Minas Tirith Project || Part 2


#2121

First time I post here… I admit that’s a real shame for me…

well… what to say…

…congrats to you all, guys who work on this incredible project…

…incredible amount of work, of things to do. O course, the result is certainly a great motivation in this case, even if the long time of realization is always hard to manage, as the number of worker, with different levels, with different tastes, with differents skills… but it’s certainly that wich could give the interest of this kind of adventure.

…in any case, this project is too much advanced to doesn’t have an happy end. Then, it remain much work before the end, I send you a part of my legendary motivation :D, and I wish you the best for the following…

…I hope to see soon some textured parts :thumbsup:

Regards to the Minas Tirith Team :wavey:

Lemog…


#2122

Wow. I remember when i joined this project about two years ago (subsequently i left because of a job. :/)

You guys have brought this project forward so much. Truly amazing work.

Great stuff guys! :thumbsup:


#2123

Hi everyone,

sorry for the long time of silence. I, and most of the other people that are still in the team have been very busy with other things lately. For me personnally the past couple of weeks have been completely filled with finishing up important things for school, so I haven’t been able to do any work on this project.
At the moment, the realtime viewer v12 has some issues with materials, which I will have to fix. I’ll do so as soon as possible.

Thanks to everyone who’s still following this project. Thanks for your encouraging replies!

Cheers,

Pier


#2124

Even if I hasn’t been able to enter the teem, I’m still following the development of this great project. I’m really waiting the next viewer and I can’t wait the time when the whole city will be fully textured (and perhaps real-time shadowed? :slight_smile:

Best regards,
Alessandro


#2125

v12 will have realtime shadows :slight_smile:


#2126

Yeah real life is getting in the way for me too. I’m currently doing the job hunt thing. Hopefully someone on the project will win the lottery and be able to just do MT all the time :slight_smile:


#2127

It’s great to see all this posts guys. Is there anything I can do before incoming release? Add a building to my section perhaps? :smiley:


#2128

:eek: May I ask which method is used? Shadow mapping? Wich kind, exactly? Or does it perform Stencil shadowing? Which are the hw requisites for that monster?
I own a geforce 6600 ultra… please tell me that it is enaugh:shrug:


#2129

Extensive information about the shadowmapping can be found in Flavien’s dev journal on GameDev:
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350


#2130

Correct, it is shadow mapping ( cascaded shadow maps more exactly, although i don’t think non programmers would understand what it is ). The MT viewer without shadows already has pretty high system requirements, you can bet that realtime shadows make it even higher. Fortunately, there will be some options to adjust the shadows quality / range, so maybe it will run on a 6600 by reducing a few parameters…


#2131

Thank you, I’ve read your journal about the methods you use. Ugh, I suppose it is quite impressive to see and honestly I thought that shadows would have been implemented later on… By the way, do you exploit SM to change sun position (daytime) or do you cache the map (since the player is quite slow compared to the size of the city)?
Oh well, luckily I’ve just built the pc of a friend of mine who is always proud to show it power. I will use his computer :slight_smile:


#2132

At last I p[assed all the exams and I started summer study session. Thanks to that
here’s the newest concept
:slight_smile:


#2133

I am still availible as a concept artist, mail me at JM51191@aim.com, keep up the good work all


#2134

Shoot me a PM. Id love to model for this project when I can get the chance!

Looks great!


#2135

Thanks for your offers guys. I was just about to post a rather gloomy message about the projects progress and things to do in the near future. So at the moment, I can’t really accept new teammembers. I’d like to ask you to have a bit of patience to see how this is all going to work out.
Thanks


#2136

Another update about the project progress. Or perhaps that should read ‘lack of progress’.
The past months have shown a serious slowdown in the progress as you will no doubt have noticed. The team has gradually shrunk to no more than a couple of people for each ‘discipline’. The team at this moment is as follows:

[b]Project organisation:
[/b]-Pier[b]

Concept art:[/b]
-Mehmet
-Pawel
Modeling:
-David
-Pier
-Simon
Realtime engine development:
-Flavien
Texturing:
none
Website:
-Emiel
-Tim

At the same time the people involved have become increasingly busy. Most people (including me) hardly have time to work on the project at all.
So apart from the concept part, the team is lacking manpower in all sections.

The result of this is that [i][b]the progress on the project has stalled almost completely.


[/b][/i]Over the past months I've been thinking a lot about how to proceed. I've tried to make the project more interesting and get people more enthusiastic by letting the project move beyond being 'just a lotr city in a realtime engine'. On the project forum we had a thread running to discuss how we should do this, but unfortunately it resulted in nothing substantial or realistic.
Looking at the rather downward motion we're in now, we could decide to do a couple of things. Even though most of them aren't at all satisfactory, we can either:

[ul]
[li]Pull the plug and stop the project. This will be quite clear for everyone involved or interested.[/li][li]Put the project ‘on hold’ until any new substantial amount of (participating) interest in it arrives.[/li][li]Continue the way we do, which means doing something now and again, but in the end not getting to finish a lot. That way it’d be rather unclear for everyone, and the project could easily last for years upon years before even coming close to completion.[/li][li]Cutting on all goals, in terms of scale, quality etc and trying to finish it as soon as possible. This would probably mean making the team fixed to just a couple of people, and aiming for no more than a year. In other terms: stop it being a large collaborative project.[/li][/ul]Any other ideas would be appreciated.
For me personally, in the oncoming 6-11 months I’ll only be able to do the project organisation, no extra work like texturing or modeling. (Apart from when we’ll just continue this way, then there won’t be much organisation to do).

There is however a small bright spot in this dark post. (Let's just hope it's not the train coming towards us). I've completed fixing the material bugs for v12 today and sent the updates to Flavien. This will allow him to continue the development for the release.

#2137

Confession: I have watched this project from the beginning. Every time I open my browser, I make sure to check this site to see if there are any updates. Please do not stop the project! I have no 3D modeling experience whatsoever, so I cannot be a part…sorry.

Idea: Get sponsors. Holy @#$%^ this is a humongous project and I am sure someone somewhere will be willing to pay you, then you will get some motivation…besides glory. I have noticed a lot of modelers want to help out in this forum…so mabye try and include them.

Thank you for your work and please do not stop the project…I will wait for those years or whatever time it will take!


#2138

Thanks for pointing out this things. Anyway I’d go for second option. Perhaps I could help a little in giving basical informations on modeling/project organisation to new participates (exaclty what you have teached me:))
In past weeks I saw on this forum some people interrested in participation to project… You think that they may be helpful?

by the way: I’m impatient to see the twelth release


#2139

I don’t know the details of the menagement of this project, but in the last months many people posted offering their help… perhaps you could consider accepting them in the team. About textures, there are some sites that provide thousends of pictures for free that can be used to build a first set of textures: at least in the beginning, quality is not the main factor and those textures can be replaced as new better ones are made.
I belive that if you were able to release a new version of minas tirith with at least some of the textures (streets and walls, for example) this could catch the interests of other people.
In addition I’m quite sure that the minastirith project is quite known, but what about advertising it a bit on some cg or game development site? On Gamedev.net there is a special section about ‘looking fo help’. Devmaster.net could also be a good place where to post for help. Then there are Gfxartist.com and conceptart.org.
By the way, did you already tink to make avaiable the city for the development of a game? A game (or perhaps more than one) could be a good advertisement…

Anyway, good luck for the future…


#2140

Thanks for your suggestions.
Accepting the people who offered their help is indeed a good option. I read back a bit in the thread, and for this year the offers are:
1 concept artist
2 modellers
1 texture artist (I haven’t heard back from him though)

However, one thing we absolutely need to make this project a success is a skilled and determined texture artist with time on his/her hands, preferably more than one.
Sascha gave me a link a couple of days ago to a very interesting program that could help us creating the first set of stone textures: http://www.3d-rekonstruktionen.de/bricksntiles/
But even creating the first basic set and applying it to the models (!) takes a serious amount of time. And that’s time I absolutely don’t have at the moment, or will have anywhere soon.
If we decide to continue with the project, I can only do the project organisation. Most of the work on that part is in scraping all the scenes and textures together and making sure the technical part is going to work out right.

Doing some promotion to get more attention to the project is a good idea, but one of the first things that would be required in that case would be a new website. The current one is badly outdated. I’m going to meet Emiel on tuesday, and I’ll talk to him about it. But as far as I can see at the moment, there won’t be any time to do a substantial amount of work on a new website in the coming months.