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Voting closed: 30 August 2011, 13:46:22

Author Topic: Dooley  (Read 8855 times)

Offline Dooley

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Re: Dooley
« Reply #125 on: 30 August 2011, 00:16:40 »
Just want folks to know I'm still working on sketching out the remaining floors.
The scanner is disagreeing with my pc again even though I'm trying to use the 'canoscan toolbox' which allegedly fixed my issue last time.  This time however...

Gluttony and Greed are well and good.  Greed is an opulent and gilded set of marble walls and columns.

Anger is more jaggy where the other floors have been curvacious and Heresy I'm having trouble with.

Anybody have any ideas regarding how to convey Heresy?
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Offline Sean

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Re: Dooley
« Reply #126 on: 30 August 2011, 00:20:51 »
for Heresy, I'd make the items in the room seem upside down as the general definition means going against the establishment.
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Offline Sean

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Re: Dooley
« Reply #127 on: 30 August 2011, 00:21:15 »
Could always make some Rage Against the Machine references too ;)
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Offline Curtis888

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Re: Dooley
« Reply #128 on: 30 August 2011, 00:33:56 »
Sixth Circle (Heresy)
 
In the sixth circle, Heretics, such as Epicurians (who say "the soul dies with the body"[23]) are trapped in flaming tombs. Dante holds discourse with a pair of Epicurian Florentines in one of the tombs: Farinata degli Uberti, a Ghibelline (posthumously condemned for heresy in 1283); and Cavalcante de' Cavalcanti, a Guelph, who was the father of Dante's friend and fellow poet Guido Cavalcanti. The political affiliation of these two men allows for a further discussion of Florentine politics (Canto X). Also seen here are Epicurus, Emperor Frederick II, and Pope Anastasius II.
 
In response to a question from Dante about the "prophecy" he has received, Farinata explains that what the souls in Hell know of life on earth comes from seeing the future, not from any observation of the present. Consequently, when "the portal of the future has been shut,"[24] it will no longer be possible for them to know anything.
 
Pausing for a moment before the steep descent to the foul-smelling seventh circle, Virgil explains the geography and rationale of Lower Hell, in which violent and malicious sins are punished. In this explanation, he refers to the Nicomachean Ethics and the Physics of Aristotle (Canto XI). In particular, he asserts that there are only two legitimate sources of wealth: natural resources ("nature") and human activity ("art"). Usury, to be punished in the next circle, is therefore an offence against both:[25]
 

"From these two, art and nature, it is fitting,
 if you recall how Genesis begins,
 for men to make their way, to gain their living;
 and since the usurer prefers another
 pathway, he scorns both nature in herself
 and art her follower; his hope is elsewhere."[26]

<http://en.wikipedia.org/wiki/Dante%27s_Inferno>
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Offline Dooley

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Re: Dooley
« Reply #129 on: 30 August 2011, 01:10:36 »
Good idea, Sean!  The upside down thing is a great metaphor.
Thanks for the excerpt Curt, I was reading that entry earlier.  From it I've gleaned that this floor will have flaming coffins (tombs) suspended from the walls.  Maybe by tentacles, maybe by claws, but they'll be flaming digitally and have stairs leading in for potential cage dancers.

http://upload.wikimedia.org/wikipedia/commons/e/e2/Michelino_DanteAndHisPoem.jpg

Having recently played Deus Ex HR (twice through!) I can honestly say we'll be using some of the ideas used on The Hive.  I especially love the led wall boards and shaped decorum.
Wicked slick.
The overall atmosphere will be a lot thicker though, something more akin to Afterlife from Mass Effect 2.

Regarding musical talent, does anybody have any particular references they would like to include?
Musical artists from the SNES or Genesis SR games, or from novels, or even *gasp* from the sourcebooks?

The reason I ask is because outside the nightclub we'll need posters, and AR overlays describing the talent for that night.  Every nightclub features something (peeler bars have their wet tshirt nights, pubs have their three dollar high balls, night clubs feature talent or free cover for women, etc).

I'm eager to get some discussion of this rolling as well given that this is all pertinent material we'll need to produce, and it's much easier to conceive and create the iconography if we've discussed who is playing, for what floor (an artist spinning Heresy tracks will have a very different poster than the one featured for Lust, or Gluttony).

One other tidbit to remember:  We will never see the DJ.  I recently went to a nightclub and frankly I don't even know why the DJ is on the floor when they don't even need to be accessible.
Again, I'm taking a page out of DX HR on this one.
http://www.youtube.com/watch?v=JAEun-UydLM
Jump to 1:45
Deejays need not be accessible, but maybe they should be present.

Thoughts?
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Offline Sean

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Re: Dooley
« Reply #130 on: 30 August 2011, 11:11:51 »
Good idea, Sean!  The upside down thing is a great metaphor.


Anytime.

Quote
Regarding musical talent, does anybody have any particular references they would like to include?
Musical artists from the SNES or Genesis SR games, or from novels, or even *gasp* from the sourcebooks?

The reason I ask is because outside the nightclub we'll need posters, and AR overlays describing the talent for that night.  Every nightclub features something (peeler bars have their wet tshirt nights, pubs have their three dollar high balls, night clubs feature talent or free cover for women, etc).


Dam... I never played any of the prior games.    I'll look some up right away.

Quote
One other tidbit to remember:  We will never see the DJ.......Deejays need not be accessible, but maybe they should be present.
Soooo which one is it... will they be present or not.  Could always do the Daft Punk thing and put them in a booth behind a translucent curtain... where you see a silhouette of the dj.
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Offline Curtis888

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Re: Dooley
« Reply #131 on: 30 August 2011, 11:22:30 »
Thanks for the excerpt Curt, I was reading that entry earlier.  From it I've gleaned that this floor will have flaming coffins (tombs) suspended from the walls.

I was goingto paraphase the wiki entry but then I thought reposting it here would be better. Rereading it, I was wondering if there is a smoke-like effect that can be used to show the "foul-smelling" vapors radiating up from the the Seventh Circle? Also, I think that Heresy should be artsy -- in a demonic, hellbound-kinda way. }:-)
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Offline Sean

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Re: Dooley
« Reply #132 on: 30 August 2011, 12:00:26 »
We could use a fog effect... but lets get the artwork/models in place first ;)
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Offline Dooley

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Re: Dooley
« Reply #133 on: 4 September 2011, 05:16:23 »
Been modeling.
Things are good.
First floor under way.
Drew head, like I said, looked okay, maybe post pictures.  Not going to use it.
Sticking with first drawings, plus additions I made after posting.

Shots soon.
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Offline Sean

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Re: Dooley
« Reply #134 on: 4 September 2011, 08:10:27 »
Nice. Can't wait. Still trying to get you some help
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Offline Dooley

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Re: Dooley
« Reply #135 on: 4 September 2011, 14:04:10 »
More soon.

Before I forget:  Remember you can combine multiple materials on a model.
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Offline Sean

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Re: Dooley
« Reply #136 on: 4 September 2011, 23:03:32 »
That looks hot!
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Offline Dooley

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Re: Dooley
« Reply #137 on: 6 September 2011, 23:21:38 »
I don't know What I was thinking making it all curvy.  It looks good, but it's taking me a while to make stairs.
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Offline Dooley

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Re: Dooley
« Reply #138 on: 7 September 2011, 01:14:59 »
Seriously... I'm not smart enough for all this curvature math.  Arg.
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Offline Dooley

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Re: Dooley
« Reply #139 on: 7 September 2011, 04:55:21 »
I started over from where I was at before.
The size was too epic, and modeling in the modeling program is easier than designing in UDK.
The lighting is coooool.

Trees are sweet in UDK as well, given thar's a wicked amazing tree tool included (Speedtree).
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Offline Sean

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Re: Dooley
« Reply #140 on: 7 September 2011, 07:39:14 »
Lol.  You're ambitious. Being ambitious is good in small doses for projects like this.

Your work is fantastic though.
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Offline Dooley

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Re: Dooley
« Reply #141 on: 7 September 2011, 18:50:51 »
Architecture is coming along well in the modeling program.  While building bars, I got a tickle in my nuts to generate some furnishings, so I cranked off tables, chairs and ...headlights for limbo.
I had the crazy thought to stencil flames and then run an animated texture of leds across them, so it looks like led flames pulsating.
It'll be neat.  For now, basic checkboard :)
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Offline Curtis888

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Re: Dooley
« Reply #142 on: 7 September 2011, 20:45:16 »
I don't know What I was thinking making it all curvy.  It looks good, but it's taking me a while to make stairs.

I hear yah. I was trying to make a curved set of stairs in Sketchup. Phst! That wasn't happening.
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Offline Dooley

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Re: Dooley
« Reply #143 on: 7 September 2011, 23:54:50 »
After spending all day working on this, I've finished building and importing the basic architecture of the limbo using the modeling program.
This works perfectly fine, except I exported everything with centralized vertices which was dumb of me.
Basically what that means is I built everything, and it was relative to the world origin.  When I imported everything, I centred the origins to the geometry which killed the relative positioning that the models would have retained through import, meaning I could align all the geometry to 0,0,0 and everything would be as tightly knit as it is in the original model.

Regardless, the point is that it works.
For floors and accessories, I just run the convex collision tool after import, and that usually provides a good enough collisions model.
For walls, I turn off simple box and simple line collisions, leaving simple ragdoll calculations to provide the collisions.

I'm not sure how the current cover system will work against the static meshes.

Is modeling the map in the modeling program better than creating BSP?  Not in all cases, obviously BSP provides culling that static meshes do not, so I'll have to use volumes to block sight.
I'm still not 100% convinced I'm approaching this in the best manner, but again, it works.

If you're trying to create a curved staircase, there are a number of ways to do it.
In Sketchup, you have to find plugins tools that will provide duplicating along a path.
Like this one: http://www.smustard.com/script/PathCopy

Create a 128x64x16 block, dupe it along the curve.

Another way to do it is to use the curved stair case tool in the UDK, but don't leave it as a BSP construct, else the face count will kill the framerate.  You can convert BSP to static mesh and it will be saved in a UPK.  This is much cheaper to render, but once you've converted the BSP, it's no longer BSP, so you can't modify it.  It's a one way transition.

The last way to do it so build a slope, then duplicate subtractions into the slope, thus notching stairs out.  This performs well in render because the stairs are providing only two faces per.  When you create a staircase with the staircase tool, there is potentially four to six faces for each step.  Multiply by thirty then multiply by two.  Ouch.

Man, no amount of planning...
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Offline Curtis888

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Re: Dooley
« Reply #144 on: 8 September 2011, 01:49:07 »
Cool.... IsDon told me about the "Follow Me" option in Sketchup, that I've yet to use, but I'll check into the link you supplied as well.
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Offline Dooley

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Re: Dooley
« Reply #145 on: 9 September 2011, 01:05:58 »
He uses Sketchup, I use Softimage.  He has experience, I have dabblings.
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Offline IsDon

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Re: Dooley
« Reply #146 on: 9 September 2011, 01:45:21 »
lol. I use sketchup for my modelling basics, but would put my use of Lightwave against SoftImage. Sketchup isn't really in the same ballpark - its great for architecture, and with some creative plugins you can do nice soft furnishings, but its not a "real" 3d package without some texturing love and a proper lighting solution.

Don
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Offline Dooley

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Re: Dooley
« Reply #147 on: 17 September 2011, 20:08:15 »
I've uploaded all my UPKs to the ftp and renamed the folder I was using to dooleys_udk
That should make it easy for folks to discern.
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Re: Dooley
« Reply #148 on: 17 September 2011, 21:04:16 »

Gluttony is currently being rendered as a series of sub rooms surrounding the main dance floor allowing folks quiet respite from the nearby cacophany.  Each room has a split level to allow further privacy while allowing folks to look over one another's tables. All rooms lead to the bar as well.

Should Gluttony serve food?  Should it in fact be the dining suite of Dante's Inferno?

I haven't quite figured out where to stick the Cerberus.  I'm figuring if we can get someone to produce a dramatic three headed dog (remember Fluffy from the first Harry Potter?) then we can stick it in Gluttony's landing.

If you're on the writing team, there will be background hub bub.  People talking, people arguing, people doing Stuff.

Atmospherically speaking, should there be the same music for all dance floors, or independent music?

I'm not sure but i read somewhere that Gluttony has Illusionary food conjured by mage chefs so you can eat as much as you like and never get full. I believe it was described as sinfully delicious...
Might be one of the new SR books Born to Run, Poison Agendas, and Fallen angels. They have I think at least one scene in Dante's in every book...
Also if you are still looking for inspiration for Dante's theres an anime out called Dante's Inferno.. It was a bit trippy for my tastes so I only watched it once...
However you might be able to borrow some of the imagery.
Edited
« Last Edit: 17 September 2011, 21:11:15 by Orion Darkstar »


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Offline Dooley

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Re: Dooley
« Reply #149 on: 17 September 2011, 21:08:29 »
You win a gold star :)
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