Game Level Needed (urgent)
Game Level Needed (urgent)
Hi,
I am working on a final academic project bringing a couple of things together: VoIP, Irrlicht, Irrklang. So far the technical side is working fine.
But for a reasonable test I need a realistic level, in terms of realistic I mean, that it should be in set in a real-world environment, like a uni-campus, or some open place in a city.
Since I am not a level developper and unfortunately dont have any time to do my own, I am asking if somebody could offer me some help with that.
I wont comercially use this level, its is just needed to create an environment that looks very "real" and which will be filled with a number of players which will be able to talk to each other. Plus there will be environmental irrklang sounds - basically everything that makes noise in an environment (traffic, dogs, waterfountains etc...) which will interfere with the conversations. To do that I would place "sound nodes" around the map to create a realistic audio feeling.
I already checked out turbosquid but couldnt find something free and usable. If somebody wants to help me out I would really appreciate it.
Cheers
Thomas
________
V8
I am working on a final academic project bringing a couple of things together: VoIP, Irrlicht, Irrklang. So far the technical side is working fine.
But for a reasonable test I need a realistic level, in terms of realistic I mean, that it should be in set in a real-world environment, like a uni-campus, or some open place in a city.
Since I am not a level developper and unfortunately dont have any time to do my own, I am asking if somebody could offer me some help with that.
I wont comercially use this level, its is just needed to create an environment that looks very "real" and which will be filled with a number of players which will be able to talk to each other. Plus there will be environmental irrklang sounds - basically everything that makes noise in an environment (traffic, dogs, waterfountains etc...) which will interfere with the conversations. To do that I would place "sound nodes" around the map to create a realistic audio feeling.
I already checked out turbosquid but couldnt find something free and usable. If somebody wants to help me out I would really appreciate it.
Cheers
Thomas
________
V8
Last edited by plotti on Tue Feb 22, 2011 8:11 am, edited 1 time in total.
There is some logic present, talking of collision detection, newton physics engine, a whone p2p network layer, a voip communication. Beside that there is no "aim" in that game, its rater a proof of concept.
I Clavnet Demo looks great, I will take a closer look on it, thanks a lot for your help.
________
Marijuana Hemp
I Clavnet Demo looks great, I will take a closer look on it, thanks a lot for your help.
________
Marijuana Hemp
Last edited by plotti on Tue Feb 22, 2011 8:11 am, edited 1 time in total.
post your website and i'll check it out.
i'm playing around with blender at the moment, trying to learn how to set up a scene fully lightmapped. then attach effects to it when inside the engine.
i may get you something like a sample scene sometime later, once i get to practice what i've learned.
see for example: http://www.blender.org/development/rele ... er-baking/
http://wiki.blender.org/index.php/Manual/Render_Bake
the thing though is that most of the good ones were done by means of running it through a compiler. i have no access to that kind of compilers at the moment, though there is one online institute offering it, but i have to enrol and take three modules to learn it.
anyway...
just post your contact information and we'll see how it will pan out.
i'm playing around with blender at the moment, trying to learn how to set up a scene fully lightmapped. then attach effects to it when inside the engine.
i may get you something like a sample scene sometime later, once i get to practice what i've learned.
see for example: http://www.blender.org/development/rele ... er-baking/
http://wiki.blender.org/index.php/Manual/Render_Bake
the thing though is that most of the good ones were done by means of running it through a compiler. i have no access to that kind of compilers at the moment, though there is one online institute offering it, but i have to enrol and take three modules to learn it.
anyway...
just post your contact information and we'll see how it will pan out.
Hi Danglev,
I would definitely need some very normal looking "humans" to place into this environment. Maybe they should be able to sit or do some talking to produce sound, that would be excellent.
If you are interested write me an email:
Cheers
________
SUBARU IMPREZA HISTORY
I would definitely need some very normal looking "humans" to place into this environment. Maybe they should be able to sit or do some talking to produce sound, that would be excellent.
If you are interested write me an email:
Code: Select all
plotti@gmx.net
________
SUBARU IMPREZA HISTORY
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
ok, i gotcha.
can't we start with something easier first. modeling humans (high polygon count) is advanced level modeling. but i'll try low-poly first and see how my skills are when modeling human figures.
i'll send you an email, though i prefer to chat here than through email. i don't usually check my email that often.
can't we start with something easier first. modeling humans (high polygon count) is advanced level modeling. but i'll try low-poly first and see how my skills are when modeling human figures.
i'll send you an email, though i prefer to chat here than through email. i don't usually check my email that often.
Well I dont even ask for high poly humans, so far what I am using are those fairies from quake2 which come with the tutorial
________
WHITE WIDOW SEEDS
________
WHITE WIDOW SEEDS
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
i'm still figuring out how to correctly model a human figure. that may take a few more attempts in order to get a good one.
in the meantime, i managed to model a simple greek-style house. the mesh is stored here...
https://sourceforge.net/project/showfil ... _id=212249
download house.02 package.
i have not tested this mesh yet on irredit, though.
in the meantime, i managed to model a simple greek-style house. the mesh is stored here...
https://sourceforge.net/project/showfil ... _id=212249
download house.02 package.
i have not tested this mesh yet on irredit, though.
just added a pavillion mesh as well.
here's what it is in rendermonkey...the normals need to be reversed, though.
and after flipping the normals...
another view...
all it needs is a conjurer who will summon the skies for thunder and lightning.
or a large wisp of particles hovering above the center of the pavillion.
here's what it is in rendermonkey...the normals need to be reversed, though.
and after flipping the normals...
another view...
all it needs is a conjurer who will summon the skies for thunder and lightning.
or a large wisp of particles hovering above the center of the pavillion.
Last edited by dlangdev on Fri Dec 21, 2007 9:35 am, edited 1 time in total.
the pavillon is cool it needs some proper textures though, and we have to find a way to integrate it into the clavet demo level.
________
LAMBORGHINI LM004
________
LAMBORGHINI LM004
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
yup, i'm still goofing around with it, so far this is the latest version, scaled large to load at the right size.
this is only one pass, though. i'll keep on playing around, maybe try several passes to add some variety to the render.
i'm not using any textures, yet. this is all vertex and fragment shading. i'll add 2d textures later, then add ambient occlusion much later.
this is only one pass, though. i'll keep on playing around, maybe try several passes to add some variety to the render.
i'm not using any textures, yet. this is all vertex and fragment shading. i'll add 2d textures later, then add ambient occlusion much later.
-
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Hi, Guys. The pavillon look nice. But I would at least put 2 or more surface type. It look like it's all made of the same material. The walking area could be in cement, and the rest in marble as you've created.
For integrating in my level, you will have to ajust first the scaling with one of my B3D model I've made. So that it's get in the proper size (scaling in IRRlicht is a bad thing)
Once the model is scaled you will probably have to redo the Lightmaps so the pavillons is properly shaded. I used Gile[s] for doing that and saved as B3D the object files. You could perhaps do something in Blender, but be carefull that the Lighting and shading match. (pehaps loading all the level + the pavillon) then bake... So it will be lighted and shaded the same.
For integrating in my level, you will have to ajust first the scaling with one of my B3D model I've made. So that it's get in the proper size (scaling in IRRlicht is a bad thing)
Once the model is scaled you will probably have to redo the Lightmaps so the pavillons is properly shaded. I used Gile[s] for doing that and saved as B3D the object files. You could perhaps do something in Blender, but be carefull that the Lighting and shading match. (pehaps loading all the level + the pavillon) then bake... So it will be lighted and shaded the same.