Game level models

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
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Halifax
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Game level models

Post by Halifax »

Here is a start, only 3 hours of work so far.

Current level:
Image

Basically this is for my new game(demo) that I am going to start with Irrlicht.

The idea of the image above that you just walked into the school(a door will be put in), and there are the entrance stairs, ledges, and some pillars.

Problems:
In the outermost red circle you can see where I attached the wall to the pillar. This will be taken out, and the wall will go around the pillar so you can walk all the way around the pillar.

Plans:
* The second red circle is where I plan the add a handicap ramp.
* In between the handicap ramp, and the stairs, I will put in a railing, to make it more authentic.
* I may also raise the ledges a little bit, I don't know
* I plan on making two locker rooms, girls and boys, that lead into a natatorium. I plan on using the new water scene node that BlindSide created for the pool. I also plan on putting some stands by it as if it is a professional high school.
* I also want to implement glass somehow, but I haven't thought of a realistic way that it is done in a school for that.
* I want to line some hallways with lockers
* I would also like to add a lunch room

Thelevel mesh is only ~800 polygons. My limit being 100,000 polygons.

Overall:
The general theme of this level is that it is a school. The inside of a school, mind you. So I come to the forum to ask for some suggestions on what you would like me to add, or what you think would look nice. If you could provide some pictures that would be good too.

Note: I am not planning on making a "kill the people in your school game". This is a simple demo I am putting together that uses Irrlicht, and it will be a 3rd person adventure game where you have to get your books back.
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Halifax
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Post by Halifax »

Hmm, I got a new idea.

* Add an outside courtyard that contains trees, shubbery, mulch, and some benches. I also have a nice idea on how to implement this. :)

And I also have a question for anybody.

After I finish this level, would anyone be willing to UV map this for more. Now mind you I will provide specific directions on where to create seams, which textures to use, etc. But the problem is that my computer runs far too slow, ~1 FPS or slower, when I try to UV map big things over 30,000 polys. So I would rather just provide detailed directions so that someone with a faster computer can do it for me. (This means you basically have no work; except to create the seams where I tell you to.)
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wildrj
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Post by wildrj »

hmm well the recent grass shader thread looks really good you may want to look into that for grass.Then All you would have to do is drag the top stair's vertices down to the bottom stairs and theres your ramp :D.
Halifax
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Post by Halifax »

Yeah, I am just writing out my thought's. Trust me, I know how to implement this stuff. Overall though I want to keep my geometry clean, and not "dirty". So I need to find a way to integrate the ramp, and stairs together with the rail. I may just make the rail a square metal one, but...eh I don't know.
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dejai
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Post by dejai »

Have you ever tried misfit models, its great for a programmer who wants to do some form of art and saves straight to a .obj or .md2 etc you would like it :D
Programming Blog: http://www.uberwolf.com
Halifax
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Joined: Sun Apr 29, 2007 10:40 pm
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Post by Halifax »

That sounds pretty cool. That is my main problem with Blender is the exporters, I think I may be using them wrong, but I can't get any of them to work.

Either way I have begun to love Blender especially for it's UV mapping, and sculpting.
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christianclavet
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Post by christianclavet »

Hi, Halifax.

This is a good start.

The best thing you could do, is to take a digital camera and go into a school and take some pictures for references.

For my level demo, I took over 400 pictures of differents metro stations and buses. They where very helpfull, when I sat down and modeled it in Lightwave. Also, this help, because with a paint program (using Photoshop), you could also extract the textures from the pictures
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