Friday, May 25, 2007

mr examiner. don't forget this!!!!!!

argh. wish i included this in the work i submitted ALREADY! :(

Fin

Thursday, May 24, 2007

im so sorry

http://partyrichter.ytmnd.com/

Wednesday, May 23, 2007

End Of The Road

Daljit
qsh_fireplace - Flip Normals.


The whiteboards work, although I question your decision to make them clean...


Tom
Walkways have EPIC selection boxes for their size... they're in the engine, and they're textured, but it would require the patience of god himself to get them all in and aligned properly, and if there's one thing we should all have learnt from this project, it is that I don't have that.



I've stripped out your pink ones and replaced them with the ones from HL2 we had in there before. Sorry. :o(


Some people more than others

Your models might not be in the game simply because they don't go anywhere... it's great to flex your artistic muscles and make something nice, but when there's nowhere in the map that it fits, there's not much I can do...
Without wanting to single out a single model or person, a great example is the saucepan... we don't have a kitchen anywhere... what am I supposed to do with it ?


As I'm traveling in on Thursday I'll have to do this video thing today if it's happening at all, so the fireplace will probably be missing... but no matter, because for the video to look half way good I won't be able to focus on any area for very long anyway, so nobody will notice.

Tuesday, May 22, 2007

Since Blackboard decided not to work..

qsh_shortwalkway SMD:

http://www.mediafire.com/?1yym0yfd1sz

qsh_shortwalkwaytexture VMT:

http://www.mediafire.com/?4h1ewamfmt2

qsh_shortwalkwaytexture VTF:

http://www.mediafire.com/?22lyxzcdvnm

Hope this works I've redone the whole texture and it looks cool I think well It works anyway.

I couldn't of done it without you guys!








oops.

Saturday, May 19, 2007

Problems Again

Following Morning Edit : Anything fixed has been deleted

Asim :

I compiled your version of the map... I had to get rid of the space in the filename, so it's just qsh_queens_lasim now.

The majority of the lights you added to the map don't do anything. Most of the ones that do are lights that were previously in the map that you deleted and replaced.
The crazy lights-in-the-first-floor-windows illuminate our empty stairs area. The lights in Jake's lobby look nice until you look at the lobby from outside and see the model flashing due to lighting errors.

Also your version of the map didn't include the "concept-art-matching" red and orange lights in the prison scene, which is odd as you mentioned your work on them during your presentation. I CANNOT IMAGINE WHAT MUST HAVE HAPPENED THERE.

Comparison Pictures :













Tom

Where the christ is your frickin' walkway.

Saturday, May 12, 2007

One Last Stand!

So we got a week and five days or so left to hand it all in. Yep we've been predicted good or very good grades but we still haven't completed this level. So let's take a moment to review what's left.

-----------------------------------
TEXTURES COMPLETE
-----------------------------------
1. Lecture walls
2. Lecture ground
3. lecture ceiling
4. surgery ground
5. surgery walls
6. surgery ceiling? (if not can you do them attar?)
7. Hallway walls
8. Hallway ground
9. Hallway celing? (just use the ones from the lecture ceiling)
10. Outside Walls (screw the white wall. the white wall can go on the window side probably)
11. Outside Ground (mesh that i made)

------------------------------------
ASSETS TO SORT OUT
------------------------------------
1. Jakes reception - try and see if its possible to raise your reception so the ground can cover my mesh i made outside
2. rubble outside - i will need to create some sort of 'sphere like' mesh and cover it with a mud texture and put in some pieces of the ground mesh i made.
3. windows - can you please put my window frames on the surgery wall and cover it with planks of wood please? the side of the hallway not inside.
4. toms walkway - really need to sort out the texture. or export it right.
5. walkway ground - who doing it?
6. oil cans - ill make some for outside and hallway. the fire inside needs to start from something!
7. printer - i might make one lol if i get alot of spare time.
8. whiteboard - mesh reconstruction and texture will be changed.
9. motorcycle - asim can you get the texture on it. that's a 'special' asset so it needs to be in there asap.
10. gardening tools - i will make some spades, forks, axe's n stuff to scatter around the level. if i get spare time. or if anyone else does, just dont go ott and make a chainsaw. attar -_-
11. fireplace - for the lecture room. joel says we need something in there which is 'aaaah' so i've got a nice one in my front room. might model it.
12. shark - we need a dead shark. NOW!

This should be about it. If theres anything else that needs sorting or replacing. post another topic or comment to this if it's about this post.

good luck lads.

Wednesday, May 09, 2007

Guys...

...you could've done your stuff. :o(

Tuesday, May 08, 2007

Last Minute Compiles

Asim : The majority of your stuff is out of scale... it's rather large. I've put in whatever I could that fit.

Daljit : qsh_tv_01 - No texture on the monitor.

Leaving On A Jet Plane

OK, I'm traveling in today, but my arrival in Leicester will be somewhat late in the day... the whole "I can be there at 12" thing only works if I leave my house about an hour or two ago, which is slightly outside my abilities.

I'll probably be leaving to catch the 11 or 12 train, which puts my arrival in the 4 or 5 area. I don't know when the lab closes, but if it's open until 9 that's super... if anyone is in and has fixed versions of their models / textures but has to leave before I get there, put them in an obvious folder on the K drive and post about it on Blackboard, and I'll try and fish them off and get them working. (As Tom lives just around the corner from Filbert Village, perhaps there could be some conspiring to get his models working)

As it is, I need to spend the remaining time before I leave compiling some remaining models, putting them in the map, and making sure I get everything transferred to my external hard drive.

(Just for the suspicious out there, I have already watched Heroes, that is not why I am leaving late... Proof : ["What's he doing ?" - "He's absorbing your power" TO BE CONTINUED]

I shall see those of you who come in today at...
If I catch the 11.42 train, 4pm.
If I catch the 12.50 train, 5pm.

Monday, May 07, 2007

The Rain Has Gone

The start cell has been jazzed up a bit and given a "way in" with a big hole in the ceiling... the player drops down from here. Hopefully this will be the lead-out from the plane crash intro (which won't be done for Wednesday due to todays heavy jazzing-requirements, but it should be done for the 25th's hand in)...






Attar asked where his boxes were... well, they're in several places, but this is the one I mentioned...





Lecture Room 2 has been decorated with a mixture of Jake and Daljit's models...




The front area now houses Daljit's planks and some of Attars boxes... as it looked very boring in there (and still does)...




Jake's lobby has been crowbarred in, but it's not a pretty fit...




I tried to break up the sharp corners at the end of the prison scene by adding some "pillars" to them... there's also now a light that shorts out as you walk past it.




And here's the area that houses the vending machines in real life... it's a bit dark, but if you squint you might be able to see the tipped over vending machine blocking the door to the street...




That might end up being my lot for today... there's still several bugs to fix and Daljit's given me some TV screens to add to the prison area, but tiredness is beating me about the head with its sleeping stick and I may have to give in...

This week

are we coming in tuesday?? Im preparing the presentation stuff now as best i can my 'max' computer was taken away from me on saturday so im going in for 10 tomorow to finialise everything i humanly can. I think Its possible to do it all but did we need our drawing stuff for wensday too>??????

I Can't See






































I made some changes in the prison area, as it all looked a bit "samey" and uninteresting... sadly I can't make the same sort of changes to the main hallway as it's too big to "jazz up" easily, and your eye is instantly dragged to all the "this model was not exported properly" pink and black that now plagues the map.

I'm now quickly fixing the white texture that surrounds the new windows since I now have the main hallway's wall texture, and exporting out a broken version of them to go where the jet would've come through. After that I'm going to fix some bad collision boxes by making the models non-solid and overlaying some clip brushes and fix various small problems like hovering fire.
I imagine I'm going to have to add some more lighting aswell, since the place is practically pitch black.

There's quite a lot to do, and since I'm going to have to travel in tomorrow to be there for the presentation on Wednesday, not a lot of time to do it... anyone whose model is pink in the above picture only really has today to give me a fixed version (NOT A _FIXED VERSION I DO NOT NEED 20 BROKEN COPIES OF THE SAME MODEL THANKS) if they don't want their contribution to the project to be glowing pink and calling attention to itself.

Saturday, May 05, 2007

Asim

Seriously... what the hell.

I just tried to compile your textures along with some new ones of mine, and they crashed the texture compiler.

Why ?

Because
a/ "Your" bucket texture is 14MB. This is ridiculous.
b/ Several of your textures aren't to the proper sizes.

Your mop texture is 549x553. The bucket texture you swiped from some random webpage and handed to me with the copyright message still attached is 2560x1920.

No, Asim. No.

Texture sizes were one of the first rules I laid down, for gods sake...

I am not dealing with this anymore... you can compile your own textures. Everyone else has managed it.

Compile Results

Sorry it's taken a day or two... I somewhat foolishly believed this would be the final compile, so I waited until I had my window and wall models finished so I could do everything at once. In hindsight I probably should've compiled all your stuff first so you could work on the problems while I did my models.


Yes, we still have problems.


Asim :

You exported your models as .obj's rather than .smd's... you also fixed the previous problem of the textures not following the qsh_ naming convention, but then exported all your models without it. I can't do anything with .obj's, so could you please upload *just* the SMD's with the fixed names ? (If it were just the names that were a problem I probably would have ignored this, but since you're having to export new files anyway...)


Jake :

I checked the scale of your reception and without wanting to sound rude, I'm not entirely convinced you checked it twice as you said... the chair alone was over 120 units tall, which is more than 10 feet. Merging the file with the Max version of the blockworld shows the extreme size difference.



If you want to try again, I'll still compile it as it's a "bug fix" rather than a new model, which was the aim of the deadline I gave.

Also...

qsh_chairdown_model : Crazy selection box. As it's you, ignore it.
qsh_soapdispenc_model : Contains the mesh of qsh_rolldispenc_model aswell as the soap one.


Attar :

I exported my own SMD from your max file of the stairs, but it too failed to compile. If you want to reverse your "screw it" decision from before, you could try separating the two meshes and having the new upper stairs as their own model.

I also looked at your unwrap... for shame, Attar... for shame. :o)


Daljit :

You are my star pupil. I love your work.

Having said that...

qsh_ds_vent_01 : Flipped normals... YOU KNOW WHAT TO DO, SIR.


Tom :

qsh_walkway : No texture. Are you sure it's unwrapped to qsh_walkway ?


All of this downloading of zips and rars and patches of peoples work has resulted in my desktop being a complete mess of files. I think I have compiled everything I was supposed to, but just in case, here is a list of the things that were compiled (not including mine, as I know where all my work is) :
qsh_stairs
qsh_computer
qsh_HD
qsh_instrument_table
qsh_monitor
qsh_monitor01
qsh_prison_desk
qsh_whiteboard01
qsh_chairup_model
qsh_rolldispenc_model
qsh_soapdispenc_model
qsh_vendingmach_model
qsh_vent_model
qsh_chairdown_model
qsh_DS_table_01
qsh_DS_vent_01
qsh_keyboard
qsh_walkway

If I was sent something to compile that's not on this list, tell me and I'll have a look for it.


In other news...

Who was going to do the brick texture for the main area ? I'm sure someone "called" it.
I only noticed that it doesn't actually exist when I tried to leech it for the surround of the new rounded windows . Are we just leaving the plain HL2 texture on there ?

Thursday, May 03, 2007

The Fellowship is Broken


i know theres tensions in the group. ppl getting pissed off. but we gotta keep going and burn our eyes out for a little longer. it will pay off. help eachother much as possible!

15 Hours Remaining



I am yet to see anything from Tom and Asim, or the majority Jake's stuff.

Just for some clarification here, I am not joking. I will actually refuse to compile your work for you... I will respond to any requests using only the word "no".
For an explanation as to why, take a look at the last few posts on this blog and consider that I am still coming across compiling problems with stuff that Attar gave me the first version of over four days ago*. Do not assume that all your stuff will happily slip into the engine with zero problems. Especially you, Asim, as I don't believe you have had a single model go through the compiling process yet.

(I tried to think of a less "harsh" way of wording that, but failed... what I mean is that the more stuff you've had compiled, the more familiar you are with the errors and the less likely you are to make them. For example, Daljit had thrown me loads of stuff over the course of the project and the only problems he had in his final batch were 7 missing letters in some vmt files, and a random "model exports inside-out" error that could have happened to anyone.)



* - Attar, you're going to love the latest problem I have with your work, the stairs throw up an error mid-compile, which is something I've never seen before, and I have no idea what the cause could be... unless the model has an obscene poly count that tops Jake's lobby.
I'll look into why after watching Lost and testing and cataloging all 112 of our models (OH GOD THIS IS GOING TO TAKE ALL DAY), but here's where the compile breaks off, just in case you have some knowledge I don't :

ERROR: short conversion out of range 33240
ERROR: Aborted Processing on 'qsh_stairs.mdl'


Awesome-o.

Also, this blog includes a post by me way back when I first registered the blog name, making this the 100th post since the project started. So ner.


...And it took me about half an hour to get this post sorted, so you now only have 14.5 hours left.

Wednesday, May 02, 2007

100th Post



http://www.mediafire.com/?9zyhnn4gmmh

Look at me!!!

Hee guys since its expensive to get on train before 9 im on my way in now be there for 11!!!

Digby The Biggest Dog In The World

OK, I was joking before when I said scale might be a problem, as I assumed I'd uploaded enough scale files to stop it ever happening again.




NOT SO.


Also, due to the models folder being a virtual minefield of peoples broken work just waiting for the chance to crash Hammer, I think I am going to have to spend time cataloging what we have, who it's done by, whether it works or not, and what about it needs to be fixed.
Browsing the model viewer in Hammer was like playing Russian Roulette tonight, and it's really hard to map when there's a 50/50 chance the next model you try and open will result in crashing.



The models of Daljit's I got in before losing the will to continue seemed to be OK... but as the above pictures show, Jake's lobby is too big, as is Attar's filing cabinet. From memory, the surgery IV also appeared to be broken. There are lots more things that need attention, and providing I don't lapse into a coma today (I probably will... I was up at 5.30 yesterday morning, and have only had 2 hours of sleep yesterday afternoon since) I hope to get a lovely, boring spreadsheet sorted.



At the risk of angering Attar by continually using him as an example... the stairs really need something done to them.



As you can see, they go up, but they don't go across. As the stairs are pretty high poly, I can't mimic them using Hammer brushes. It'll have to be added to the model.
Sorry. :o(

Tuesday, May 01, 2007

Compiling Report II : This Time It's Personal

qsh_airducts
qsh_electricbox_fixed
qsh_metalbox
qsh_metalbox_med
qsh_metalbox_small
qsh_railings
qsh_woodenbox
qsh_woodenbox_small

Have the whole "large selection box" thing going on... usually caused by deleting a "scene" the model shared a max file with, and then exporting without resetting xforms and pivots and whatnot.
I'm not sure which of the following fixes it, as I tend to do all 3 before exporting... Daljit also did these to his models and they were all fine :
- Move to 0,0,0 in the scene
- Reset XForm
- Reset Pivot

---

qsh_airducts
qsh_electricbox_fixed
qsh_metalbox
qsh_metalbox_med
qsh_metalbox_small

Textures are not found. Either an error in the vmt, a non-uploaded texture or it has been unwrapped to the wrong file.
If it is QUICK AND SIMPLE I might get involved in the fixing of this problem, but lies will result in me never helping again.

---

qsh_pipes
qsh_surgery_cabinet
qsh_woodenbox_long
qsh_stairs_fixed*

THESE MODELS WORK. DO NOT TOUCH THEM OR THEIR TEXTURES EVER AGAIN.

---

qsh_woodenbox_med

Error Loading Model

---

Misc thoughts and comments :

Now that I can see the model, I notice qsh_railings is only a short distance long and has rounded off edges on either side... if there is time once everything else is finished, it would probably bump up the models usefulness if the rounded edges could be taken off and it could be made "tileable".

* - The texture on qsh_stairs_fixed seems to just be a single colour... I was going to list this under the texture errors before realising it'd be pinked if there was no texture... is the texture for the stairs just a plain light green ?


Also I would like to publicly voice my concern about the front area of the building. Just to quickly list what will be there...
Jake's Lobby : 15,000 polys
Attar's Stairs x2 : 7,500 polys each
Attar's Railings : 3,500 polys each

Also being rendered will be Daljit's walkways at 4,200 polys (Daljit, if you've got some spare time the walkways have the crazy selection box problem... they're already in the map with the box compensated for though, so it's not important), Tom's railings (don't know the poly count yet), various outside doors and windows and probably most of the main hallway, since there are no visibility blockers.
Thinking about it, the lack of vis blockers will probably result in the front area being rendered regardless of your location in the level. This area may slaughter any chances of the game running smoothly on the non-supermachines.


Jake : despite the huge poly count, all your textures and the SMD compiled fine.



But don't rest easy yet, though guys... I've spent all day compiling, checking and fixing models, but they've not gone into Hammer yet. They could all be totally out of scale.

Wouldn't that be funny ?



(Also I won't be in tomorrow... the cost is too great and I believe the "reward" will be too small.)

converting to vmt from your .tga's


the way i do it. find it very easy.

set a shortcut of vtftool.exe to your desktop then make a folder called ''zzz''' on the desktop with two folders inside called vertix and lightmapped. then put model textures inside vertix and simple textures for planes(blockworld) in lightmapped and follow the screenshot.

hope it helps.

15523 polys


STATIC DALJIT MEDIAFIRE BLOG

will always post on comments media fire links. everyone create one each for there work. saves blog space and scrolling down time!

http://www.mediafire.com/?emvmziimgj4

these are the lecture room walls. if they aren't right. i can send the .tga's over. let me know.

note: they must appear one after another. they aren't tiled to go 1,2,2,1,1. must go 1,2,1,2 etc.

Compiling Report

I have compiled Attar and Daljits models, and here are the reports from the model viewer.

Things that need attention :

Daljit :

qsh_barrel01
qsh_chair
qsh_chair_broken

Normals are flipped, export another SMD and check the "flip normals" box.
DO NOT CHANGE THE FILE NAMES. WE DO NOT NEED FILES NAMED QSH_ITEMNAME_01_FIXED_02_FINAL AND KEEPING THE SAME NAMES MAKES LIFE MUCH EASIER FOR ME AS A COMPILER.
The models and their textures are fine, they just got flipped during the export for some reason. It is a mystery.



qsh_dooroutside_02_01
qsh_dooroutside_02_02
qsh_windows_ds_01
qsh_woodplank_01
qsh_woodplank_02
qsh_woodplank_03

Textures are not found. Either an error in the vmt, a non-uploaded texture or it has been unwrapped to the wrong file. After the other day I am reluctant to get involved in the fixing of this sort of problem.



Attar :

qsh_electricbox_fixed
qsh_metalbox_med
qsh_metalbox_small
qsh_pipe_brown
qsh_pipe_green
qsh_pipe_orange
qsh_airducts
qsh_metalbox
qsh_railings
qsh_woodenbox
qsh_woodenbox_med
qsh_woodenbox_small

Will not open in the model viewer. I believe we spent hours on Sunday night discussing why and came to the conclusion it's probably due to them being made in Max9.
I don't know what to suggest. I take no responsibility for models made in Max9.



qsh_pipes
qsh_stairs_fixed
qsh_surgery_cabinet
qsh_surgery_bed

Texture not found... Sunday night resulted in you eventually discovering you had unwrapped qsh_pipes to the wrong file. A fixed SMD with the same filename should sort it. (unwrapped to the green texture) Look to Daljit's suggestions for what to do about the others.



Right, that was an exciting 3 hours of compiling and testing... I need to go and watch Heroes.



Oh, and also...
63.5 Hours


Edit : Updated post-Heroes after remembering your rar file included a new version of the surgery bed. I don't know what you changed, but the texture now no longer works. Also Heroes was fantastic


Edit 2 : All Daljit's stuff is now fixed. I also copied the old surgery bed across from my back up, since Attar said no changes had been made to it. It works, so I think we should leave it alone unless something major needs to be changed.

59.5 Hours