Map Requests

Discussion related to the New Vision mod.

Moderator: DaveW

revel911
Thug
Posts: 22
Joined: Sun Aug 21, 2011 9:25 pm

Re: Map Requests

Post by revel911 »

Most of the characters aren't being redone by HDTP, only the major ones. What DDL meant was that there are too many textures to contemplate re-doing all the civilian models, so basically only the commando's (MJ12, UNATCO, NSF etc.) and some of the major Characters are done. There'd be no way to do the other characters, the guy who did them left over 3 years ago I think.
Has any of the NPC's been done? If so, all we need is 2 models for men and 2 for women, then we should be able to just alter skin tone, eye color, hair and clothing color giving us multiple variations. Not perfect by any means, but better than having much out-dated models.

I would be willing to put in sometime on the skinning/ texturing for these.

So excited to see all of these changes coming around all at the same time ...... such a great game deserves it!
Morpheus
X-51
Posts: 967
Joined: Thu Jan 27, 2005 9:56 am
Location: A planet near mars

Re: Map Requests

Post by Morpheus »

revel911 wrote:
Most of the characters aren't being redone by HDTP, only the major ones. What DDL meant was that there are too many textures to contemplate re-doing all the civilian models, so basically only the commando's (MJ12, UNATCO, NSF etc.) and some of the major Characters are done. There'd be no way to do the other characters, the guy who did them left over 3 years ago I think.
Has any of the NPC's been done? If so, all we need is 2 models for men and 2 for women, then we should be able to just alter skin tone, eye color, hair and clothing color giving us multiple variations. Not perfect by any means, but better than having much out-dated models.

I would be willing to put in sometime on the skinning/ texturing for these.

So excited to see all of these changes coming around all at the same time ...... such a great game deserves it!
Actually, you'd need more than two. All you'd need is a redone generic model for each GM_Trench, GM_Suit, GF_SuitSkirt etc... and get someone to do the textures, such as yourself, to do the skin/clothes textures. There would be no need to do every character model separately, that is why in Deus Ex there are generic models, just have to re texture them rather than have a huge number of meshes for NPCs. Only the major characters (and troops) need a different mesh, rest just redone generic GM or GF ones.
My nature videos: http://www.youtube.com/user/DynamixWarePro
My whistle/flute videos (and some other videos): http://www.youtube.com/user/DXMorpheus
revel911
Thug
Posts: 22
Joined: Sun Aug 21, 2011 9:25 pm

Re: Map Requests

Post by revel911 »

Morpheus wrote:Actually, you'd need more than two. All you'd need is a redone generic model for each GM_Trench, GM_Suit, GF_SuitSkirt etc... and get someone to do the textures, such as yourself, to do the skin/clothes textures. There would be no need to do every character model separately, that is why in Deus Ex there are generic models, just have to re texture them rather than have a huge number of meshes for NPCs. Only the major characters (and troops) need a different mesh, rest just redone generic GM or GF ones.
I figured as such, did not know the NPC number count. Do we know if any have been re-modeled?
nerdenstein
Illuminati
Posts: 1591
Joined: Thu Apr 24, 2008 7:40 pm
Location: Leicester, England, UK.

Re: Map Requests

Post by nerdenstein »

Wow, you go travelling for a few days and I miss various discussions I could have been involved in.

Firstly, @Dave: Those Phone boxes look awesome! I want to get to work on the Hells Kitchen Street this week and those Phone boxes are a Big Improvement!

@JAF: Haha! :lol:
You can't have a forum without porn, the internet just doesn't work that way. ;)
Actually, I think it's because I may have forgotten to log in before uploading that picture.
Either way, it doesn't matter. It was a silly in editor image showing my incompetence at using Vertex Editing. :so:
As for graffiti, Couldn't you just import a couple of Payphone textures. One with graffiti and one without? In a similar fashion to how the sofas work in the editor where you can just choose a skin to use in the actor properties. I wouldn't have a clue how to do that though so I guess we'd have to ask the local Unreal Script Gods.

Fuck. Reading up through the later posts to find Morpheus beat me too it. :P
But yes, some of them do have 'Out of Order' signs. Could that work in the same way I explained above? If not, I guess importing several models. One with the sign, one with Graffiti and one ordinary model?

@Chris: Didn't mean to step on your toes by doing Tong's Lab and Underground MJ12 Versalife Hong Kong Maps Chris. I've put the updated Tong's map on the GoogleCode but if you haven't done the MJ12Lab either, I'll finish that one off for you too if you want. Unless you've already started it. In which case, I'll just carry on with UNATCOHQ and then see what I can do with Hells Kitchen. It's the duplicating across maps that is the irritating bit because I don't wanna break anything. T_T
Also, I wouldn't say the Depression thing isn't worth talking about. I've had experience with it myself. From my own personal experience I mean and from others around me, Namely my Mother. All I can say is I sympathise with you and hope it works its self out for you. Going a little offtopic at the moment but it's something I've done charity and voluntary work concerning.

@Morpheus' Post: That Coffee machine is horrible. Could we not nick the one Zero made in TNM or get Dave to make us a shiny model of one? :mrgreen: I don't think the hob texture needs to be replaced with a Model though but I wouldn't know how to make it more than a flat texture. The engine doesn't do details that fine with Geometry. And a microwave. That could be modelled if Dave is up too it. If not, I can't remember if it had updated Textures. I can only remember the Vanilla textures and I don't remember them being particularly awful.

Apologises for the long post! :mrgreen:
The real trouble with reality is that there's no background music.
ggrotz
X-51
Posts: 780
Joined: Tue Nov 10, 2009 12:55 am

Re: Map Requests

Post by ggrotz »

nerdenstein wrote: But yes, some of them do have 'Out of Order' signs. Could that work in the same way I explained above? If not, I guess importing several models. One with the sign, one with Graffiti and one ordinary model?
The phones posted here are indeed a great improvement upon what is in the game now. The ones in the game even blend into the scenery (especially noticeable in Brooklyn Bridge Station). You did beat me to the punch on asking about the "Out of Order" signs though. My mind's eye says faded red with white lettering, but I know DaveW will come up with something just as awesome as he already did.
nerdenstein
Illuminati
Posts: 1591
Joined: Thu Apr 24, 2008 7:40 pm
Location: Leicester, England, UK.

Re: Map Requests

Post by nerdenstein »

I've played up to the Cathedral and noticed alot of these lights dotted around it and the approaching streets:
Image
By nerdenstein at 2011-08-24

Would it be worth remaking them? As in, would you consider doing them Dave, should you deem it necessary? :mrgreen: As far as I can tell, they're only used in Paris so it may not be worth it.

Secondly, Time to put your modeling skills to the test: :twisted:
Image
By nerdenstein at 2011-08-24

Just kidding. But I noticed that that wall texture looks odd with a flat statue and flat columns on it. It isn't a bug per se, I could just be left. I probably wouldn't have even noticed it if I wasn't so damn picky about stuff. :P

Finally: I've gotta take my hat off to you for this one.
I was just walking through the Paris Metro after the Cathedral mission, on my way to meet Toby in the tube, and happened to notice a poster in one of the corridors. I just burst out laughing. It was such an awesome surprise! :lol:
I've put a link rather than putting the image in the post because I don't wanna spoil it. :P

http://imageshack.us/photo/my-images/83 ... ebleq.png/
The real trouble with reality is that there's no background music.
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Re: Map Requests

Post by Jonas »

None of the enhancements New Vision comes with support parallax, right? That statue is the text book example of what parallax is used for.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
User avatar
Hassat Hunter
Illuminati
Posts: 2182
Joined: Fri Apr 10, 2009 1:20 pm

Re: Map Requests

Post by Hassat Hunter »

What's the original?
*curse my lack of DX-knowledge*
Can somebody tell me how I can get a custom avatar?
Oh wait, I already got one...
chris the cynic
Human Encyclopaedia
Posts: 2207
Joined: Thu Jan 26, 2006 9:50 pm

Re: Map Requests

Post by chris the cynic »

So I'm back, but my computer isn't. (Cars were switched mid trip, I decided to let my computer stay with the other car which was supposed to arrive home before me. It seemed like it would be safer that way than being crammed into the car I came back in.) I guess I should have just uploaded the partially complete things I had, because then I could work on them now.

Anyway, I'll probably get my computer back in the next few days and get back to work on Hong Kong. So far I've been concentrating on the exteriors, so do what you will with the inside stuff and I'll just jump in where I can when I get my computer back.

With respect to the Hell's Kitchen exteriors, I actually did some work on that as a sort of demo thing when the idea for this was just brought up, it's going to need some tweaking to be easier to consistently apply across maps, but it might be a good idea to wait until I have that up before you start doing those. Well, before you start geometry on those, I don't think it would make any difference in terms of texture alignment fixes or the like. (I'm only talking about the street map, by the way.) That's something that should be quick once I get my computer back, I can probably do it in an afternoon. Of course the reason that it is quick is because it's just a first step.

On the other hand, if it works out how I'm hoping it could probably be added last as easily as first, so do what you will with the NYC street map if it suits your fancy.

-

About depression, (made small to avoid taking up thread space {copy and paste it somewhere else to read it}) the thing that gets me is that so many people think they're being helpful when if they stopped to think about what they're saying they'd realize that they're calling the depressed person an idiot, for example:
It is not uncommon for people with depression to find it next to impossible to do things that, in the absence of depression, would be incredibly easy to do. The difficulty isn't in the task itself, it is in forcing oneself to take on the task.
Typical response to learning about an instance of this from person who thinks they're helping: Just do it.
Appropriate response to that which will never be spoken aloud:
Gee, I've never thought of that. It's certainly not something I've told myself a thousand times a day every day for a month. No, person who quotes Nike slogans, just doing it has never occurred to me. So that's what I've been doing wrong all this time.
My avolition has been completely cured by your vacuous imperative. You have solved in three words a problem that I have struggled with for weeks/months/years. It's so great you were able to come up with that brilliant solution I never could have arrived at on my own.

Because the truth is that if a problem can be solved with an aphorism it isn't much of a problem in the first place. To act as though a problem that is having a serious detrimental effect on someone's life is such a problem is to downplay and dismiss what is going on with them. To act like it never occurred to them that [totally obvious thing] might be a good idea is to act like they're idiots. Suggesting an obvious thing can be important, because people do miss obvious things sometimes, saying it as if it is definitely the solution and if the depressed person would have tried this blatantly obvious thing they'd be better already is rude. (Or for a shorter version: "Have you tried X?" is better than saying, "X," as if it s both sure to help and certainly not something the person might have already thought of and possibly even tried (repeatedly.))

Generally speaking, if someone is having trouble doing something they've been trying to just do it. If someone is being depressed by something that won't leave their mind they've been trying not to dwell on it. If someone is being overwhelmed by little things they're probably actively trying not to sweat the small stuff. If someone is seeing only darkness they've probably tried to look on the bright side of life. So on, so forth. Most depressed people would rather not be depressed, they've probably been trying the obvious for a while, and acting as though you can step in and solve their problems with an aphorism isn't going to help.


Maybe I did need to vent some, that's a lot of words. On the other hand, I tend to be pretty heavy on verbage anyway.
nerdenstein
Illuminati
Posts: 1591
Joined: Thu Apr 24, 2008 7:40 pm
Location: Leicester, England, UK.

Re: Map Requests

Post by nerdenstein »

I haven't done anything to the Streets map aside from messing with it and seeing what changes I could make.
I took a few of Dave's ideas from another thread (the screenshots with red lines drawn on them that Dave posted ages ago) and tried doing them.
I added ledges to one building, considered removing the repeated textures from another and manually adding windows myself but then I'd have to do that for every fucking building before I was satisfied. 8-[
I did shorten Osgoods building too but it hasn't got anything behind it so I tried adding the geometry from the Warehouse map and it looked quite cool, aside from a few bugs and overlapping buildings.
I also added additional doors and stuff.

Of course, I'd need to start over. I forgot to write down everything I did and it was just an experiment at the end of the day.
I was also thinking of adding an additional road tunnel extending the road that goes from the Subway corner and past the 'Ton.
This road could also be seen from the Warehouse map and make it look like the warehouse could actually be accessed by Road.
I don't think I found any texture issues in Hells Kitchen, it was just the added details I was concerned about. I'll see if I've still got the map and send you an image of a few things I did to impliment; but as I said, it would need to be started again from scratch. I've also got the Hotel map if you want that too. I still haven't properly sorted the stupid wallpaper textures on the second floor though. <_<

I uploaded the VersalifeMJ12 Hong Kong lab to the GoogleCode thing last night. Aside from a bunch of texture fixes (Those damned lights) I also added stuff to the Soldier Barracks.

Finally, the Depression thing (without sounding too much like I'm jumping on the band wagon or something) I know how it feels and I can totally relate. The whole, not being able to do a simple task thing, is part of the reason I've gotta spend an extra year at college redoing a couple of courses as I spent the best part of 6 months after last christmas feeling pretty shit.
Don't worry if you can't get around to doing those maps, with not having a computer or anything else. I've got college work I should be doing at the moment so it may take me awhile to get back too you.
The real trouble with reality is that there's no background music.
chris the cynic
Human Encyclopaedia
Posts: 2207
Joined: Thu Jan 26, 2006 9:50 pm

Re: Map Requests

Post by chris the cynic »

Definitely don't add ledges to the NYC street map. That's most of what I already have done for it. It will need some alteration because I tried doing it a couple of different ways and, as you might expect, one of them is better than the other. Once those alterations are done though it should be as simple as copying and pasting what I already have into the various instances of the map. So that's the one thing that would absolutely be redundant.

I was about to open Deus Ex to see where you were thinking about adding a road, but I don't have Deus Ex on this computer so that turned out to be impossible. There's obviously a question of where it's best to put them, but there definitely need to more (closed up, non-gameplay altering) roads in those maps. Especially since Jordan says that you'd be able to walk to the warehouse district if the roads were open.
nerdenstein
Illuminati
Posts: 1591
Joined: Thu Apr 24, 2008 7:40 pm
Location: Leicester, England, UK.

Re: Map Requests

Post by nerdenstein »

Couple of ideas then;
Image
A tunnel under here? It's never opened up but maybe make it so you can see it from the warehouse district?
I've got an idea for that but I don't know if it'd work yet.
Also, It looks silly on top of that tall building so we'd need to shorten it. But then add buildings from the warehouse district behind it, making them look as if they do actually join up together. Same with Osgoods Warehouse. The only problem with that is we'd have to do the same thing to the Warehouse district map, in the sense that, we can see the Warehouse Rooftops from the Street map and we can see the Streets from the Warehouse map? It's give more depth to both maps but I don't know if that'd be too difficult and cause issues in itself.

Image
Make the Scale on the Red building 2.0 instead of 1.0. Doesn't make the repeated texture quite so well, repeated.
Also, make that tall building on the right complete brick removing the repeated texture that's used on the building behind it. It looks silly now but I was considering manually adding single windows up the middle. I don't know how crap that would look without trying it.
Oh, And added the two doors.

Image
Obviously, added that little built out doorway feature and added the ledge. The same ledge could be repeated against the texture all the way up.
The repeated window texture at the back could look a little better thinking about it.
Maybe add a fire escape the the far left corner.

EDIT: Sorry, I'll carry on with my own maps now. :so:
Image

Uploaded with ImageShack.us
The real trouble with reality is that there's no background music.
ggrotz
X-51
Posts: 780
Joined: Tue Nov 10, 2009 12:55 am

Re: Map Requests

Post by ggrotz »

Hassat Hunter wrote: What's the original?
Shot0000.jpg
IMO the only change to break suspension of disbelief/immersion, etc.
User avatar
gamer0004
Illuminati
Posts: 1215
Joined: Sun Mar 09, 2008 4:53 pm

Re: Map Requests

Post by gamer0004 »

chris the cynic wrote: I was about to open Deus Ex to see where you were thinking about adding a road, but I don't have Deus Ex on this computer so that turned out to be impossible. There's obviously a question of where it's best to put them, but there definitely need to more (closed up, non-gameplay altering) roads in those maps. Especially since Jordan says that you'd be able to walk to the warehouse district if the roads were open.
Well you *can* walk to the warehouse once the road is open... But apart from that it's rather weird that there are no other roads, more so as the road is a dead end.
nerdenstein
Illuminati
Posts: 1591
Joined: Thu Apr 24, 2008 7:40 pm
Location: Leicester, England, UK.

Re: Map Requests

Post by nerdenstein »

gamer0004 wrote:Well you *can* walk to the warehouse once the road is open... But apart from that it's rather weird that there are no other roads, more so as the road is a dead end.
Wrong warehouse. The NSF Warehouse can be accessed by road.
The Osgoods Warehouses cannot.
The real trouble with reality is that there's no background music.
Post Reply