the collision detection scripts, If the player was the object checking for a collision with a tile it would only check the player against tiles that were on for collision detection, but if the object was an npc it would check against all tiles to avoid npcs falling through the ground. Because in this scene there will only be 1 npc, I think this could be quite useful if we need to speed things up a bit. This worked better than you might think because the player's physics were far more computationally expensive since there were so many things the player could do, and states he could be in, where the enemies really just needed to stay level with the ground.

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

#330
Mirocaine wrote: The ground bark texture even makes it look like it's uneven elevation despite them all being simple polygons with no normal mapping. 8)
Uhh.... It actually DOES have normal mapping for bumps. Not the detailed kind though.


And the "mis-match" are small pixels of light shining through the ground, should not be noticeable when the fog comes.
Last edited by mrpeanut188 on Fri Mar 01, 2013 3:26 pm, edited 1 time in total.
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