SoW Weekly Update 6
by Gareth Fouche · 02/22/2010 (7:17 am) · 6 comments
I'll come clean. I didn't get much done this week. Well, I didn't get much SoW work done. Plenty of ME2. I've finished ME2, fortunately, so that is out of my system now. The next update should be more substantial.
Enough sheepish excuses. What did I do this week? Walls and windows. Scott pointed out last week that the buildings looked stupid without windows. Agreed. But I hadn't forgotten them, it was part of my design that they weren't part of the base models. The intention is for the windows, like the doors, to be separate modules you can attach to the base building models in a mix-and-match fashion. You'll see that in a moment.
First, walls! Invisible walls in games suck ass, visible walls are infinitely superior, I think we can all agree.



Why have 5 different length sections of each wall type? Because laying out straight lines of small models is pretty tedious in the engine. Instead of laying down the small section 5 times, lining them up carefully, I can just plonk down a longer section.
Onto the windows. I'm not sure I like the pale blue window panes, but I'll experiment, see what I can come up with.

Of course, they aren't intended to float in midair, no sir! The side of buildings is where they belong.

Let's see all the modules working together now.


Enough sheepish excuses. What did I do this week? Walls and windows. Scott pointed out last week that the buildings looked stupid without windows. Agreed. But I hadn't forgotten them, it was part of my design that they weren't part of the base models. The intention is for the windows, like the doors, to be separate modules you can attach to the base building models in a mix-and-match fashion. You'll see that in a moment.
First, walls! Invisible walls in games suck ass, visible walls are infinitely superior, I think we can all agree.



Why have 5 different length sections of each wall type? Because laying out straight lines of small models is pretty tedious in the engine. Instead of laying down the small section 5 times, lining them up carefully, I can just plonk down a longer section.
Onto the windows. I'm not sure I like the pale blue window panes, but I'll experiment, see what I can come up with.

Of course, they aren't intended to float in midair, no sir! The side of buildings is where they belong.

Let's see all the modules working together now.


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• SoW Weekly Update 10• SoW Weekly Update 9
• SoW Weekly Update 8
• SoW Weekly Update 7
• SoW Weekly Update 5
#2
02/22/2010 (10:27 am)
Cooleo!
#3
02/22/2010 (1:54 pm)
thats some nice assets you got there , good job.
#4
02/22/2010 (2:05 pm)
I hope that you LOD all of those fences and gate-bars/railings (not the word I'm looking for..). As nice as polys are close up, you could also use a transparent grate/fence texture over a single plane for distance.
#6
02/23/2010 (3:40 am)
I had the ME2 problem a few weeks ago myself. I know what you mean when you say you're happy being done with it. :) Keep your saved games for ME3! :) 
Associate Rene Damm
Great work. Really like that building complex.
BTW, besides reducing time spent on laying them down, longer wall sections will also favorably go with rendering as they need fewer draw calls.