Game Level Needed (urgent)

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
plotti
Posts: 21
Joined: Thu Oct 18, 2007 9:58 am

Game Level Needed (urgent)

Post by plotti »

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
Last edited by plotti on Tue Feb 22, 2011 8:11 am, edited 1 time in total.
hybrid
Admin
Posts: 14143
Joined: Wed Apr 19, 2006 9:20 pm
Location: Oldenburg(Oldb), Germany
Contact:

Post by hybrid »

The demo by christianclavet presents a real environment, also Supremacy Errands has an even larger city-like level. But do you have some player logics which can be put into a level design? You cannot expect to get a proper application into which you simply put some irrKlang nodes.
plotti
Posts: 21
Joined: Thu Oct 18, 2007 9:58 am

Post by plotti »

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
Last edited by plotti on Tue Feb 22, 2011 8:11 am, edited 1 time in total.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

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.
Image
plotti
Posts: 21
Joined: Thu Oct 18, 2007 9:58 am

Post by plotti »

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:

Code: Select all

plotti@gmx.net
Cheers
________
SUBARU IMPREZA HISTORY
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

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.
Image
plotti
Posts: 21
Joined: Thu Oct 18, 2007 9:58 am

Post by plotti »

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
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

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.

Image
Image
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

just added a pavillion mesh as well.

Image

here's what it is in rendermonkey...the normals need to be reversed, though.

Image

and after flipping the normals...

Image

another view...

Image

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.

Image
Last edited by dlangdev on Fri Dec 21, 2007 9:35 am, edited 1 time in total.
Image
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

let me know if you have any comments. it's better chatting here, though. others might join and chip-in their time and effort.
Image
plotti
Posts: 21
Joined: Thu Oct 18, 2007 9:58 am

Post by plotti »

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
Last edited by plotti on Tue Feb 22, 2011 8:12 am, edited 1 time in total.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

yup, i'm still goofing around with it, so far this is the latest version, scaled large to load at the right size.

Image

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.
Image
christianclavet
Posts: 1638
Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
Contact:

Post by christianclavet »

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.
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

hi,

i will need some of the workflow tools your project is using.

can you post a link to those tools, i'll download them and set up a workflow here, then pass the pavillion mesh to that workflow.

thanks.
Image
dlangdev
Posts: 1324
Joined: Tue Aug 07, 2007 7:28 pm
Location: Beaverton OR
Contact:

Post by dlangdev »

is this the gile[s] you're talking about?

http://www.frecle.net/
Image
Post Reply