View Full Version : Gaslight: Victorian Whitechapel Environment
westmeadow 02-29-2008, 11:25 PM Hey everybody,
For my new project (with the working title of 'Gaslight') i wanted to recreate victorian whitechapel. Inspired by a jack the ripper trail and reading up on the area and the era, i've decided it would be a fascinating thing to recreate. Not far into it, but was looking for some help with the unreal editor 3.
Decided to start with where the player will enter the game, Whitechapel station. In the era my game will be set, it has just opened. I found a few pictures as reference. Here's the look I'm going for
http://img.photobucket.com/albums/v236/arron/Gaslight/stationphoto.jpg
And here's where I am in UE3. It's an additive scene with the walls, floor and ceiling made from seperate brushes.
http://img.photobucket.com/albums/v236/arron/Gaslight/gaslightwip01.jpg
If you look at the plan below, the player will walk from the platform (exterior), up to the station (interior) and out onto whitechapel road (exterior).
http://img.photobucket.com/albums/v236/arron/Gaslight/myplan.jpg
Do you think this additive process will be the best for this scene and also, for the arches, would you create static meshes to make up the whole of the wall with the arch space missing, or maybe import a file from max as a subtractive brush? Any thoughts?
thanks for your time reading that people
Updates are coming
cheers
| |
gsokol
03-01-2008, 07:03 PM
Well to answer your questions. As for wether you use additive or subtractive, Its really a matter of preference, as it can be done either way. I myself would have probably used additive for an outdoor scene. For the second question I'm not quite sure as to what you are asking about. Is it the arches on the ceiling of the reference image?
m1NDfReAK
03-01-2008, 10:12 PM
I prefer additive myself when doing a scene like this.
Arches are easy enough to create in the engine using brushes. It depends on what you want your final product to look like. Like gsokol, Im a little confused as to what your trying to achieve - could you clarify that a bit more please.
m1ND
westmeadow
03-02-2008, 12:19 AM
hey, thanks for your responses. Basically with the arches, i mean imagine one of the Walls ( the very far right one in my work image for example). Instead of a complete wall made of a complete additive brush, I want that brush with an arch for the player to walk through subtracted. I'll post a paintover tomorow when my internets working and I'm not having to use my iPhone.
Thanks again for your responses
Arron
blank
03-02-2008, 12:42 AM
If i'm correct in thinking what you want to achieve just create some subtractive BSP in an arch shape (yellow wire) and take it away from your additive bsp wall (blue wire) to create a hole through which the player can walk, then use static meshes to add detail to the hole you've made, like door frames etc
westmeadow
03-04-2008, 09:06 PM
Hey,
Got it sorted, simple additive brush with a small rectangle and cylinder subtractive brush making the arch. Simple :) Loving the Unreal editor. Even made some steps in max and added them as a static mesh
http://img.photobucket.com/albums/v236/arron/Gaslight/gaslightwip02.jpg
***Problem below solved... Thanks guys***
One problem i have is, when in the "in game editor" view. Where I should be seeing the black empty world, i'm seeing the the edges of the geometry repeating into the distance as I move my camera.
I've checked the nvidia website and I have the lastest drivers. Any ideas?
Thanks
Arron
Hourences
03-04-2008, 10:51 PM
You should be careful with all the BSP. BSP is bad in round surfaces and all, no smoothing groups available, and so on. Round things are usually better in mesh.
The thing you have is a HOM, hall of mirror effect, which happens because you look into the void, and as the void does not exist, there is nothing to render, therefore the 3D card simply uses the last intact frame it had, and keeps on repeating it.
Simple solution, do not look into the void.
And you should always use additive as subtractive is a hack, does not give you the ability to get sunlights, a sky, causes the compile time to increase by 500 percent or more, etc.
blank
03-04-2008, 10:57 PM
or put a skydome over your level so you do have something to look at not just void :-)
If you haven't already take a look at Hourences web site , some very very useful info and tutorials there for UT3.
(cheers hourences helped me alot) :D
westmeadow
03-09-2008, 06:35 PM
Hey guys, thanks for all the help and advice. Really appreciate it. Here's an update, thrown materials in there. The pillars and decorative support arches are obviously WIP.
http://img.photobucket.com/albums/v236/arron/Gaslight/stationwip.jpg
Any thoughts?
Found it quite difficult modelling the ceiling arches. The solid framework around them i was fine with, but the flat decorative metalwork was a bit of a pain, and still doesn't look that nice. Will keep on slogging at it.
Arron
westmeadow
04-09-2008, 11:30 PM
Hey everybody, unfortunately, this project has been on hold....until now. I'm starting work on it again and plan to work hard at it. :)
http://img.photobucket.com/albums/v236/arron/Gaslight/stationwip01.jpg
One problem I am having is when trying to import the spec and normal map for the stair's material into my unreal package in the generic browser, it comes up simply with "import failed." The diffuse imported fine, and anyother file I import works great, it's just these two files that are giving me trouble. Any ideas?
westmeadow
04-17-2008, 11:04 AM
ok, ignore the problem I described before, started importing my textures as .tga's now. One thing I have noticed is that my static meshes are not casting or recieving shadows. I've looked through the properties of a few of them and can't seem to see the problem. Any ideas?
**Problem solved and picture removed**
Basically, there was not enough geometry in the mesh to give realistic lighting.
The very left hand side of the steps need to be in shadow, but they're not. And the top ten railing bars are glowing, unaffected by the geometry between them and the lights.
Thanks for your time guys
Arron
westmeadow
04-27-2008, 08:30 PM
Hey
Don't worry about that problem either, got that sorted. Little update, to the lighting mostly.
http://img.photobucket.com/albums/v236/arron/Gaslight/wipshop03.jpg
http://img.photobucket.com/albums/v236/arron/Gaslight/wipshop02.jpg
Let me know what you think
Arron
westmeadow
05-06-2008, 10:24 PM
Hey everybody.
Got a little problem with units. Before, creating static meshes in MAX based on scale measurements i took from unreal worked a treat. Now, the measurement i get by middle clicking and dragging in unreal seems right (each square drag grid being 16 units), but when in max the units do not match up.
I honestly do not understand why it was working before, but not now. Any thoughts?
Arron
Docm30
05-07-2008, 12:28 AM
Hey everybody.
Got a little problem with units. Before, creating static meshes in MAX based on scale measurements i took from unreal worked a treat. Now, the measurement i get by middle clicking and dragging in unreal seems right (each square drag grid being 16 units), but when in max the units do not match up.
I honestly do not understand why it was working before, but not now. Any thoughts?
Arron
Maybe you changed the units Max uses without realising it; you can check in Customize>Units Setup.
If you already tried this, then ignore my post.
westmeadow
05-07-2008, 08:49 AM
Hey, thanks for the response. I don't think so, I haven't touched anything in that panel since i started.
Tinkered with the settings and units, got it sorted.
westmeadow
06-01-2008, 10:56 AM
Hey everybody, back on this project again. Took a trip to a Jack the Ripper exhibition at the Museum in Docklands (http://www.museumindocklands.org.uk/English/EventsExhibitions/Special/JTR/) and took a ripper walk around Whitechapel. Although the area has changed considerably, got some nice photos and feel generally refreshed by the whole experience.
Little update. Panels and windows added to the wall (with a little paintover in photoshop to show the direction I want to go with this)
http://img.photobucket.com/albums/v236/arron/Gaslight/wipshop04.jpg
Have also spent some time on the external platform, but I'll post more on that at a later date.
Really upset i can't dedicate more time to this project, but it'll get there. Comments and crits welcome.
Arron
westmeadow
07-17-2008, 08:06 PM
ok, been a while. Have been doing some work on this here and there. Here's where the room is upto:
http://img.photobucket.com/albums/v236/arron/Gaslight/arronwestley01.jpg
And started work on one of the characters for the game. Chief Inspector Frederick Abberline (http://en.wikipedia.org/wiki/Abberline).
Here's where I am with that. I'm still quite inexperienced when it comes to character modelling, so any thoughts will be great.
http://img.photobucket.com/albums/v236/arron/Gaslight/FAwip02.jpg
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