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How to create a new intertior


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#21 Milones

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Posted 20 January 2017 - 10:56 AM

Great work guys!

Personally I think these interiors should have a use also, rather than just decoration (atleast some of them anyway).

 

If BEL maps are in C2 then I think makes more sense to make use of more C2 features, rather than just a port of the original. But that's just my opinion anyway.

What use do you mean Robb?
And what C2 features u mean?

Just to know sow i can make sure i account when creating the room :)



#22 SirRH

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Posted 20 January 2017 - 03:40 PM

 

Great work guys!

Personally I think these interiors should have a use also, rather than just decoration (atleast some of them anyway).

 

If BEL maps are in C2 then I think makes more sense to make use of more C2 features, rather than just a port of the original. But that's just my opinion anyway.

What use do you mean Robb?
And what C2 features u mean?

Just to know sow i can make sure i account when creating the room :)

 

Well rather than just have them as a hide place like in C1, why not give a reason to go into interiors so could put an objective or equipment that needs you to go into an interior like in C2? I can a see a mission like BEL 12 for example being improved a lot with interiors for C2. 


Edited by robb, 20 January 2017 - 03:43 PM.


#23 Milones

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Posted 20 January 2017 - 04:51 PM

 

 

Great work guys!

Personally I think these interiors should have a use also, rather than just decoration (atleast some of them anyway).

 

If BEL maps are in C2 then I think makes more sense to make use of more C2 features, rather than just a port of the original. But that's just my opinion anyway.

What use do you mean Robb?
And what C2 features u mean?

Just to know sow i can make sure i account when creating the room :)

 

Well rather than just have them as a hide place like in C1, why not give a reason to go into interiors so could put an objective or equipment that needs you to go into an interior like in C2? I can a see a mission like BEL 12 for example being improved a lot with interiors for C2. 

 

I agree with that approach. If you have ideas, always welcome! :)
The BEL mission will definitly need adjustments after interiors are finished.



#24 Milones

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Posted 20 January 2017 - 07:44 PM

Update on my progress

 

Herbert, your trick with replacing , with . worked and i was able to import the room in 3DSmax.

 

I have created the windowsframes and doorframes, not textured yet.

 

And added a bunkbed.

 

https://postimg.org/image/pk1esdl4z/

What do you guys think? Any specific you want in this room?

 

Greets


Edited by Milones, 20 January 2017 - 07:45 PM.


#25 herbert3000

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Posted 21 January 2017 - 04:52 PM

The rooms needs more bunkbeds, lockers, maybe a table and a stove :D

 

By the way, Rex released a new version of the CommDevToolkit, which creates correct OBJ files on all systems:

https://sourceforge.net/projects/cmdt/



#26 Milones

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Posted 21 January 2017 - 06:37 PM

I know, creating all bunkbeds and lockers now, Stove and table is later :D

 

Thanks for the new version! Comes in usefull!



#27 Milones

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Posted 22 January 2017 - 10:10 PM

How is this?

 

http://postimg.org/image/6iuojdiqr/

http://postimg.org/image/3uxbm8jf5/

 

Any ideas for the first room. Only a table and some chairs seems so empty no?

 

http://postimg.org/image/rey0exdub/

 

Greets


Edited by Milones, 22 January 2017 - 10:46 PM.


#28 Milones

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Posted 23 January 2017 - 02:08 PM

Added a Wardrobe at the entrance of the room.
 

I think it is finished now, apart from lights and shadows.

 

http://postimg.org/image/56ib51q0j/

 

Herbert or anyone, could you assist in how to view this in game?

You said i needed to make a sector file, which is a basic version of the room? How to do this?

 

Looking forward to your opinions btw!

 

Greets


Edited by Milones, 23 January 2017 - 02:36 PM.


#29 Milones

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Posted 23 January 2017 - 05:53 PM

Do you create underwater in the same way? If yes then i think i might be on a good way in creating the underwater for BEL01

 

Check this out:

 

http://postimg.org/image/z2gql1qof/

 

Greets



#30 herbert3000

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Posted 23 January 2017 - 07:08 PM

Your room looks great!

The sector file is the navigation mesh of a room (or map). Basically it tells the game where a soldier can walk and where not. And also whether a soldier can view through the sector or not. A table or a chair are usually areas that can't be walked through but they don't really block the view.

On the screenshots you can see an example of a MBI and SEC file:

screenshot.png

sreenshot2.png

I would start with a 2D mesh (I think triangles are the best choice because then you don't have to worry about creating convex polygons, since all triangles are already convex polys by definition).

And then extrude walls and other high solid objects. Don't include outside walls in the SEC.

The actual attributes for the sectors can then be set in SECEditor.exe (which is also part of the CommDevToolkit).

 

And yes, I think underwater areas can be created the same way.

 



#31 Salvadorc17

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Posted 23 January 2017 - 08:20 PM

That is the final interior?? why not used graphics from c2, it does not fit with game graphics style..



#32 Milones

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Posted 23 January 2017 - 10:24 PM

That is the final interior?? why not used graphics from c2, it does not fit with game graphics style..

Since i'm new to creating 3D. This is pretty much what i'm able to do at the moment.. What graphics u mean? Always open to suggestions and ideas :)



#33 Jeroen

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Posted 24 January 2017 - 10:19 PM


http://postimg.org/image/56ib51q0j/

 

Looking forward to your opinions btw!

 

Greets

 

My opinion is that you are doing fucking great! I love that interior.



#34 SirRH

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Posted 25 January 2017 - 11:36 AM

Looks good, but I think should change the wall texture to a dark wooden one to match the building  :p


Edited by robb, 25 January 2017 - 11:38 AM.


#35 Milones

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Posted 25 January 2017 - 12:02 PM

Looks good, but I think should change the wall texture to a dark wooden one to match the building  :p

I'll see what i can do. Do you have an example? :)



#36 SirRH

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Posted 25 January 2017 - 12:32 PM

 

Looks good, but I think should change the wall texture to a dark wooden one to match the building  :p

I'll see what i can do. Do you have an example? :)

 

Maybe something like this (from outside building in White Death)

 

c86370501eb69155ea0cc00ef293012d.png



#37 Milones

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Posted 25 January 2017 - 02:16 PM

Your room looks great!

The sector file is the navigation mesh of a room (or map). Basically it tells the game where a soldier can walk and where not. And also whether a soldier can view through the sector or not. A table or a chair are usually areas that can't be walked through but they don't really block the view.

On the screenshots you can see an example of a MBI and SEC file:

attachicon.gifscreenshot.png

attachicon.gifsreenshot2.png

I would start with a 2D mesh (I think triangles are the best choice because then you don't have to worry about creating convex polygons, since all triangles are already convex polys by definition).

And then extrude walls and other high solid objects. Don't include outside walls in the SEC.

The actual attributes for the sectors can then be set in SECEditor.exe (which is also part of the CommDevToolkit).

 

And yes, I think underwater areas can be created the same way.

I think i did it! :) How to export it to SEC?



#38 Milones

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Posted 25 January 2017 - 02:45 PM

 

 

Looks good, but I think should change the wall texture to a dark wooden one to match the building  :p

I'll see what i can do. Do you have an example? :)

 

Maybe something like this (from outside building in White Death)

 

c86370501eb69155ea0cc00ef293012d.png

 

Something more like this colour of wood?

http://postimg.org/image/cvrnb92ct/

 

Will try to find a way to get some plank in a different direction to match the outer buidling.

EDIT:

 

Found a way to do it. Now inside is more like outside building, see screenshot

http://postimg.org/image/scjyauos1/


Edited by Milones, 25 January 2017 - 02:53 PM.


#39 Milones

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Posted 25 January 2017 - 03:24 PM

Could also introduce a Norwegian flag in the room, since the mission is in Norway.

 

But maybe it's too much xD 

 

http://postimg.org/image/ag960grg1/


Edited by Milones, 25 January 2017 - 03:38 PM.


#40 herbert3000

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Posted 25 January 2017 - 09:29 PM

I think i did it! :) How to export it to SEC?

Export the model as obj, I used these settings:

sec_export.png

Follow this naming convention: <NAME>.sec.files\<NAME>.obj

Drag the folder onto ImageConverter.exe to generate a SEC file.

 

Use SECEditor.exe to change the attributes of the sectors.

 

Here are some important flags:

0000000005000000 = default terrain

0000000016000100 = walls
0000000014000000 = cannot walk but can see through (e.g. chairs)
0000000016000000 = cannot walk and cannot see through (e.g. tall lockers)

Important Minor Terrain Types:
ASFALTO       = asphalt (default)
AZULEJOS    = tiles
MADERA       = wood
METAL           = metal
 






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