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 Post subject: ss venture
PostPosted: Mon Dec 15, 2003 5:03 pm 
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Have spend some more time modeling:

http://home.planet.nl/~buijs512/trescom/ssventure1.jpg
http://home.planet.nl/~buijs512/trescom/ssventure2.jpg
http://home.planet.nl/~buijs512/trescom/ssventure3.jpg
http://home.planet.nl/~buijs512/trescom/ssventure4.jpg

Bridge section is almost done. Will then model the other exterior parts (crane, cargo door control panel, anchor) before I'll model the inside...

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 Post subject:
PostPosted: Mon Dec 15, 2003 5:07 pm 
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Looks great, Remdul, awesome work. :) The detail of your models still amazes me, no doubt, it'll be a great hit with the players too. ;)


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PostPosted: Sat Dec 20, 2003 9:31 pm 
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More renders:

http://home.planet.nl/~buijs512/trescom/ssventure5.jpg
http://home.planet.nl/~buijs512/trescom/ssventure6.jpg
http://home.planet.nl/~buijs512/trescom/ssventure7.jpg

Still playing with the texture, trying to find the right balance between the amount of rust and paint...

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 Post subject:
PostPosted: Sat Dec 20, 2003 9:55 pm 
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Well, I think the textures look pretty damn good, Rem. Love those model renders. ;)


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PostPosted: Thu Dec 25, 2003 11:03 pm 
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Got more renders:

http://home.planet.nl/~buijs512/trescom/ssventure8.jpg
http://home.planet.nl/~buijs512/trescom/ssventure9.jpg
http://home.planet.nl/~buijs512/trescom/ssventure10.jpg
http://home.planet.nl/~buijs512/trescom/ssventure11.jpg
http://home.planet.nl/~buijs512/trescom/ssventure12.jpg
http://home.planet.nl/~buijs512/trescom/ssventure13.jpg

Exterior part is mostly done, need to throw in a few railings, stairs etc. but I can copy 'n paste those mostly, no big deal. Already modeled a part of the cargo bay and some other interior parts.

Also couldn't resist to make render a quick image and add some neat effects in Photoshop: :)

http://home.planet.nl/~buijs512/_temp/composite.jpg

The S.S. Venture in troubled waters. 8)

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PostPosted: Thu Dec 25, 2003 11:28 pm 
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Can't even find appropriate words to say just how impressive those renders look, Remdul. T'is quite the splendid model. :)

*Cool photoshop shot too. ;)


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PostPosted: Fri Dec 26, 2003 5:23 pm 
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Thanks Rebel. :)

Then you'll love these new work-in-progress renders as well:

http://home.planet.nl/~buijs512/trescom/ssventure14.jpg
http://home.planet.nl/~buijs512/trescom/ssventure15.jpg
http://home.planet.nl/~buijs512/trescom/ssventure16.jpg
http://home.planet.nl/~buijs512/trescom/ssventure17.jpg
http://home.planet.nl/~buijs512/trescom/ssventure18.jpg
http://home.planet.nl/~buijs512/trescom/ssventure19.jpg

To be honest, when I opened up the MAX scene this afternoon I myself was quite impressed. From a fresh perspective I usually see the mistakes, imperfections I overlooked before, but it indeed looked very, very neat. :)

Exterior is done. Will first finish the bridge section before I'll cut a hole in the deck and go texmap the other interior parts.

Right now I have used only 9 textures, and the polycount is around 3000, quite low compared to the detail actually. :)

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 Post subject:
PostPosted: Fri Dec 26, 2003 9:47 pm 
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Remdul wrote:


Yes... very much so! :mrgreen: It's one helluva model, Remdul. ;)

*the detail on this baby is amazing. Stairs, railings, cargo bay doors... even the ship's horn atop the bridge. The players are going to be floored by this ship. :)


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 Post subject:
PostPosted: Sat Dec 27, 2003 8:13 pm 
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Cargo bay is almost finished. Got some more pics:

http://home.planet.nl/~buijs512/trescom/ssventure21.jpg
http://home.planet.nl/~buijs512/trescom/ssventure22.jpg

Matches the stuff from the movie. Will touch up the texture later a bit.

Also textured the few corridors inside I already created:

http://home.planet.nl/~buijs512/trescom/ssventure20.jpg

Space inside is limited, so I made this floor plan to avoid things like intersecting walls etc. In the front are a few supply storage compartment, on one of them there'll be the hole in the hull. The engine room will be huge. Also got a small kitchen planned in the front and to get from the front to the back you will have to go thru a secon, closed cargo bay in the center of the ship:

http://home.planet.nl/~buijs512/trescom/ssventure23.jpg

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 Post subject:
PostPosted: Sat Dec 27, 2003 8:22 pm 
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I'll tell ya Remdul, most professionals out there would be envious of your work. Fantastic stuff, Martijn. :)

*Those corridors look rather creepy :o , like something you'd see in a movie. Looking over all of the renders, this is indeed one beautiful model. 8)


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 Post subject:
PostPosted: Mon Dec 29, 2003 3:28 pm 
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More w.i.ps:

http://home.planet.nl/~buijs512/trescom/ssventure24.jpg
http://home.planet.nl/~buijs512/trescom/ssventure25.jpg
http://home.planet.nl/~buijs512/trescom/ssventure26.jpg
http://home.planet.nl/~buijs512/trescom/ssventure27.jpg

Corridors look very creepy indeed. Still adding some pipes, warning signs, grating panels, lights etc.

We can put a simple crate stacking puzzle in the large cargo hold, but of cource it shouldn't be to difficult (like at Hammond's place).

Will start on the engine room today. I think it'll look neat if it is partially flooded.
Or can water objects be moved ingame (scripted) without crashing the game? Never tried, but maybe it would be cool that after you flip a switch or turn a valve the engine room fills with water.

Anyway, here's a basic walkthru of the ship 'puzzle' I got sofar:
-enter inside ship thru hole
-entrance gets blocked somehow (jamming door or sometthing) after you're in
-have to get thru 2nd cargo hold (crate stacking)
-get inside other cargo hold, doors are closed
-go to engine room
-fire up generator which provides hydraulic power
-go inside cargo hold, press button and doors are opened
-you'll have to run to the top because after ~10 seconds the power is lost again (generator chokes) and doors close (can try infinite number of times of cource)
-once on the deck, go to bridge, find some weapons, documents, try the radio etc.
-climb down the stairs on sides of ship
-jump in water and swim to beach again

Think we'll have to ditch the crane and air duct. I can still create the crane if I get the time but there isn't any space left for ducts. And I doubt Anne is physically capable of squeezing her boobs into such confined spaces. ;)

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 Post subject:
PostPosted: Mon Dec 29, 2003 3:54 pm 
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Great pics, Rem. ;)

Nope, you can't move water objects (crash), but perhaps we can jimmie rig a water flow animation and perhaps teleport an invisible base object (with water as sound material) to compliment the illusion. Blocking hole entry, perhaps a beam or some other debris can fall and block hole after entry?

*You can skip the crane, no prob. I like the ship walkthru you gave, sounds good. :) I wasn't sure if the duct idea would work or not, just another one of those possibiles we were throwing around.

Anyways, nice work thar', buddy. :)

**btw, here's a pic of window with a view


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 Post subject:
PostPosted: Tue Dec 30, 2003 9:54 am 
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Wow, glass looks better than I expected. 8)

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 Post subject:
PostPosted: Tue Dec 30, 2003 2:11 pm 
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.... looks great. :) (didn't mean to get off track of the venture, but wasn't sure if I ever posted a pic for you)

*btw, seems I was wrong, you can teleport water elements provided that your teleport cube matches the plane of the water element. (0,0,0).

So, we should be able to use delays, slowly bringing up the water height 3 to 4 times, perhaps use a water flow animation for where the water would be rushing out from.


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 Post subject:
PostPosted: Tue Dec 30, 2003 2:48 pm 
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No biggie. You just encouraged me to paint more of those dirty windows for the bridge section of our ship as well. :)

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