Oil Rig Reboot

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Re: Oil Rig Reboot

Postby YokaI on Wed May 19, 2010 12:00 pm

Pwnd_Ja wrote:
Or just cordon the bit that is being tested.


That works too, and that's what I used to do. However, I find C+P into a new map file both more efficient because of hammer's rather crap control when it comes to cordon-ing and because you can also do various non permanent changes to the environment because it's, technically, a different file name. (Specifically, to test cube maps or even color corrections on certain models, I'll go color mad. It'd be a shame if that somehow found it's way into one of my compiles.)
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Re: Oil Rig Reboot

Postby AcapulcoGold20 on Thu May 20, 2010 5:28 pm

Thanks for the reply's everyone! I haven't had a ton of time to work on this the past week, but as far as the windows, I'm going to do a model for them and that texture is just a temporary placeholder I was using when designing the building to look more realistic. But I want to do volumetric texture light coming from the windows, like they use in the more polished CS maps like train and such. I suppose you are right that you should plan the lighting ahead of time, but I always envision the room first and keep building it in my head. Like I knew how I wanted the catwalks to go over the pipes for the water desal and I wanted windows with light coming in. You guys think I should use maybe a quadratic/linear light spot for the light coming through the windows, matched to whatever environmental light I end up doing?

Also, before I go blocking the models with block-light brushes to create the shadows, I'm hoping the new CS update allows for models with more pieces for the collision models. If you look at later CS maps where the models got really detailed, the designers had to use block-light brushes as the collision models still have to be stripped down due to the idiotic limit valve put in originall. When I copied over the models I compiled using the newer versions of Source, which allow for unlimited numbers of pieces for the models collision model, they wouldn't load during the map's compile, so I had to recompile them using the older StudioMDL. Of course I could break up the catwalk and pipe models into separate models, but I was willing to wait a bit until the CS update hits that is supposed to implement the newer Source Engine updates.
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Re: Oil Rig Reboot

Postby [JFG]Propaganda on Mon May 24, 2010 5:25 pm

Acapulco, some thoughts for the derrick (mast). I would do the mast out of func detail brushes like that sample I sent you, then I would do the details with models, rotary table, top drive, draw works etc etc. If you need more refernce material let me know, we have a lot of this stuff laying around our yard, I can get you very detailed photos or I can get you solidworks models if you have something to convert them with. Also that info I sent you was a telescopic land rig, these offshore units generally have 1 piece derricks.

Also keep in mind all of these rigs are diesel electric, they run off of huge generators and large industrial electric motors.
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Re: Oil Rig Reboot

Postby AcapulcoGold20 on Mon Jun 14, 2010 8:11 pm

Thanks JFG. I think I can manage with what you sent me and some reference photos I found online. I just finally started working on the mast and such. What I really could use how maybe some diagrams of the area where the pipes are connected and further drilled? This rig has a mast that runs almost the entire height of the thing. Near the bottom is a room where the roughnecks would be working to connect the pipes with the pipes being lowered in through the open roof area. It's hard to explain and it's still too early to post screenshot, but I need some good materials for the tools and equipment that the guys connecting the pipes work with. I know theres hydraulic clamping arms that are used to guide and connect the extension pipes, but I have no good reference materials. And yes I do have a generator room planned out :) Thanks again!
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Re: Oil Rig Reboot

Postby AcapulcoGold20 on Thu Jun 24, 2010 11:47 am

Early renders of the drilling mast:

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Re: Oil Rig Reboot

Postby YokaI on Sun Jun 27, 2010 10:11 am

I think that model should be a darker, blacker looking model.


Though I guess it depends on whether this is an aged oil-rig, or a relatively recently constructed.

Also, I'm not really familiar with oilrig (haven't played in ages) but I don't even remember anything like that even being in the map in terms on interactivity. if this is going to be a 3dskybox piece, you could probably get away with basic brushwork + texturing.

My 2 cents but, otherwise it's good.
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Re: Oil Rig Reboot

Postby [JFG]Propaganda on Sun Jun 27, 2010 1:40 pm

99% of all rigs have a white mast with a red crown. Your structure is correct gold. Also here are some ideas.

Most rigs these days use auto pipe spinners, they look like this.

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These are called slips there prevent the pipe from falling down the hole during a connection.

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This is a top drive, it does the drilling, most rigs use these now rather than rotary table.

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I will dig up more stuff.
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Re: Oil Rig Reboot

Postby AcapulcoGold20 on Mon Jun 28, 2010 8:23 pm

Thanks Propaganda! I've actually been able to dig up quite a bit of reference material, but that will help greatly. Here are some shots as I've been working on the top drive system. Also, that texture is just a temporary place holder, I haven't started on texturing at all, but most of it is UV mapped.

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Re: Oil Rig Reboot

Postby Cysticcraze on Tue Jun 29, 2010 6:13 pm

impressive.
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