City-test in Torque 3D unofficial build

Discussion in 'Community Mods - Archived' started by Brother_Dave, Mar 4, 2013.

  1. Brother_Dave

    Brother_Dave
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    This is mostly for myself but if i get somewhere with this and itll be worthy/able to be released in the future then i will.
    Im testing to create a City in T3D, since I started it acoupe of days ago Ive learned a better way to create buildings but im still trying to learn some sort of standard way of creating a whole city, a sort of system for my own creations :p Im sitting with this in the spare time i have got in evenings and weekends but right now i've got tons of work to do with the bodykit on my real-life car leaving me with little time on my hands:)

    Dont mind the mirrored gas station sign, WIP :rolleyes:
     

    Attached Files:

    • Citytest T3D.jpg
    #1 Brother_Dave, Mar 4, 2013
    Last edited by a moderator: Jun 11, 2016
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  2. Hati

    Hati
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    That's a very decent looking street. As visuals go, I like it.
     
  3. Brother_Dave

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    Thanks :)

    I havent put down much time yet in detailing the streets to get a living-city-feel to it, still got alot to learn, but as they say, Its all in the details :p
     
  4. MindEraser

    MindEraser
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    Looking great! I like it.
     
  5. Mythbuster

    Mythbuster
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    Seems like you're doing a really good job! :D I really like the gritty feel, though don't make it too gritty like they used to do in nearly all games a few years ago. Great work so far! :)

    Only real "flaw" I can see is that the texture underneath the gas station is a bit repeating... But that's really it I think, so great work :)
     
  6. luke198

    luke198
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    Looks great! I cannot wait to drive off of a multi-level parking garage.;)
     
  7. Brother_Dave

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    Thanks for your input and comments!
    Have to create that garage first then ;) I havent yet looked anything at all in terms of collisionmeshes, just that it can have different setups, need to dig a bit deeper if im about to create something like that i guess..
    About those gritty games; gotta love when they burned the feeling into games via textures when we now can add it via HDR :p Dont worry, just added a low quality SSAO to it, making it look a bit dirty around the edges, without it the thing looks like this (most textures not final, trees default T3D, some glitches here and there etc. etc.) :)
     

    Attached Files:

    • Citytest normal.JPG
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  8. iheartmods

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    dude, it's looking HAWWWT:cool:
     
  9. VeyronEB

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    Nice work I like all the normal maps on the road and the buildings keep it up.

    BeamNG is going to be amazing :cool:
     
  10. Nadeox1

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    Looking nice, loving the texture. It feels like it's missing something at the bottom of the buildings, maybe some AO (I don't if Torque3D has AO). I guess you tiled the textures right?
     
  11. MindEraser

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    That looks gorgeous. I adore the normals in the road.

    I'm assuming that's a detail map with detail normals too? How did you do that? I've tried to add detail normals to things in the past, both using the material editing UI and manually with the material file itself, and it didn't show up. Showed up selected in the UI, but no difference at all to the model.
     
  12. T.D.S guy

    T.D.S guy
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    Ive been collaborating with Brother_Dave and the BeamNG developers. i though id release a picture of some of the all-new first-person features being implemented in to this game and the WIP city map. be aware, its still in a very early testing phase, but tons of fun nonetheless:D
     

    Attached Files:

    • LatestBeamNgupdate.jpg
  13. Brother_Dave

    Brother_Dave
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    For road im using the Decal Road feature, with diffuse, normals and spec maps, no detail map required like in the terrain, though i use a concrete terrain material as a base so where theres glitches in the materials/shapes such as between concrete slabs and the roads there wont be grass/dirt showing through but a plain concrete material.

    I have a hard time getting the huge bugs not eating up all the buildings, so far i've lost about 10 or 15 gas stations to these things, but im working on it.

    About the AO, i guess you mean Ambient Occlusion? To those who dont know what that is its adding darkness or shadows where shapes ingame gets closer to eachother, or more dense to add a bit of realism, imagine a dense forrest, it seems as it gets darker and darker the further away you look.
    In the first screen i use light, low quality AO, in the second i dont just to show the difference between HDR-features :)
     
  14. ThingThing62

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    Hey dude, seriously nice job, I cant wait to try it out!

    It's awesome that people like you are already starting the community developed side of the game.
     
  15. Dennis-W

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    I think it kinda looks like a 90's game.
    It needs more mesh detail rather then textured boxes as buildings.
     
  16. Brother_Dave

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    But boxes are so easy to create!? :p Its about all i have time for, creating a city on my own is a huge tasl and im rethinking what the level should contain ;)
     
  17. Brother_Dave

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    Heres another test round with different aspects of making a terrain, really demands alot less time to create something do'able, bad thing that Torque only allows a single diffuse map though, hard to fit it all in one texture, the alternative is to create everything individually and then placing it, individually again, in-game :p Still just test textures, need to detail up the hangar "bla bla f*ckin bla" (CRANK-movie reference :cool:).

    Here we go with ALOT of HDR, SSAO, Light rays, Color shift, etc ;)
     

    Attached Files:

    • Test3.jpg
  18. Cobra909

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    Wow that looks great, Especially with the suns rays shining through the cactus!
     
  19. MindEraser

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    Man that looks great. I particularly love the light rays off of the cactus. I really need to figure out how to do that.
     
  20. Brother_Dave

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    Nothing like boosting a pic by using HDR ;) When i get the terrain-creation all sorted out ill replace the low-poly models with higher quality ones. Dare I add that when i PS'd the textures i had forgotten that i used a color shift filter in Torque, turning that off gave me a color-chock :rolleyes:
     
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