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working on an aliens level for game engine
http://www.forum.alienslegacy.com/viewtopic.php?f=3&t=751
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Author:  geometric123 [ Fri Jan 05, 2007 9:41 pm ]
Post subject:  working on an aliens level for game engine

here is a pic of some of the static meshes I made for it. I have not textured it yet but will be starting making textures and normal maps for it soon. give me some feedback:P

[img]http://img443.imageshack.us/img443/1552/alienscorridorhj6.jpg[/img]
WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY

[img]http://img397.imageshack.us/img397/5702/geofuchicopybi8.jpg[/img]

Author:  BurntKona [ Fri Jan 05, 2007 11:45 pm ]
Post subject:  Re: working on an aliens level for game engine

very difficult to say from the render. Could we see unlit and wireframe?
[img]http://bk-coffeehouse.cottages.polycount.com/images/bk-sig2.png[/img]

Author:  geometric123 [ Sun Jan 07, 2007 6:06 am ]
Post subject:  Re: working on an aliens level for game engine

Sure, I will render out a unlit and wireframe tom when I get around to it. :) I want to do the hive but I would rather learn z brush before I take on organic surfaces like that.
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THE PRICE OF TOTAL KNOWLEDGE IS INSANITY

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Author:  geometric123 [ Sun Jan 07, 2007 6:17 am ]
Post subject:  Re: working on an aliens level for game engine

In the meantime here r some other renders I did recently.

[img]http://img291.imageshack.us/img291/3762/neotokyopanoramaiy5.jpg[/img]

[img]http://img528.imageshack.us/img528/4177/fuchikomatexturebumpoa3.jpg[/img]
WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY

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Author:  Shataan [ Tue Jan 09, 2007 1:16 am ]
Post subject:  Re: working on an aliens level for game engine

The LV-426 hallway is familiar. lol 100s of us did the exact same bit of hallway when we were forced to use the Lithtec Tools Monolith included in AVP 2, to try to make movie based maps.

Many of us had super detailed hallways just like yours. ... that included hanging wires, broken lights, water dripping, a crawlspace above the cieling and below the floor. But we didn`t have actual base schematics to finish it right layoutwise.

Joining a 90 degree halway as well was tricky business. Looks good man.

Author:  Jedi Lawja [ Tue Jan 09, 2007 1:48 pm ]
Post subject:  Re: working on an aliens level for game engine

WOW! You do some wicked work. New Tokyo blows me away. I've set my desktop background to it. :) Any more futuresque cityscapes?

Jay

Author:  WDImagineer2b [ Tue Jan 09, 2007 6:40 pm ]
Post subject:  Re: working on an aliens level for game engine

New Tokyo is cool. It's very Bladrunner-esq don't you think!?
:D

And from what I can see of the colony so far - I'm excited!

What engine is this for?

Author:  geometric123 [ Sun Jan 14, 2007 11:49 am ]
Post subject:  Re: working on an aliens level for game engine

heres an update

[img]http://img148.imageshack.us/img148/1940/hhcommandam7.jpg[/img]

[img]http://img143.imageshack.us/img143/9339/hhcorridorpo6.jpg[/img]


[img]http://img101.imageshack.us/img101/7356/hhcutawayrm5.jpg[/img]

[img]http://img101.imageshack.us/img101/5094/hhinnerdoorsqt1.jpg[/img]

[img]http://img243.imageshack.us/img243/834/hhoutsidesb1.jpg[/img]

[img]http://img227.imageshack.us/img227/9935/hhsouthlocknx5.jpg[/img]

[img]http://img227.imageshack.us/img227/5652/hhstairwellfr4.jpg[/img]

I put the level out on unreal 2 engene to test poly count for the static meshes and i was getting a frane rate of 60 wif 5 bots on the map. (the map was not zoned either) I think I will eventualy put it into doom3 or unreal 3.0 when its reliesed.

As far as the complex scemadics go i had to do a lot of play/pauseing of the movie to figure it out but im pretty sure each moduale (4 total) consistes of a honeycomb type setup. ( I think the halways are hexigonal and u only see the top half, bottem being used as an analog system for pipes, wires, conduites, etc. I figure each module has one hallway running on the main floor, two hallways staggered a=on the second deck, and two hallways staggered on the sub basment level (where newt was in the water before her abduction) On the command moduale I think there was also another third deck wif one more hallway.

Thanx for the feedback. If anyone has any textures for this they can give me I would be very gratful as I am not a great texture artest. I also need an image of the atmosphere processor to use on my "skybox" for the outdoor portion of the level and a pic of the coloney complex from outside at ground level excluding the command module. Will keep everyone posted as this nears compleation.
WHIZKID101.justgotowned.com
THE PRICE OF TOTAL KNOWLEDGE IS INSANITY

Edited by: [url=http://p220.ezboard.com/bthealienslegacy.showUserPublicProfile?gid=geometric123>geometric123[/url]  Image at: 1/14/07 4:51 am

Author:  Shataan [ Thu Mar 08, 2007 12:40 am ]
Post subject:  Re: working on an aliens level for game engine

Truly sweet man. I wish we could play THAT kinda LV 426. Movie accurate, as apposed to some level designers weened on Quake. Keep up the amazing work.

Author:  MetalAlien [ Thu Mar 08, 2007 1:54 am ]
Post subject:  Re: working on an aliens level for game engine

very nice... will I need a supercomputer to run it? :)
[img]http://www.angelfire.com/al/metalalien/pictures/tom_alien_banner.jpg[/img]

Author:  JediFraz [ Thu Mar 08, 2007 10:36 am ]
Post subject:  Re: working on an aliens level for game engine

Nice I remember playing a level based around the atmosphere processor in Duke Nukem 3d. Ah those were the days..:)
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Author:  ja steel bonnet [ Thu Mar 08, 2007 3:13 pm ]
Post subject:  Re: working on an aliens level for game engine

That is excellent work mate.

This should be a very interesting game.

Jedifraz..yea Duke Nukem rules!!

ja

Author:  outcry27 [ Thu Mar 08, 2007 4:48 pm ]
Post subject:  Re: working on an aliens level for game engine

Very nice rendering :) What program are you using to make this? I'll be studying this sort of stuff soon myself, I'm looking forward to it.

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