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Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 9:06 pm
by odinsballs
Drakkan wrote:really interesting contrast of grass / tech buildings. I overall definitely like it. I can imagine places where this could be used. ALso I would really welcome if you should somehow change overall size of all textures / models , so the asset will be like 30mb max (if you check for example winter tileset from SKugg, it has only 20mb). I am not sure if possible because of all that new objects... low-textures are definitely fine for me from this view.

What are planning next with this mod and will it be released soon ? I think you have already invest lots a work in it, so it would be pitty to let it go.
D.
well once the main set is considered completed , i can Always , carve a toned down version of the set, at least the Wall's and such, given ofcourse this will have the one or the other negative impact visually i wager, but some might be averted by fiddeling aboot with the uv maps, to accomodate for lower textures.
otherwise this set is constantly under construction/expansion, but at this point to finish of the basic stuff it only needs a set of stairs and some alcove to complete the parts needed for basic floor building stuff.
but as is 90 percent of what is in there now (concerning the wallset that is) is perfectly useable as is right now, well some decoration parts still need some nifty occluders stuck to they tuches, but all else is occluded and well.
i shall round up some occluder buissnes this evening, and see too it that a first batch of finished assets makes it to the public (wich also is more handy to weed out any flaws i may have missed)
so i shall clean up the first batch, and post a dropbox link for download in first post of thread, wich will be updated everytime a new batch is added 8-)
all assets are in plugin format so they dont mess up other goods btw

as for where this set is headed,...pretty much no limits actually , (apart from my lack of anim prowes that is :oops:)
i was thinking of maybe adding some art deco style see through metal greenhouse constructs, or sub aquatic pressurized buildings (think bioshock rapture style), i could Always expand further on the ne gothic parts of this set,ie more ornament walls,maybe some steampunk/wh styled catacombs and sewers or such, i gues a big whopper of an airship would also go over well.
and i noticed an unhealthy absence of torture equipment in log overall lore, so my personal fav kind of thingy to add, will propably be some jigsaw style rehabilitation gear, should also fit in nicely with the overal Industrial look of the set.

bassically anything i can muster and see as fitting will end up in this or other plugins
also, if people have some specific wishes, i do honour requests from time to time. so if anyone is looking to get something specific added.well if its within my skillset ...fire away the request's i'd say

but check the thread in a few hours i''lll have something useable uploaded then
kind regards..ob

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 9:59 pm
by Drakkan
sounds pretty cool. If any wish from my side - the buidlings are fine but what I loved more are these wonderfull mushrooms, plants and trees. It is making beautifull swamp atmosphere, reminding me of Elderscrolls Morrowind. Some high swampy trees could be fine.
Otherwise I am looking for a link ,Id like would definitely use some objects.
thanks for you work !

Re: neo-goth industrial set and more

Posted: Wed Mar 11, 2015 11:53 pm
by bongobeat
Hey Odinsballs,

seems that you finally convert your assets to log2? :)
I have tried your demo, but it lags a lot for me.

When I tried your log1 wallset (converted into log2), except for the trees and plants, I did not have so much lag.
Did these models not use too many ressources?

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 12:39 am
by odinsballs
bongobeat wrote:Hey Odinsballs,

seems that you finally convert your assets to log2? :)
I have tried your demo, but it lags a lot for me.

When I tried your log1 wallset (converted into log2), except for the trees and plants, I did not have so much lag.
Did these models not use too many ressources?
hi bongobeat, well i have slapped an occluder on every model in there except the trees, and those will get a backside (or should i say inside full of occlusion too 8-)
in order to keep performance up, so maybe tone down the ambient occlusion to medium, this set is propably a bit rig specific, if ambient occlusion reduction wont help i''d advise to check your hardware, cuz im basically creating this on an 8 year old outdoor crapper of a rig, and dont get much more lag then is to be expected of an outdated rig, on the other hand i suspect that too much mesh smoothing on shrooms and trees might be the cullprit
also on the log1 version of this i never used the recalc normal and tangent function on modtool, i did with these in order to get no funnie stuff with the changing lightning in log 2
only part in demo that''s a bit on the laggy side on my rig is the pond with mushrooms, and as Always, when i quickly nock out a test map i tend to go overboard with planting n building stuff, but if yer rig is more laggy then my precious "crapper" as i verry lovingly call my rig, yer might have a different issue, then again thats why im putting the goods up for download and testing, so i can weed out the culpritt performance wise ;)
kind regards....ob

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 12:51 am
by odinsballs
hey folks dropbox links for the current assets i got are up now, just check 1st post in thread for dl links and fire away 8-)

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 2:25 am
by minmay
odinsballs wrote:hi bongobeat, well i have slapped an occluder on every model in there except the trees, and those will get a backside (or should i say inside full of occlusion too 8-)
Those are probably going to be too small to occlude anything. Occlusion in Grimrock doesn't occlude individual faces or anything; if the camera can reach a model's bounding box without passing through any occluders, the entire model is drawn, otherwise the entire model is not drawn. A good way to visualize this is to paste something like this in the debug console:

Code: Select all

do local m = spawn("dungeon_wall_01").model m:setModel("assets/models/env/dungeon_wall_01_occluder.fbx") m:setMaterial("force_field") end
Then move forward one square and turn around (the occluder model is 1-sided). Now you have a transparent occluder that lets you see models flicker on and off behind it as you move the camera around. You can also show bounding boxes with ModelComponent:setDebugDraw(true).

So while you definitely need occluders on walls/floors/ceilings, and other big solid objects like the large beach rocks, there's really not much point putting them on stuff like trees and thin pillars.

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 2:46 am
by odinsballs
minmay wrote:
odinsballs wrote:hi bongobeat, well i have slapped an occluder on every model in there except the trees, and those will get a backside (or should i say inside full of occlusion too 8-)
Those are probably going to be too small to occlude anything. Occlusion in Grimrock doesn't occlude individual faces or anything; if the camera can reach a model's bounding box without passing through any occluders, the entire model is drawn, otherwise the entire model is not drawn. A good way to visualize this is to paste something like this in the debug console:

Code: Select all

do local m = spawn("dungeon_wall_01").model m:setModel("assets/models/env/dungeon_wall_01_occluder.fbx") m:setMaterial("force_field") end
Then move forward one square and turn around (the occluder model is 1-sided). Now you have a transparent occluder that lets you see models flicker on and off behind it as you move the camera around. You can also show bounding boxes with ModelComponent:setDebugDraw(true).

So while you definitely need occluders on walls/floors/ceilings, and other big solid objects like the large beach rocks, there's really not much point putting them on stuff like trees and thin pillars.
aaaaaah i see, but looking at how some rock''s are occluded, occluders will be fine for the factory machines since they are mostly big bulky things,too bad about the trees though, would have been a nice performance boost :)

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 5:51 am
by Azel
Just walked around your demo region a bit. Absolutely wonderful! This is precisely what I needed to make the Mechanical Age of my Myst Mod. Thanks for this!

-Azel

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 6:23 am
by odinsballs
Azel wrote:Just walked around your demo region a bit. Absolutely wonderful! This is precisely what I needed to make the Mechanical Age of my Myst Mod. Thanks for this!

-Azel
GREAT!...good the goods are working :D , and on the Industrial front of the set i still have a few thing's to come, like a turbine and a smelter rail bit (just didn''t make it to the 1st batch ;) )
dont forget to grab ya a link or 2 for the actual assets in 1st post 8-)

furthermore this type of enviromental assets seemed like a gap not yet filled, so there will be more a coming in good time 8-)

basically consider these plugins a sort of lego kit, there may be some odd parts , but all fits nicely overall :)

Re: neo-goth industrial set and more

Posted: Thu Mar 12, 2015 6:27 am
by Azel
Yep, I already downloaded ob-foliage and ob-neo files. I can't to work with them, and I will check back often to download any new assets you provide. Thanks for the great work!