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 Post subject: Re: hppav's models
PostPosted: Wed Apr 24, 2013 5:59 am 
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hppav wrote:
machf wrote:
What about the rollbars? How many sides do those cylindrical shapes have? I'd go with 6, maybe 8 at most, and just allow the normals to give the illusion of a more rounded shape...

The smaller cylinders have 6, the larger ones 8.

OK, that's good.
hppav wrote:
Now there IS a limit on the amount of models you can have present in a scene, but I don't have the figure handy but I've seen it tossed around a few times.

I think it's either 65536 (64K) or 65535 (64K -1). With 64K=2^16

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 Post subject: Re: hppav's models
PostPosted: Wed Apr 24, 2013 2:55 pm 
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Road Warrior wrote:
Very interesting...so what is next?

More for the Visitor Center project? Back to the inGen Town set?


I'm thinking maybe the Emergency Bunker and Maintenance Shed. I just realized that they are both the same exact set just dressed differently. Pay attention to the Emergency Bunker scene closely and you'll see some stairs off to the side that go up to a raised platform with some crates on top of it... that platform is the same one Ellie is walking down when Malcolm tells her to follow the pipes and is the same one she runs down to escape the raptor. In fact the Maintenance Shed stairs are located across the platform from the small set of stairs that lead down to the Emergency Bunker area.

Here's a map that shows what I'm talking about:

Image

I would assume the room used for the Emergency Bunker shots would have been the main generator room in the Maintenance Shed version of the layout. If you pay close attention the piping Malcolm points out come from the Emergency Bunker room, go down the hall to the breakers then come back off the breakers, go down the hall and go up the stairs.

It's kind of funny how similar this layout is to the SNES shed's first floor, which gives me some ideas on how to do the Maintenance Shed version of the Emergency Bunker section...

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 Post subject: Re: hppav's models
PostPosted: Thu Apr 25, 2013 8:00 pm 
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I always got the feeling that it was implied to be rather large inside. Of course this feeling was created through lighting and editing. Are you only going model what was seen on camera or are thinking of creating new areas awell?

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 Post subject: Re: hppav's models
PostPosted: Fri Apr 26, 2013 4:40 am 
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I do plan on being a bit creative with it, but the idea I'm getting is that there is continuity to how Jurassic Park's builders designed underground structures. The roof structure of the large Emergency Bunker room has some of the same styling as the Cafe, for example, which means that it could also double as part of the Visitor Center basement - which makes me wonder if there were intentions to do that hence the large size of this room (use it as the garage maybe...).

But the main idea would be that most underground buildings had similar layouts, kind of like how the sheds in the SNES game have some slightly similar designs - all with a hall that goes left and right from the door, and a hall perpendicular to that hall at one end (or both ends depending on the shed). Of course the SNES game isn't a wonderful example of movie accuracy...

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 Post subject: Re: hppav's models
PostPosted: Fri Apr 26, 2013 6:54 pm 
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I'd consider taking some ideas from the book as well. In the book there were tanks of fuel for the generator. And at least part of the area was big enough for a truck, Gennaro hid in it to get away from a raptor.

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 Post subject: Re: hppav's models
PostPosted: Tue Apr 30, 2013 7:32 pm 
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Yeah, I dug out the copy of Jurassic Park I had nearby and read the parts regarding the Maintenance Shed and realized how similar the design of the shed was to that of the movie, I then combined those ideas with the partial mesh I had already made...

http://imageshack.us/a/img839/9573/msrender01.jpg
This is a rather large image so you can see the details a bit better. The implemented design is that the two big yellow pipes (the one on the right is the "dead end" one, the other one you see when Arnold's arm falls on Ellie) are the fuel delivery lines for the two tanks on the lower level, barely visible in this shot. The light blue box is the main generator. Electricity is generated there and is fed through a series of cables which then go up to the upper level at the "dead end" and go straight to the big room where it meets the transformer (green box). The output of the transformer is then sent through the circuit breaker box (dark blue) and then goes up the stairs where it exits the roof of the structure as a set of elevated electrical cables.

In the book, Grant enters the shed and heads to the left, then right, then down a ladder that's on the left... On the set there's a ladder that is to the left immediately after the elevated walkway... which tells me it might have been intended to be the same ladder and that the elevated walkway was over the "pit" the book talks about. At the bottom of the ladder there's two yellow tanks which say "Inflammable" and some Spanish beneath it. A white pipe connects these two tanks to the generator, which Grant follows to find it.

Here's some more interesting renders with some lighting added.

Image
Here's the main walkway that you see in most of the Maintenance Shed shots. What's funny is that when Malcolm is telling her to follow the piping, she is at the end the breakers are on facing the direction of the stairs and ladder, and then after the cut she is at the opposite end of the walkway facing the other direction. Also note that there are three skylights in the ceiling near some of the light fixtures.

Image
This area is the same area that is used for the Emergency Bunker shots, which should make it somewhat familiar to you guys. In the Emergency Bunker version of the set, the stairs up would be on the right side of the shot, next to that brace for the beam.

Image
And here's a shot of the two fuel tanks and their bilingual warnings. I copied the warning from one of those Flammable storage boxes so if the translations wrong, it's not me :P You can see part of a staircase there, I believe that was to be the one Arnold uses in the book before he realizes the raptor can jump down the 20 feet distance. It's much steeper than the other stairs on the set. The area where the camera is would be the underground garage where Gennaro's truck is... this would link into the underground tunnel network we see in JP: The Game I would think... The door will just be a shuttered entrance though when I make it.

Obviously there's still a lot of work to do to get it finished, mainly with the piping and machinery.

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 Post subject: Re: hppav's models
PostPosted: Wed May 01, 2013 3:44 am 
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Me like it. :)

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 Post subject: Re: hppav's models
PostPosted: Wed May 01, 2013 9:27 pm 
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Oh, crap... I'm impressed.
Though I must comment that the see-through metal plating will surely cause the framerates to go down. I found out that while working on the Plains level (remember those objects I sent you in my "test" level? That's why they are solid...)

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 Post subject: Re: hppav's models
PostPosted: Wed May 01, 2013 10:52 pm 
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Excellent work.

You know this is a themepark AND a zoo,.......so have you ever considered modeling some access tunnels and storage and/or feeding facilities?

Just a thought.


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 Post subject: Re: hppav's models
PostPosted: Thu May 02, 2013 2:39 am 
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machf wrote:
Oh, crap... I'm impressed.
Though I must comment that the see-through metal plating will surely cause the framerates to go down. I found out that while working on the Plains level (remember those objects I sent you in my "test" level? That's why they are solid...)


Considering one of the key shots in the maintenance shed scene is shot through the grate up at Sattler as she's running, I'm not certain that not using an opacity map is really an option. People would expect it to be there, even if it results in a slight reduction in FPS. I'm also going to have to put an opacity map on the fence that separates the circuit breakers from the area with the lockers.

But only two opacity maps in a tight space that I plan on making occlusions for isn't going to kill the engine any, I don't think... I've done worse in my time - see the see through black windows on the front of the Visitor Center in the early version of the level I sent you... Giant windows in an open outdoor space with partial 24 bit opacity... that was an FPS muncher, NOM NOM.

Road Warrior wrote:
Excellent work.

You know this is a themepark AND a zoo,.......so have you ever considered modeling some access tunnels and storage and/or feeding facilities?

Just a thought.


The problem with that is that Trespasser doesn't really do tunnels. To build underground areas you have to model the terrain above it and try to make it fit convincingly with the rest of the terrain in that area. If the structure is too large that becomes rather problematic, not only in the amount of terrain that needs to be modeled but also the amount of polygons that said terrain would end up being.

One could do a level that's almost entirely "underground" though so that the above terrain doesn't need to be modeled, just the terrain near the entrance and exit of the underground portion, or do the same trick employed in TC-Isle of having the underground area in a different part of the level and just teleport the player there.

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 Post subject: Re: hppav's models
PostPosted: Thu May 02, 2013 3:04 am 
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hppav wrote:
The problem with that is that Trespasser doesn't really do tunnels. To build underground areas you have to model the terrain above it and try to make it fit convincingly with the rest of the terrain in that area.

Tell that to me... that's probably the reason the Pens level crashes when I use the tnext cheat and arrive at a certain place (at least on my laptop, on my desktop PC it seems to work fine, IIRC). I think I'll just end up turning the tunnel into a canyon...

hppav wrote:
If the structure is too large that becomes rather problematic, not only in the amount of terrain that needs to be modeled but also the amount of polygons that said terrain would end up being.

I've tried to keep that amount of polygons as low as possible. What I did was copy the terrain mesh before carving the tunnel and cut the polygons for what would become the "roof" after carving the tunnel.

Oh, and I was forgetting... an additional problem is making invisible physics objects to substitute for the ground above the tunnel (actually the roof) if the player is supposed to be able to walk on it...

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 Post subject: Re: hppav's models
PostPosted: Fri May 03, 2013 2:07 pm 
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Started looking through the pictures I had of the Maintenance Shed exterior and noticed some other structures in the set.
Image

Well hidden behind foliage and fog (and lighting marked by white in the shot of her running to the shed), the edges of other structures are marked in red. I always wondered where that duct went, seems it connects with another structure behind this primary structure. Doing some quick model tests, I think I have a feeling of what these structures look like:

Image
Image

The ladder from the interior would come up right in front of the larger of the two structures. Here's a diagram showing what a remote radiator setup would be for a generator:

Image

That would explain all the pipes heading in the same direction between the area of the generator/breaker box and the mystery building.... That would be the location of the remote radiator. Also the conical shape would be the rain cap over the exhaust pipe that comes up on the right side of the diagram.

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 Post subject: Re: hppav's models
PostPosted: Fri May 03, 2013 7:38 pm 
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So, was the emergency bunker an actual place or just a set?

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 Post subject: Re: hppav's models
PostPosted: Fri May 03, 2013 8:14 pm 
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The interior of the Maintenance Shed/Emergency Bunker was in Stage 23 in Universal, the exterior was at the Limahuli Garden at the National Tropical Botanical Garden in Kauai, same place where they built the Raptor Pit... Whether or not the exterior is just a set is something I don't know for sure, but I would assume it is... There have been some people saying online that they had intended to show more of the Maintenance Shed in the movie than they actually did but Iniki changed those plans, or something.

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 Post subject: Re: hppav's models
PostPosted: Sat May 04, 2013 12:32 am 
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Too bad about the tunnels.:(

Everything is looking fantastic. Looking forward to more.


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