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1/2Hawk's Dev Journal #1 - 31 Dec 06
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Stealth
Admiral


Joined: 23 Jan 2006
Posts: 1488

PostPosted: Tue Jan 09, 2007 1:33 am    Post subject: Reply with quote

Well that's a big dev log there Kraken. =P

From Modeling, to UV Mapping, To Skinning, to Rigging, to Animation, to Coding would take a loonnnnng post.
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tibmaker
BFP Developer


Joined: 28 Jun 2006
Posts: 113

PostPosted: Tue Jan 09, 2007 1:49 am    Post subject: Reply with quote

RELEASE_THE_KRAKEN wrote:

Are you talking about the battle of stalingad for FH1? if so, where is the tunnel?


No, he said COD (Call of Duty):

PiratePlunder wrote:

Running around in a dark dingy tunnel with a bright arm/weapon and presumably bright other players just looked wrong - it worked nicely in a map that was dimly lit anyway, but not a bright daytime map. Get round that and it will be amazing. I loved the tunnel in the COD mp map.
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RELEASE_THE_KRAKEN
Ships Master


Joined: 28 Jul 2006
Posts: 468
Location: Proctorville, Ohio

PostPosted: Tue Jan 09, 2007 2:56 am    Post subject: Reply with quote

[BFPE] Stealth wrote:
Well that's a big dev log there Kraken. =P


We dont pay you to complain, now get on it!! :evil:
j/k

on second thought, that does seem like a rather long post. I would mostly like to see the coding that goes behind the scenes for a weapon though.

Coding for damage, rate of fire, ammo you can hold, which class has it, etc.. I dont think you could include too many pictures on that one, but I always thought it would be interesting to see what goes on there.

BTW do you do it with notepad?and what do you mean by "rigging"?

P.S.looking back at that map makes me want to play it even more, I love thoughs types of sea borne assult maps, keep up the exelent work.
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Stealth
Admiral


Joined: 23 Jan 2006
Posts: 1488

PostPosted: Tue Jan 09, 2007 3:23 am    Post subject: Reply with quote

Rigging is placing "bones" in a character in order to animate it. You can't just move the mesh with no bones. You have to give it joints basically.

Coding can be done in numerous ways. It just depends on what you want to use to code it. You could use a program called, "Visual C++ 2005 Express Edition." Or you could use some other form of program.

Other coding, such as HTMl, can be coded in notepad and saved as an .html file.
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Catbox
BFP Developer


Joined: 03 Apr 2006
Posts: 329

PostPosted: Tue Jan 09, 2007 3:31 am    Post subject: Reply with quote

Heres a link to the BF2 editor forums
http://bfeditor.org/forums/index.php?

Lots of info about modelling,animating,rigging,mapmaking etc... CB
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Tue Jan 09, 2007 10:30 am    Post subject: Reply with quote

-=4th=-1/2Hawk wrote:
I dont know that it should be any different than walking inside any other building static and having the shadows work - though if the characters are too bright then I could line the walls with torches eh?


Ceratinly I may have just made a mistake or not done something that I should have, but when i made a tunnel using just a terrain trench and rocks as a ceiling, it didn't work. Is there a property in the building model that makes it have shadowing? If so maybe that is why, but either way it would be possible even if you had to use a building object for your tunnel.
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-=4th=-1/2Hawk
BFP Developer


Joined: 22 Jun 2006
Posts: 1248
Location: TN

PostPosted: Tue Jan 09, 2007 10:46 am    Post subject: Reply with quote

Theres some properties in a building that you can set so it doesnt respond to lightmaps and whatnot, but thats not the issue I think. Hrmm, not sure how the player model stuff is handled - never thought about it before. Im just sitting here at 5am kicking my machine to export this video sequence. Keeps hanging halfway through. YARR!!!
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Tue Jan 09, 2007 7:29 pm    Post subject: Reply with quote

tibmaker wrote:
RELEASE_THE_KRAKEN wrote:

Are you talking about the battle of stalingad for FH1? if so, where is the tunnel?


No, he said COD (Call of Duty):

PiratePlunder wrote:

Running around in a dark dingy tunnel with a bright arm/weapon and presumably bright other players just looked wrong - it worked nicely in a map that was dimly lit anyway, but not a bright daytime map. Get round that and it will be amazing. I loved the tunnel in the COD mp map.


Actually I didn't mean stalingrad although it did have a tunnel. I meant the other russian map - cant remember the name of it but it looked like it was set somewhere hot, village at the top and a little base, tunnel led down from the base to the bottom of the map which had a wine cellar and an empty swimming pool i think.
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MAJOR[Master_Kreeket]
Fisherman


Joined: 13 Mar 2006
Posts: 53
Location: France

PostPosted: Tue Jan 09, 2007 8:49 pm    Post subject: Reply with quote

If you want an exemple, DC Basrah Edge on DesertCombat have one.
But it was hidden under building.
-=4th=-1/2Hawk wrote:
Yeah - the passageway between the two will actually sit in a deep trench in the terrain. The top of the tunnel will have a cover on it which has matching grass texture - and because you can manually place trees like any other static model, I'll cover the top with trees and bushes that in actuality are floating in air but help conceal the whole thing even more.

I know it, I made a map ;) and I try to make and underground parking area.
I wonder how it will look like in the middle of a grass area. I hope it will not look like a big hairy scar ;)
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Last edited by MAJOR[Master_Kreeket] on Fri May 25, 2007 4:54 pm; edited 1 time in total
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Wed Jan 10, 2007 8:58 am    Post subject: Reply with quote

MAJOR[Master_Kreeket] wrote:

I know it, I made a map ;) and I try to make and underground parking area.
I wonder how it will look like in the middle of a grass area. I hope it will not look like a big hairy scar ;)


By using a specially made object with the same texture as the surrounding terrain, and then breaking it up with vegetation and other objects, which is i think what 1/2hawk is suggesting, you would barely, if at all, know it's there.
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PiratePlunder
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Joined: 17 Aug 2006
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Location: Wales, UK

PostPosted: Wed Jan 10, 2007 11:10 am    Post subject: Reply with quote

Ok, well i started doubting myself and unfortunately I didnt have an old copy of my map with a tunnel in to try so I've been playing around to see if I was mistaken.

I built a simple map with a deep trench and tried covering it with rocks and then when that didn't work using a couple of aircraft hangers. Did final lightmap with objects and terrain, primary and secondary and this is what i got. On the same map I also used DICE's WIP mec tunnel parts to see if the same thing happened in there. It did.

Outside in the bright sunshine, looking down at the trench with two hangers as the roof. (When I tried rocks initially they were at the main ground level, but then i worried that the height of the tunnel was the problem so I just used the hangers close to the base of the tunnel)...



Inside the far end of the tunnel - notice the tunnel itself is very dark, the lightmaps are working, but the player arm and weapon is bright just like outside...



Thats not a big deal though. More worryingly, having commited suicide, the player shines brightly. I guess this means that any other player models would also be this bright (the contrast was more noticable in game and before I shrunk the screenshot)...



When i killed myself in the mec tunnel the same happened...



I always wondered why DICE didn't put in any underground areas or tunnels - i wonder if this is why? Although in modern warfare you could have the tunnel lit by strip lights so the bright players wouldn't matter - I'm less sure that it would look right in a pirates tunnel with a few burning torches and such bright players. Of course it would still work on a map with low lighting anyway and as well, if it adds to the gameplay I'ld happily put up with the discrepency in lighting.
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Stealth
Admiral


Joined: 23 Jan 2006
Posts: 1488

PostPosted: Wed Jan 10, 2007 11:29 pm    Post subject: Reply with quote

They didn't put in any because that would be helpful.

EA + Helpful = No.
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-=4th=-1/2Hawk
BFP Developer


Joined: 22 Jun 2006
Posts: 1248
Location: TN

PostPosted: Thu Jan 11, 2007 6:16 am    Post subject: Reply with quote

Is your Dynamic Lighting/Shadows turned off in your Video settings?
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Thu Jan 11, 2007 12:03 pm    Post subject: Reply with quote

Now you see 1/2Hawk, that would be really dumb of me wouldn't it. Do you really think I'm that stupid??? Yes, that was the problem, my dynamic shadows were set on medium and not high - put them on high and going in buildings and my arm/weapon now gets more dimly lit. However, when trying the tunnels again, it doesn't make a huge difference - but perhaps enough to make the torches work effectively.

For comparison, this is me comitting suicide in the MEC tunnel with dynamic light and shadows set on high.


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Captain_Vombat
Ships Master


Joined: 26 Jun 2006
Posts: 462
Location: Canada!

PostPosted: Sun Jan 14, 2007 11:17 pm    Post subject: Reply with quote

Great work hawk! That doesnt do it justice, but we all know how good it is, no need to prattle on Very Happy

I was wondering though, in the storm the bastion video 4b, I notice the textures and effects arent at their greatest, and the framerate is quite low *(around 20, possibly lower)

Im guessing this is because the computer thats running the video is quite old/ low end, is it not? What exact specs is it?
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