UGAC - Handheld Environment - RTS Level - Dennispls


#1

[color=white]Name: Dennis Griesheimer
Genre: Modern Warfare (Semi-Futuristic)
System: PSP Handheld
Concept: RTS Level about 2 factions that have been in a battle for years for power.[/color]

The general idea is that of a level where one of the two factions has to get a hold of an important parcel that the other faction is transporting by train.
The train stops at a station for refueling/restocking and the bad faction attacks the good faction.The scenery will be consisting out of rocky areas and grassy areas.

Drawings and stuff will come later im still at work while brainstorming over this:)


#2

interesting needs some good planning. is it going to be la linear level with the action onboard the train.


#3

it will be linear. The only objective is to prevent the other faction from stealing the parcel.
This does not focus around the train only since the good faction has a small base nearby that will be crucial as well
i still need to think about the whole storyline and create some drawings of what i have in mind.


#4

Ok here is what the mission is about:

Background info:
2 Factions Have been in conflict for years. The good guys are referred to as the GTS faction and the bad guys are referred to the STA faction.
Today an important parcel from the GTS is being transported.
The STA discovered this and is planning an attack to cripple the GTS.
The GTS have a small base in the mountains near a trainstation.
The train with the parcel has to come through this area before it goes to the GTS headquarters.
The train has to stop here in order to restock and refuel and to let the General sign some papers before the train can depart again.
The STA hears of this and is planning their attack.

Objectives:

GTS:
Defend the train at all costs.
Keep the base from being captured by the STA.

STA:
Steal the parcel by any means nesesary.
Take over the GTS base if possible.

Missiontime : 30 minutes

Im drawing several units/structures as we speak unfortunately i don’t have a scanner around so just bear with me until i have the models completed.


#5

k i finished a dtructure for the GTS(i’m at work so just the PLE version of maya here)
it currently weighs at 459.

edit i reinstalled my ftp client so i can upload images again in stead of attachments.
I will also slightly redesign the turret i will place it on a 128x128 texture.
I will ost some updates soon


#6

thats gonna be awesome
planning to use normal maps?


#7

I don’t think you can do normal mapping on the PSP.

By the way, Dennispls, that’s a pretty cool concept. The tube things on the gun look pretty heavy poly-wise. You might want to eliminate several segments of them and look into doing alpha-mapped planes or three-sided tubes for them.


#8

normal mapping is possible but it will rip out a good numbe of polygons or kill framerate or low resolution…


#9

normalmapping on such small and lowpoly objects is a no.

Anyway i redid the turret completely since i didnt like it that much so i got a more simple design which in my eyes works well enough
im creating the GTS base right now.



#10

started texturing the turret heres what i came up with thusfar
not sure if i really like it
crits are welcome
128x128 map btw


#11

Slight update on the models/textures

im having problems getting alpha maps to work in maya can anyone help me out?



#12

Finished another structure he GTS Barracks


#13

looking interesting, those square tiles are looking alot too big at the mo.


#14

Thats correct i forgot to mention i will look after that.
Right now im texturing the Barracks on 128x128


#15

Good work so far. But I think you could save alot of polygons on those barracks. I guess the staircase could just be textured, and that little roof could probably be just a polyplane.

Did you get the transparency to work in Maya?

Keep it up!


#16

i could make the stairs a slope and save a few
but the polycount was for bith barrack structures so thats alright imho
and yes i got the transparancy to work i saved it as a 16bit TGA and it doesnt save alpha channels unless you use 32 bit ones
so thats fixed;)


#17

tga are gonna kill your texture size limit. fyi.
you can use 2 texture sheets, and make them whatever format you want. 1 for diffuse, 1 for alpha.


#18

TGA? hmm not noticed anything
most textures are under 10kb per texture i dont see how i will kill my 2mb limit?


#19

tga is a large file size format. And i just wanted to point out that you don’t have to use that just to get an alpah working, there are work arounds. Thats fine though, with sheet sizes that small, tga might optimize just fine.


#20

surely gif would be good.