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emoglobinsky

EM_buildings - new buildings

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vNq4ESQ.jpg
 
Hi, I just uploaded an early work in progress version of my addon : Em_Buildings
 



Em_Buildings aims to add more variety in interiors Close Quarter Combat with a set of custom made high quality structures like mansions, houses, offices, hospitals, etc... 

I do not grant any permission to unpack this mod, so if you want to use it in a custom mission or terrain right now you have to use the dependecy from this Workshop item. I may change my mind later, but for now as this mod is in early Work in Progress, I prefer to keep control on my work. 

** KEEP IN MIND THIS IS AN EALRY WORK IN PROGRESS ** 

Available on SteamWorkshop : Em_Buildings
v0.6 : November 25 2016
- various fixes
- polished building_04
- added building_05

 
 
Permissions :
1 - I grant permission to PlayWithSix and Armaholic to upload and update this addon, otherwise I strictly forbid upload without my consent.
2 - I grant permission to Mission and map makers to use this addon (no repack, only use the mod @Em_Buildings from either SteamWorkshop, PlayWithSix and Armaholic) they way they like and only for non profit work.
3 - I ask for a credit when you use this addon.
4 - I may give permission to repack case by case, if you ask me

 
You can donate and help me improve this addon :
ipRHKxz.png
 
Any critics or comments are welcome, I plan to recreate one of the first building in this topic for my next building. ;)
 
Go to page 6 for current progress (2016), everything before done in 2013 was lost. You can check next post for outdated art.

Edited by emoglobinsky
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Hey thats great news ,

One thing i hope for is more custom buildings in Arma series , i have seen you turorial and its great many thanks and look forward to see your progress

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NICE! Those buildings look delicious for CQC Combat...Something that has been lacking in the ARMA Series for a long time. Not to mention it will be fun seeing those buildings used in a Urban Map in the future along with the Undead Mod. :o

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IMPORTANT NOTE : I LOST EVERYTHING IN THAT POST, check last page for new pics

Its about a set of buildings partialy enterable that will be usefull for small CQB PVP missions, or DM missions.

Here is a recap of what i did in this thread : (right now 4 buildings done)

9554676604_6e1f195dd9_n.jpg

9554676458_3d95e19934_n.jpg

9587161967_cedd361718.jpg

9720564301_bc2f707c67.jpg

9859915776_a539d1cb18.jpg

OLD INITIAL POST :

Hi, here will be post all my WIPs and work about a set of buildings designed for small DM maps.

As closed infantry combat, is what i prefer in arma, i wanted to add more environment for such modes.

I'm still a newbie with O2, A3 and such, but i wrote a small tutorial about gettint model from maya to the game : http://forums.bistudio.com/showthread.php?151734-Tutorial-Basic-model-export-from-Maya-to-Oxygen-2-to-Arma-3

so here a first WIP from maya :

http://uppix.net/4/8/e/6c0f9d943b6ac21646f753904dbe6.jpg (1740 kB)

Hi, some new screenshot of some first model ingame : http://flic.kr/s/aHsjELA19w

http://farm9.staticflickr.com/8255/8660682239_7d43b107d4_b.jpg (291 kB)

http://farm9.staticflickr.com/8258/8660682881_20acae1421_b.jpg (355 kB)

Currently, i've 4 models :

- the base, first floor

- second floor that can possibly tile up and down, but in 2D editor it's very hard to fit perfectly...

- the entrance of the building

- 2 different barrier

Only basic material with diffuse. textures look also too clean. But i managed to get collision to properly work.

I decided to split my building into several parts because it's was too high for O2 (around 30000 vertex, + Collision models arount 28000)... Maybe 'ill have to come back to those settings if tiling is bad.

Edited by emoglobinsky

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First of all..Pretty nice-lookin' model you have there!

@about vert.count

I believe you have used the option for points "merge near" (and set a threshold in meters) while in Oxygen heh?..

one more tip is some faces are not really needed (but keep a Full-face-backup)

Lets say we have 2 bricks like that..one placed on top of the other..

primitives_p1_002.png

The faces and vertices produced by the X,Y axis in *most cases (when comes to *Walls) ..are not needed for resolution LOD's

(but Geometry LOD's usually need them for proper Convex-ation)

==================

Of course my intention is not to offend you-but it bothers me THAT vert count you mentioned :/

Edited by GiorgyGR

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good stuff!

glad to see some new creative guys joining the community. especially environmental modelling is something that was lacking in the past. keep it up!

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@about vert.count

I believe you have used the option for points "merge near" (and set a threshold in meters) while in Oxygen heh?..

one more tip is some faces are not really needed (but keep a Full-face-backup)

Nope, i imported my obj as is, and just apply textures / mass / components. No real editing trhought O2.

Here you can see my wireframe : i choose to make closed rooms and walls, that mean that it's one mesh component (visual mesh). I was afraid to have shadow leak from one wall to another. And model remains low : ~1000 by floors.

I'll give a shot to a complete export of the building, just to be sure it works or not.

http://farm9.staticflickr.com/8241/8662748788_e6c5c28903.jpg (120 kB)

http://farm9.staticflickr.com/8241/8662748788_e6c5c28903_b.jpg

//

Thanks Benson ^^

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When comes to buildings..optimizations is always "the right way to go".

With "those extra polygons" buried-inside-your -model you can add some extra visual detail to your model..or just make it less performance demanding. :)

@Shadows: hmm..i don't believe you ll have shadow "leaks" just tweaking your Resolution LODS..as long your shadow LOD(s) are "OK"

=======================

I like buildings!

The bigger the building-the better it gets!

I hope you 'll eventually come back with a pack of them :)

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Yep, i think polycount is honest here. And i'm still roaming about what i'm gonna do with those meshes, single or several, idk right now ^^

And yes, they will be available for everybody, without any restriction =)

Even the sources ^^

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I'm having hard troubles with this mesh right now, degenerated faces and impossible to clean + too dense and not that good gameplay.

I learned a lot and i'll switch to another building, smaller and i hope funnier to play in.

8666823978_dde3882e59.jpg

http://farm9.staticflickr.com/8265/8666823978_23f9a0e7d4_h.jpg

Here a shot where iwas before the mesh became corrupt. And i you know some really good ref of abandonned buildings that i could reproduce, just let me know ^^

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And i you know some really good ref of abandonned buildings that i could reproduce, just let me know ^^

detroiturbex.com - covers a lot of buildings like hospitals, churches, police and fire stations, recreation centers and a lot more. I am sure it will help you. :) Nice work btw :)

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I'm having hard troubles with this mesh right now, degenerated faces and impossible to clean + too dense and not that good gameplay.

I learned a lot and i'll switch to another building, smaller and i hope funnier to play in.

oh no! i really like this one. what exactly happened? is the model corrupt in maya or are you having problems setting it up ingame?

i really hope you will come back to this one. even more so after the new tease screens. looks fantastic!

Edited by Bad Benson

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@emoglobinski- when modelling mate always try to stay on top of your mesh. Every now and then, just take a step back from it and check out the edge flow overall and keep tidying it as you go along, never just let it run away from you as you will 99% of the time cause problems.

Keep it simple and don't forget to keep checking it once in awhile...

It was looking great man, but if it's too far gone then forget it and move onto another with your new found knowledge.

Also, you should do incremental saves every now and then so you can backtrack if needed.

For instance, on one of the houses I've done, I went upto about 165 saves..! It's peace of mind if one corrupts or something.

Good luck on your next one.

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Thx for the link Verdoe

@ Benson and Meanmachine : seems like I did too many iterations in maya, and now, i can't fix some vertices. Pbopack gives me a loooooooooot of error about vertices and i don't know where it comes.

This is due to the fact i made multiple mesh and merged them, but during some clean or whatever, some face became degenerated or 2 sided, i don't know exactly but no way to fix it easily : it gives me a compil log file arount 2mo of error XD

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With that kind of an amazing work we can finally make US maps. I have a terrain ready, but I'm looking for a talented building maker to create typical Pennsylvania houses and objects (like McDonalds).

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@Icebreakr :

It could be interesting to work with someone able to put buildings and item into maps (as i did throw an eye about island modding, and i looks like... POWWWW, huge. Too huge for me)

@BigPickle :

Thx, i'll check this. I also know some good references sites, but i was asking for specific building with nice looking ^^

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After some HARD redo, i manage to get a functionnal building, with proper collisions, proper shadows and no error.

I encountered lot of problems with shadowvolume, i read somewhere that it should not exceed 1000 tris, and my shadow mesh is still around 2300, no way to lower this. :/ But it seems to work, so idon't know what to think.

For the next building, i'll try to push detail a bit and add dirt and debris.

8672957376_e1dde6ea23_n.jpg

http://www.flickr.com/photos/94653768@N02/8672957376/sizes/h/in/photostream/

8671856821_858ef93774.jpg

http://www.flickr.com/photos/94653768@N02/8671856821/sizes/h/in/photostream/

8671857437_0d287cd7a4.jpg

http://www.flickr.com/photos/94653768@N02/8671857437/in/photostream

8671857889_39e344ac38_n.jpg

full wip album : http://flic.kr/s/aHsjELA19w

edit : this limit of 100kb per mesh is a shame XD we are in 2013 guys.

Edited by Emoglobinsky

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