Just a quick update with a link to one of the pieces of music I made for this project. Hopefully with more to come.
http://toddc.tumblr.com/post/100332797/a-piece-i-made-for-our-videogame-yaaaay
Sunday, 26 April 2009
Monday, 20 April 2009
Update #8 - Misc stuff and future work
Ok, i'm pretty sure this wraps up a lot of what i've been working on, aside from a few key things. First, after a lot of trial and error I managed to get animations into Torque which is a major step in the scheme of things. Admittedly actually getting the animations into engine required deleting part of the model so she's no longer got any hair, but as she's being remade anyway for animations sake everything should be fine. But aside from that, with the help of Yucel we managed to get animations to bind to keypresses within Torque, allowing us to have buttons that do whatever we want. So now, when you press "1" Dwynwen waves, as an example.
Aside from that, i've also been making some music for the project. The first thing I finished is currently looping within the game but hopefully i'll be able to create some more files for use when the player is in danger, and sneaking, and so on.
And finally, i've been remaking the amphitheatre that Lewis made, as his model was amazing but a bit too detailed and hard to texture for our project. This new one is finished now but unfortunatly isn't fully textured yet, but it's only a matter of time as there's only a small part left to do. It even has flags now, and I looked up the name of the legion stationed within Caerleon, and found out their banner. As they used the Capricorn as their symbol, I used the zodiac symbol on the flags to make it fit with the less-detailed and more-stylish design of the game.
Aside from that, i've also been making some music for the project. The first thing I finished is currently looping within the game but hopefully i'll be able to create some more files for use when the player is in danger, and sneaking, and so on.
And finally, i've been remaking the amphitheatre that Lewis made, as his model was amazing but a bit too detailed and hard to texture for our project. This new one is finished now but unfortunatly isn't fully textured yet, but it's only a matter of time as there's only a small part left to do. It even has flags now, and I looked up the name of the legion stationed within Caerleon, and found out their banner. As they used the Capricorn as their symbol, I used the zodiac symbol on the flags to make it fit with the less-detailed and more-stylish design of the game.
Update #7 - Additional models
The other models we decided to feature within the game are those of the roman guards and a basic horse model. We were going to have the gladiator as a character but instead decided to show him only in animated stills, as this way it would be less work and we could make it more dramatic. I made an incredibly basic guard model for use as a place holder and gave him a quick texture, making him look like this -

He's meant to be being remade but this model works within engine if anything messes up as far as re-making him goes. The horse was made by Leah and textured by Aliks, and then myself, Leah and Aliks edited the base texture and created a new one to fit more with the theme of the game.

The reason for having the horses within the game is that as an optional mission it's possible to release them and allow them to escape from the stables, causing confusion and making some guards who would otherwise be difficult to evade easier to navigate around. I'm not sure if this will make it into the finished game or not but the horses will be there regardless.
He's meant to be being remade but this model works within engine if anything messes up as far as re-making him goes. The horse was made by Leah and textured by Aliks, and then myself, Leah and Aliks edited the base texture and created a new one to fit more with the theme of the game.
The reason for having the horses within the game is that as an optional mission it's possible to release them and allow them to escape from the stables, causing confusion and making some guards who would otherwise be difficult to evade easier to navigate around. I'm not sure if this will make it into the finished game or not but the horses will be there regardless.
Update #6 - Textures
Having never done texturing before this project I was quite worried about starting, but once I got into it I really enjoyed it. After doing the stuff for the map and texturing Dwynwen I moved onto texturing the objects and doing some basic images of trees for use in the terrain. These were just flat, 2D images which in my opinion really add to the enviroment.
Update #5 - Some research at St. Fagans
Myself, Aliks and Leah took a day trip to do some research into ancient welsh villages. And as every welshman knows, the only place to go if you want to look at welsh history is St. Fagans.
We took a lot of photos to use as reference for models and textures, and i'll include a few here just so that it's documented.





There's a ton of images and all of them are awesome. And i'll leave you with this one - Even though we had the final design for Dwynwen down ages beforehand and had already decided she'd be in poses like this throughout the game, it seems that St. Fagans did it first :(
We took a lot of photos to use as reference for models and textures, and i'll include a few here just so that it's documented.
There's a ton of images and all of them are awesome. And i'll leave you with this one - Even though we had the final design for Dwynwen down ages beforehand and had already decided she'd be in poses like this throughout the game, it seems that St. Fagans did it first :(
Update #4 - Some modelling...
I suppose due to the lack in here about physical models within maya or torque, it's probably needed so here goes.
Josh created a model of Dwynwen, which myself and Leah then edited. We ended up with something that looked like this -

As you can see, it looks similar to the concepts that Leah did, one of which i'll include here for cross referencing.

After this I spent a lot of time working out how to get the model into engine. I got lucky and eventually ended up with it working fine, as shown here -

As you can see, she's untextured but is in game. At the time it was a huge thing as importing from Maya to Torque is pretty irritating at times.
After this success, I went on to texturing her. After redoing it a few times I eventually ended up with something we were all happy with, in this -

It's a pretty rough texture as i've noticed now I look back on it but it fits with the concepts and the style of the game. And after this, I managed to get her into game and textured too which was a real bonus. Unfortunatly I cannot find an image of this at the moment but there will be one featured shortly on the blog.
Josh created a model of Dwynwen, which myself and Leah then edited. We ended up with something that looked like this -
As you can see, it looks similar to the concepts that Leah did, one of which i'll include here for cross referencing.

After this I spent a lot of time working out how to get the model into engine. I got lucky and eventually ended up with it working fine, as shown here -
As you can see, she's untextured but is in game. At the time it was a huge thing as importing from Maya to Torque is pretty irritating at times.
After this success, I went on to texturing her. After redoing it a few times I eventually ended up with something we were all happy with, in this -
It's a pretty rough texture as i've noticed now I look back on it but it fits with the concepts and the style of the game. And after this, I managed to get her into game and textured too which was a real bonus. Unfortunatly I cannot find an image of this at the moment but there will be one featured shortly on the blog.
Update #3 - The terrain
Onto the terrain itself. As mentioned previously Yucel created the heightmap following the data provided by my map, and here's a few shots of it -


Looks nice hey? It's got a really basic snow texture applied to it which I created, along with a skybox I made too, based off a default torque skybox. And speaking of textures, here's some more I did.

This is just for use as a basic snow covered road or something similar to that.

This is used for the fortress floor and perhaps some areas within the town too.

And finally this is the river, which when in motion gives the impression of a freezing, icy death awaiting you if you slip in.
Looks nice hey? It's got a really basic snow texture applied to it which I created, along with a skybox I made too, based off a default torque skybox. And speaking of textures, here's some more I did.
This is just for use as a basic snow covered road or something similar to that.
This is used for the fortress floor and perhaps some areas within the town too.
And finally this is the river, which when in motion gives the impression of a freezing, icy death awaiting you if you slip in.
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