Minas Tirith Project || Part 2


#2221

Hi, just to those on texture (or design) work. If you are looking for any ideas then try look at photos of Carcassonne in southern France. It is a real, well preserved, functional, fortified medieval city complete with ramparts, towers, cobble-stoned streets. Another place to check out would be Mont Saint-Michel, which is almost like a minature Minas Tirith except with out the diving rock, in Normandy, France. Hope that helps :thumbsup:

Mont Saint-Michel

Carcassonne


#2222

Pjanssen- You guys are doing a ton of work. and it all looks very good. :thumbsup:

sadroneru- Speaking from the texture side, that is a very nice looking castle …anyone in here from the area with a good digicam that could grab some shots for the texture work we have yet to do?
Kope already did some nice ones, but always can use more. :slight_smile:


#2223

Yeah, closeups for textures are always requested. I’ve done some photos, I can do more but I think that I’ve already shot what was nice enought to take photo of in my area. So nothing new from me- if required I can provide higher quality pics but the subject will be the same…
I remember that there was a rich zone of marvelous castles in France near Tours and Le Mans (but closer to Loire river)… And another one in northern Italy not far from Austria.


#2224

Added an update on the cobblestone detail variation we were talking about> FORUM


#2225

Non-teammembers can’t reach that part of the forum sd. I’ll include the pictures in the oncoming weekly update if you want :slight_smile:


#2226

Thanks PJanssen -
Wasn’t sure if it was ok to put it all here.
since it is, here’s a bit more detail added to the stone elements. The idea was to allow creation of a more varigated surface height for the stones in the normalmaps.

Screen grab without channel maps

I’ll probably redo it now that I know this method will work.
Some areas ended up a bit soft so they need a redo I think.


#2227

[b]Update week 17

[size=2]Viewer v12:
[/b]The viewer is as good as done! Here’s an email I got from Flavien about the status:

[/size]I have again found some materials that were not coherent, for example a diffuse assigned to the ā€œnormal mapā€ chunk. Instead of getting back to you ( we could continue like that forever ), I prefered to review the engine code to detect those problems and assign ā€œdefaultā€ textures when the existing ones are not complete or coherent.

Everything is pretty much done now. The instances are fine, the textures and the bump mapping are there… there are only two remaining things to do:

  1. Add some parameters for shadowing in the setup dialog.
  2. Re-export the whole model. That’s basically the reason why it takes so long… at the moment, I don’t have 3 hours straight where I can monopolize my computer just to export everything again. It’s getting tricky too, because it takes too much memory at export time with a single .ASE file, so I have to split the whole model in 2 so that my 2GB of RAM are not exceeded.

Optionally, I’d also like to review the level of detail. I noticed some strange behavior on the props, with missing triangles even when you’re still close.

Last week, I fixed the physics problems. The random crashes were caused by some geometry that had degenerated triangles. Previously, I had a check to filter out those wrong triangles ( that’s really an art problem ), but in some cases, this filter didn’t work well enough. I reviewed the filtering code to gain precision in the calculations, and so far I haven’t been able to make it crash again.

I limited the velocity of objects ( character capsule and launched balls ) to avoid the ā€œtunnelingā€ effect… you know, when you did the Denethor jump for example, you often ended up inside the rocks / under the ground.

Finally, I investigated the slowdown problems due to physics, and I came to the conclusion that many of the physical objects were not correctly placed in the initial state. The catapults, for example. The problem is, all physical objects are simulated by their bounding boxes, so although the catapult geometry doesn’t touch the walls, the bounding box penetrates inside those walls, and in turns it generates thousands of collisions contacts per frame. With tens of catapults, it gets bad quickly. I had no solution other than disabling catapults as physics objects.

The 2 statues at the first level, just in front of the rock ( behind the horse statue ) are not stable, because they’re dropped on a base that isn’t flat, if you see what I mean. I’m not sure if it’ll keep them as physics objects or not.

I came to realize that last time I exported the city, I accidentely checked the ā€œgenerate tangentsā€ check-box in ASEToBin. Tangents are generated from normals and are necessary for bump/normal mapping. Where it went wrong is that I anyway generate those tangents at load time - so it doesn’t matter if those tangents are exported or not. However, they do waste memory ( since 99% of the buildings are not normal mapped, and don’t need tangents ), and they do waste hard drive space. Roughly 25% of the whole dataset can be saved by NOT exporting the normals. That’s purely a v12 issue though, because as far as I remember, v11 didn’t have tangents exported.

Even better, I discovered a new way to generate normals at load time, without loosing quality or performance. Normals are still needed to perform lighting ( so they have to be in RAM - no gain in that area ), but they don’t have to be stored on the hard drive by the exporter. So I can save again 25% of the whole dataset. Hence another reason why I need to re-export the whole city.

I estimate that the .bin file on disk will be half smaller than in v11, despite the additional geometry from v12.

Website:
Emiel and I started working on the technical part of the new website. Due to some communication problems, Tim hasn’t started yet (we hadn’t sent him some required documents yet), but he’ll be able to start very soon.
Emiel has been working on the basis of the core, and made a very nice sort of debugger/variable dump:

This way of error display can be toggled on/off easily, so it’s very useful for the development phase, and it doesn’t require any modification once everything is set up.

And here’s a nice flowchart Emiel did for the theme engine, to illustrate how much everything is planned out:

So this is why the pre-production took rather long. But it’s definitely going to help us in the production.

In the meantime, I’ve been working on an XML parser for the website, which reads an xml file and stores the data (including the structure) in an object. And the other way around too, so writing an xml file from an object. And I’ve also begun on scraping ā€˜common’ functions like changing dates, time, array and string functions together. And I’ve also begun with the first components (a component is a ā€˜predefined’ part of code, like for example an swf object)

[color=DarkOrange]Building models progress:
[color=#fffffe]Here’s an updated map with the progress coloured in:

Green : Completed
Yellow : Work in Progress
Red : Not started yet

It’s time to get working more on the models again…:slight_smile:
[/color][/color]


#2228

@softdistortion: That is looking very nice! Would it perhaps be a good idea to start with the idea we’ve had for some time now, to make a small section of the city with textures, props and all?
We could pick it now and for the moment use it as a testing ground so to say.

@sadroneru: Thanks for your input! Both places are indeed very nice (and MT-like) and both are high on my ā€˜wanting to visit’ list, especially Carcasonne. I’ve seen Mont Saint Michel from the coast once, and even from a distance it was impressive.


#2229

Definitely, it would be good to do a section.
It will give us a chance to see what the engine can do and what adjustments are needed on the texture maps.

Here’s a nother WIP with diffuse map added. No spec.


#2230

Nice! Good job Pjanssen! I promoted your app on the front page. :thumbsup:


#2231

congrats, and well deserved:)


#2232

Hey guys,

I contacted you off your website, you did not get back to me as of yet.

I thought that i had better post here to beg off you to let me join the team at this late hour, i have quite a good range of enviroment skills using MAYA, and LotR is basically the bible to me so i really think that i have a lot of inspiration and skill to add to your team at this late stage.

My E-Mail is slickbcfc@btinternet.com if you would like to see any of my current LotR work please drop me a mail and i will send some over to you.

Again thanks for even conceiving to do something this huge and amazing and hopefully i will look forward to working with you on it. :}{

Thanks

Karl


#2233

Thanks Kirt and Jayreef!


#2234

ok, here’s my update:

Diffuse and normal. No specular.


#2235

Hey guys!

I just registered now to talk about the Project. I am not going to lie like other new members and say that I have been following this project since its beginning but I have been following since more than a year. I don’t know if you could accept me as critique cause I cannot do anything more useful.

Anyway, whether you say yes or no, I want to say that the tower of ecthelion is not supposed to look like that. If you have the extended edition of rotk, go into the appendices and check out the photos of the tower. It is not pointed at the top and kinda round but not semi-sphere.
Thanks.


#2236

Hey Tyson,

thanks for your comments!
I must say that I’ve had some doubts myself about the tower design too. Actually not just the top, but the whole top-half. I agree that it somehow just doesn’t look MT-ish enough and a bit off.
I’ll have another look at the pictures on the DVD, and perhaps do a bit of reworking there.


#2237

Thanks a lot!


#2238

@slickbcfc: You’ve got mail.


#2239

Ive been looking at the thread.

Just a comment Pjanssen:

Grrrr… is one of the best and fastest modellers so why dont you accept his help?
Just a thing.

Don’t you think that you should have as many buildings as this?

Another picture . You can see the Tower from here. I might paste the closeup from the DVD later:


Im sure that youve seen these pictures just Google images but they are indeed helpful in my opinion. Also if you look closely you’ll see that part of the wall on the right side of the jutting rock is kinda bent.

This is a building:

And another one:

Side of Minas Tirith Bigature:

There are three statues at the bottom of the pinnacle or rock not two:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=22437&orderby=

This is apparently where we saw Gandalf sitting and waiting:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=16716&orderby=

A strange place in Minas Tirith. Look at those huge metal things full of wood:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=22442&orderby=

Detailed pic of several buildings:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=15785&orderby=


#2240

Sorry for double post because I was not allowed to continue posting pics.

A street:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=21660&orderby=

Third level:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=21440&orderby=

Look at those ā€œindentsā€ with small ā€œpillarsā€ on the side of the gate:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=22511&orderby=

This picture is really interesting for a number of reasons. First near at the main gate where there is these two jutting walls, there is some kind of raised platform. You can also see several buildings that usually are hard to see. If you look back at the main gate where there is the two jutting walls, the big towers behind them have perfect domes and the entrances to them are different to each side. Some buildings that you made are missing important parts. There is much more to notice too:


The bridge at the back of Minas Tirith that takes you to the Hallows is kind of bent:

Another pic:

Ill get the pictures from the DVD later. Goodbye for today.

Archway:
http://www.councilofelrond.com/modules.php?op=modload&name=My_eGallery&file=index&do=showpic&pid=9091&orderby=