Sunday 22 February 2015

Height issues and texturing

Over the last few days in have been working on some of the existing issues within the level so far, I have fixed the heighting issues with all the doors and windows within the level, these being at the players shoulder level giving the player the ability to look over the wall through the window but just barely and not having the ability to shoot through them. I then moved on to the tiling issues with the assets, the assets didn't seem to be fitting together perfectly and had slight seems running between them with light shining through from the exterior so I had to go about fixing this issue before I carried on creatingbthe level. With the assets being created to scale with each other and created to fit perfectly and fitting seamlessly inside 3DS Max I turned my attention to the drag grid and noticed that with the grid on there was a slight gap between the assets that was barely noticeable even when fully zoomed in so after simply turning off the grid the problem was quickly solved.

Next came creating the rest of the assets for the exterior of the guard room, I had already created the wall and it was just a quick case of creating the other prices to fill in the corridor's, so I quickly created the floor, roof and the opposite wall price and the corridor section was created.
The guard room side of the wall

The opposite side of the corridor



A render from the inside off the corridor




















Upon this being completed and set up I have decided to move onto texturing the rest of these assets before moving any further with the asset creation. All the assets seen in the images above have been UV mapped and are currently being textured like the doorway seen at the back of the image above and in the images below both in 3DS Max and inside of UDK inside of the level.
Close up of the asset inside Max

Door way placed inside of the level


































The last of the corner assets have also been textured and the textures have been imported into the level editor and placed onto the assets. Over the next few days I will be finishing the rest of the textures and creating the basic gameplay for the beginning of the level, the gameplay inside of the prison cells so that I can start building the level even though the cells need to be updated.
The corner inside the level without the normal maps

Sunday 8 February 2015

Initial Lighting tests

Throughout the day i have been creating lighting sequences inside of the corridors that i will be using within the level. Having created a great chunk of them and then running into problem when trying to record the level, this causing the editor to crash and the recently saved file to become corrupted leaving me with a previous save from not long into the workload. This leaving only two lighting sequences to be left fully created and ready to record as initial tests. 



This video was made to show what the parts of the level with power cuts will look like obviously they will be made up of more than just lights flashing on and off but for the moment these are just place holders and tests for reference. I will next be looking into having the lights in the walls and floor pieces flash on and off along with the lights, giving the sections true power cuts to vary things up throughout the level.

Cell Block Corridor















Before the file corruption occurred i had also created a lighting sequence in which the player walked into a trigger and lights would come to life down the corridor lighting it up as they came on slowly one by one progressing down the corridor. There was also a sequence that was a revers of this in which the lights would shut down as the player touched the trigger and walked through the corridor having the lights shut down in front of them. The final other sequence i made was that of the alarm lighting in which i had a trigger set up so that once the player had stepped onto this the lights in the section before them would turn from white to red quite quickly before then blinking on and off repeatedly, this to be combined with a warning alarm at a later date. But unfortunately that will have to be remade at a later time due to the file corruption. 

As the next thing i am going to work on is fixing the height issues of the windows now that i have finally come to changing the game type and the windows being to tall for the newer character size. This and finishing creating the corridor section for outside the guard room before i can move onto creating the things for inside it and thus begin the start of the game play for the section.  


Thursday 5 February 2015

The new layout



Earlier this morning i have been working on the restructuring of the cell block and the layout of the prison, restructuring this to fit with the new game play that i have planned for this section scrapping some of the old more theatrical aspects to that of actual game play and player interaction. Although the prison will have various objectives inside of its layout the main idea for this is for the section to be a straight path to freedom and into the next section while allowing the player to get to grip with the controls and the envelop them into the character and story. Below are two images of the new layout for the prison section in both unlit and wire frame to show  the new structure.

Prison section - Isometric with no lighting

Prison Section - Top down






Wednesday 4 February 2015

Returning to the project after a busy period

So after a busy period i have had over the last few months i now have some time to return to the project and focus my attention back onto it. Since i have came back to the project i have focused on setting up the layout of the level and how the prison section will be structured, it has taken me some time to create and texture the assets needed to build up the corridor alone before moving onto the specific rooms that will be accessible throughout the section. This is a task that is still currently being worked on but i have decided to create the layout and plan the game play while i continue to create these assets to speed things up.

Since coming back to the project i have created the corner section for the corridor to finally finish creating the assets to create the standard corridors, the only thing that is left to do is texture the smaller pieces that will be joined to the assets that will make up the corners. There is still a few issues that need to be fixed with the corner wall one of which is a logo of the faction that owns the ship is going to be added into the middle of the standard metal panels.


Corridor Corner - Corridor view















Corridor Corner - Wall side


Corridor - Fully built




As shown above the assets to create the standard corridor have been fully created and this is what most of the corridors throughout the level will look like, i will later be adding variations to the textures and adding assets and decals into them so that they don't become repetitive and boring.


The next section the guard room





















The next thing i am working on at this moment is the guard room this being directly outside of the maximum security wing that the player starts in. So far the maximum security doorway has been created along with doors and all other assets to create the set piece along with the guard rooms outer wall and door way. With this guard room the player wont be able to go inside of it as it will be locked but they will be able to look inside of it so i am cutting down on the detail to save some time creating it.