Centralia Mod

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Centralia Mod

Postby andy4729 on Wed Mar 21, 2012 1:14 am

Been working on this for a while now with my friend. It's only short, currently only 2 maps planned as it's for a University project (due 29th March!). The focus is on the custom content rather than the length of the mod. It's a mod based (lightly) on the real events which occurred at Centralia, Pennsylvania. Have a read here for some background info: http://www.damninteresting.com/the-smol ... centralia/

Progress: ~75%

It's my first mod and there is still lots to do so don't be too harsh :P. The maps shown are 100% but they're getting there.

Intro/aim for the mod:


It's a first-person action-horror-puzzle game.

Our focus is on the artistic side of the game so we aim to leave almost none of Valve’s original textures or models in our game. We'll also be adding lots of custom sounds

Some small changes will be made to the source code of the engine but this will remain largely unchanged due to it’s complexity.


Shortened story:

Jim Fletcher is a local and curious young journalist looking to make a name for himself making an exciting story of the ever-burning Centralia.

He will travel from his local town to Centralia where a coal mine fire has been burning for half a century. The town has been abandoned ever since leaving an eerie shell of a community behind.

What will Jim uncover on his quest to make a good story?


Screenshots:

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Re: Centralia Mod

Postby Fulcrum on Wed Mar 21, 2012 12:47 pm

I like the foliage, it is hard to do those sparce tamarak trees you managed to pull it off really well :)

The rock textures pull down the entire scene, thought I'm not sure how. It could be the low res of the texture or the colour. IT is a shame as the rest looks really really good. I like the small (juniper?) shrubs aswell. Would be be possible to get some advice on making such good foliage?

You could consider importing the rocks into zbrush or sculptris to help texture it and remove those seams.
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Re: Centralia Mod

Postby andy4729 on Wed Mar 21, 2012 2:36 pm

Fulcrum wrote:I like the foliage, it is hard to do those sparce tamarak trees you managed to pull it off really well :)

The rock textures pull down the entire scene, thought I'm not sure how. It could be the low res of the texture or the colour. IT is a shame as the rest looks really really good. I like the small (juniper?) shrubs aswell. Would be be possible to get some advice on making such good foliage?

You could consider importing the rocks into zbrush or sculptris to help texture it and remove those seams.


Thanks for the feedback!

I also thought the rock texture needed a bit of work. To be honest with you, I created that rock model several months ago and I've learnt a whole lot since then. I will admit that I just hit 'Automatic mapping' and didn't bother cleaning the up the UV. I think it'll just be a case of sorting out the UV and then hopefully it'll look much better. I'll post a screen when I get around to doing this.

This project has actually presented me with many things I've never tried before and the trees/foliage was one of those things. They're actually the first ever foliage models I've created! Basically I just created the trunk, created one branch system (big branch with some smaller ones). I then populated this branch system with lots of planes with a texture something like this on them: http://i.istockimg.com/file_thumbview_a ... branch.jpg. It took me a while to get it looking as it does now but I just had to keep populating until it looked enough like a tree without being mega-poly. Once I'd finished on one branch system, I just copied it a few times with rotations and scaling to make it look random. Pretty much the same for the shrubs. I'm not even sure what the shrub is meant to be, I just made something that looked vaguely bushy and went with it lol.
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Re: Centralia Mod

Postby nub on Wed Mar 21, 2012 7:50 pm

That ground plant in the 3rd and 5th screen shot sort of sticks out like a sore thumb. It's so green while the rest of the scene is more...brownish. It almost looks like a tropical plant to be honest.

The ground texture in the 5th screen shot could be much larger. As it stands, it tiles like crazy and makes the scene look strange. The brick textures you use also tile like crazy and really brings the quality of your scene down. You should definitely try and correct this by fitting textures better or using higher resolution textures if the ones you currently use are just too small.

The indoor areas are rather bland, and could use another tier or two of detail. Stuff like random clutter lying around. Decals on concrete walls never hurt. You don't have to make the scene look filthy dirty or anything (though that's honestly the "quick and easy" way of detailing a room). Just anything that fits well with the scene and helps break up the simple shape of the rooms helps

The white steam rising from those rocks is really ugly in my opinion. It's so bright and opaque, thus it sticks out like a sore thumb, plus it just looks plain unrealistic. Is that a cheap env entity effect? You should take up learning how to create particle systems, as they're fantastic for creating atmospheric details such as steam rising off a body of water, and cascading water and whatnot. Otherwise, you could always find someone who's good with the particle editor to help you out with a few effects. I know a few people here are good with the editor; Jangalomph definitely is. You could ask him if he's got some time on his hands to help you out in that department when the time comes.

Overall it could use some visual polish but it's looking pretty nice so far. Don't get discouraged, because even if you scrap your project in the end, you still learned a lot in the process, right? You said so yourself that this project presented you with a lot of unknowns which you had to work with and learn to overcome. That's more valuable than anything in my opinion.
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Re: Centralia Mod

Postby andy4729 on Wed Mar 21, 2012 8:04 pm

nub wrote:That ground plant in the 3rd and 5th screen shot sort of sticks out like a sore thumb. It's so green while the rest of the scene is more...brownish. It almost looks like a tropical plant to be honest.

The ground texture in the 5th screen shot could be much larger. As it stands, it tiles like crazy and makes the scene look strange. The brick textures you use also tile like crazy and really brings the quality of your scene down. You should definitely try and correct this by fitting textures better or using higher resolution textures if the ones you currently use are just too small.

The indoor areas are rather bland, and could use another tier or two of detail. Stuff like random clutter lying around. Decals on concrete walls never hurt. You don't have to make the scene look filthy dirty or anything (though that's honestly the "quick and easy" way of detailing a room). Just anything that fits well with the scene and helps break up the simple shape of the rooms helps

The white steam rising from those rocks is really ugly in my opinion. It's so bright and opaque, thus it sticks out like a sore thumb, plus it just looks plain unrealistic. Is that a cheap env entity effect? You should take up learning how to create particle systems, as they're fantastic for creating atmospheric details such as steam rising off a body of water, and cascading water and whatnot. Otherwise, you could always find someone who's good with the particle editor to help you out with a few effects. I know a few people here are good with the editor; Jangalomph definitely is. You could ask him if he's got some time on his hands to help you out in that department when the time comes.

Overall it could use some visual polish but it's looking pretty nice so far. Don't get discouraged, because even if you scrap your project in the end, you still learned a lot in the process, right? You said so yourself that this project presented you with a lot of unknowns which you had to work with and learn to overcome. That's more valuable than anything in my opinion.


Thanks nub.

You've highlighted some of the issues that I've had myself. I've just found it hard to place my finger on them prior to this so thanks.

The second screen to have the steam/smoke has a reduced alpha which makes it look a bit less gross. I did realise it was too bright with the HDR so reduced it a bit. I just haven't had time to change it and compile it in the background map yet. I might try making it less white.

I did actually try making some grimey decals for the building but for whatever reason, when I applied them to a surface they'd have a gross, blobby white outline. I made sure I had created the alpha layer properly to be sure but eventually I put this to the side. Maybe some further time is required on this.

I shall take everything you've said into account. Thanks again for taking the time to give some feedback.

Like I said, the project is actually due next Thursday so for now I'm going to focus on finishing off the maps in terms of their structure. With whatever time that I have left after that, I will try and address some of these issues.
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Re: Centralia Mod

Postby Stormy on Fri Mar 23, 2012 5:41 am

For your decal .VMT file, use $translucent 1 instead of $alphatest. That should get rid of the white outline.
https://developer.valvesoftware.com/wiki/$translucent

As for the mod itself, nice idea! I work in a mine and I am secretly making a mine mod between the multitude of other projects I have going on. We always hear about Centralia in our fire safety breifs. I heard there was a foam extinguisher in development that is heralded as able to extinguish centralia, but that's probably just miners tall tales.

I'll definitely play your mod since I want to see how you do the underground mining parts. I have some good ideas but I'd like to see what you do. May I suggest more ground support? Mines use a combination of jetcrete (sprayed high-stick concrete with reinforcing fibers) and steel mesh bolted into the roof (they call the roof "the backs" and the walls "the shoulder" in aus hardrock mines) for supporting the ground and although bare rock may be easier, I think ground support would be more visually appealing. Just food for thought, nice work so far, I didn't even pick the trees for not being source trees until Fulcrum noted it, and that's a big compliment ;)
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Re: Centralia Mod

Postby andy4729 on Fri Mar 23, 2012 10:42 am

Thanks a lot Stormy :smt023

Yeah, I wasn't too sure about how true to life the mine really looked. I thought as it was the 60's, I could get away with not having lots of supports and mesh and whatnot. If you have any reference photos though Stormy of what you mean that'd be awesome and I'll do my best to implement what you've said if possible.
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Re: Centralia Mod

Postby Fulcrum on Fri Mar 23, 2012 5:28 pm

Where are you getting your foliage textures from? Specifically the trees (again) :D
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Re: Centralia Mod

Postby andy4729 on Fri Mar 23, 2012 7:15 pm

http://www.cgtextures.com/ is good for textures. http://mayang.com/textures/ too. I even went out and took lots of pictures myself as I have a 8mp camera on my phone which made it easy to take photos if I saw something that might be useful. All the grass sprites are my own photos that I took whilst looking like a weirdo one day.

I actually can't remember where I got the texture for my tree from though. It might even be worth just going out and taking a picture of a pine tree branch or something. Just try and put it on a flat, bright background so you can cut it out easily when you've put it on your PC or whatever.

Sorry if that isn't much help. I honestly can't remember where it was from, it was quite a few months ago.
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Re: Centralia Mod

Postby Stormy on Fri Jun 22, 2012 1:20 am

Did a playthrough of this one
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Re: Centralia Mod

Postby Epifire on Fri Jun 22, 2012 2:52 am

Watched that play through and it looks like it has some good things to offer. Gotta admit though I was laughing pretty hard around 6:55 in the mines, not to mention a lot of that video with your comments.

I really was digging the feel for that mine though. The voice overs and bit of lack in optimizing were my biggest gripes as from what I could see. Not sure what to suggest for the big areas for optimizing since I haven't worked with forest environments myself. Makes me wanna ask where is stoop when you need him. :lol:
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