Castle Project

A castle project has been initiated in to production. The goal of the project is to create a large immersive castle world. The castle will contain everything from the royal court, servants living quarters to armory, keep, shops, inn, smithing, the list is exhaustive.

The plan is to use as much of the current texture media as possible with a few modifications for visual appeal. For visual appeal when textures are generated or modified a normal map, specular map, diffuse map and a bump map are also generated. That is if such maps are needed. This will help create visually stunning in game shaders as well as cinematic renderings.

If anyone wishes to contribute to the project please email me at jayr[at]hourglass3d.com and I will assign a task. In addition, I will provide you with content and all the pertaining textures packed within a blender file. Unless otherwise specified.

Some screenshots and renderings of the project can be found.
here

8 Responses to “Castle Project”

  1. alriddoch Says:

    Looking very nice. This could be a good motivator to get code for handling decent sized structures into our servers and clients. A first step could be to take a look at the models you have so far, and see how we can get the structural and collision data we require from it. Could you arrange it so we can get early access to working versions of the files? I assume you are working on this in blender?

  2. xrenmilay Says:

    Thanks

    You can find part of the castle here, it has two baileys, curtain wall, house and a tree. Essentially, what it is one is the original object and the other is just a Link Duplicated object.
    [url]http://purple.worldforge.org/~xrenmilay/worldforgedev/models/sw_bailey_comp.blend [/url].

    This is still very much incomplete and has more or to do, mostly in the area of clean up and texture modifications.

    This is a blender file with all the images packed with in it, so you don’t have to run around looking for the images.

  3. swapnil Says:

    hello,

  4. erik Says:

    Yes, this looks really nice. It will fit nicely into the carpenter framework. The question is however how to best sync the collision primitives between the server and the clients. Carpenter can initially be used just in the set up stage, for determining where the different building pieces (entities) would go. In that way, cyphesis, indri and sear wouldn’t have to deal with the very much unfinished carpenter lib; they would only see a couple of entities arranges in a certain way. But that still leaves the question about collision primitives.

  5. Lennart Says:

    Impressive work! I like the detail in some of the shots.
    Especially the sw_baily* shots look astounding. A great opening cinematic with these images come to my mind.

  6. xrenmilay Says:

    swapnil: Hello right back

    Thanks Lennart. My intentions are/were to create cinematics since my background and intrests lie more in creating that type of conent. Although I do like to create cool game art as well.

    Erik I do wonder how I should build the elements. Currently they have gaping holes where other polygons hide them. I am doing this to save memory since I am running on limited resources. The quetion is should I be closing all objects(entities)? If so this, will lend itself well to the Carpenter. This would be the time to say yes “I want all objects closed”.

  7. erik Says:

    Yes, all building blocks should be closed.

  8. xrenmilay Says:

    thanks for the feed back, I will proceed in closing all entities.

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