Saturday 27 November 2010

Day 59



Hello again. Time for another weekend update!

On Wednesday I posted about the textures i was using for the R.O.F.L.E. scope, using reflection maps, transparency and bitmaps in 3dsmax. 

Since then, I've rather drifted away from making stuff and turned my attention towards making a main website and forums. The website can be found at http://www.failout.eu/ (I know, ".eu" - fancy right?) and the forums are at the rather less elegant http://failout.forumotion.co.uk/forum.htm


Feel free to register on the forums and start contributing to discussion! For the next week or so, there will probably be many changes being made, so the forums may be down from time to time while we make them look... better.

If you have any problems whilst registering, read the forum FAQ accessable from the navigation bar. If you don't find the solution to your problem, send me an email and I will try to help. I might not try that hard, but I can guarantee at least the lowest amount of effort possible.


Thursday 25 November 2010

A pretty picture.... almost as pretty as me.


 So i came home today and i thought, what could i do to kill some time....(without running around shooting the air obviously!)..... I started designing. Also gonna talk about the alpha testing on the Bunker level as i kinda forgot about that, but i will do that in the end.

So i started by 'coming' out with this image.... (MW2 fans might recognise this)

 It eventually, with alot of hard and tough work, evolved into this thing under here.... I know its not pretty yet but its just what i called the alpha stage.
 I added some badga ears, fixed this and that..... and TADAAAAA.... Came up with this thing under here..... I know its not great but ah well. It will be used on Failout and in Failout's methods of outside communication so to speak.
The Badger >.< Face. By Failout.
That taken care of i shall now speak about and show you a portion of the very detailed and well written report from the alpha stage Bunker level Test Report......
---------------------------------------------------------------------------------------------------------------

Bugs Found: 1
Bugs Fixed: 1
Ants and Mantises found: 67
Ants and Mantises killed: 0


Level Grade: (Alpha test) 9/10
Observations: Needs more tubes. And sausages.


Din's word to describe the level: Failtastic
Lp's word to describe the level: Incalculable
---------------------------------------------------------------------------------------------------------------

Thats a small portion of the report sent to the development team of failout about the alpha tests.... Din was the first person to die in the game! *clap*
I was the first person to get lost in the game! *clap*
And we loved it. Nothing else to say.

With that my young FailReaders i leave you..... eat all your asparagus and sausages!
May the Fail shine upon you!

Lp, Producer and Lead Tester.

Failicide!!!!



Greeting Failians!!! Yes tis I the almighty Dr. Din, thought I'd forgotten you didn't you? Fear not, I've been busy learning about loopholes and how we can weasel our way out of copyright issues without serving life sentences ( hoping to get that down to 5 years at least).

Well actually, I haven't done any of that meagre copyright-ish stuff yet, I've been dealing with far more important matters such as Constitutional and criminal law, not to mention all the various philosophies involved. So I can protect a cold-blooded killer but I can't protect a bunch of fools seeking to gain profit from a game parody...yeah...don't tell Badga or Lp I called them fools!! However I must commend my animalesque colleague for the outstanding work he has done/is doing, keep it up my dear black and white-striped furry marsupial (badgers are marsupials right? cba looking it up)

Until next we meet, may the Fail be with you!

Wednesday 24 November 2010

Day 56



It's Wednesday, and therefore time for me to write another post!

The past few days have been a little less productive than last week. But definitely not because I've been playing Black Ops. Which I haven't. Ok? Good.

I did manage to get a bitmap, together with reflective and transparency effects, to make a texture for the R.O.F.L.E.'s scope lenses which looks alright. I've also just started to make a metal shoulder thingy* for the stock, but rather unsuccessfully so far, because the stock is an awkward shape to fit anything on to.

 "But that's just boring and see-through!"
Not when it's all rendered up, it isn't!

*Words escape me. Trust me, it's something hard to describe.

Whoops, almost forgot...




Saturday 20 November 2010

Day 53



Welcome to another weekend update post!


This week I've been using 3DsMax to make the R.O.F.L.E. (as seen in Wednesday's post). Creating basic shapes to form an object that resembled a gun was easy enough, however textures and advanced shapes are proving more difficult to master.

I've reshaped the stock of the R.O.F.L.E. into one block, with more rounded edges. I think this looks a lot better than the rather lego-esque version from Wednesday. Also, I've been looking into textures and have found out how to make the lenses in the scope reflective. However, circles are still playing havoc with my bitmaps, so I need to see if there's a better way of texturing them.


I haven't really started the small details on the weapon yet, but today I added a little plaque with the weapon's identity code and model to the side using a bump map texture. It'll probably only be visible when the weapon is on the ground, but I think it adds some needed character to the, so far, inanimate block.


Besides that, I had a very modest attempt at animating part of the gun. The reloading mechanism, which expels used cartridges and pushes a new one into place, can now move. I even made a short video clip showing it, although to be honest, that was mainly so I could try embedding a video.




 Revised R.O.F.L.E. design
 The more accurate shape of the stock
 Small plaque showing rifle model and code
The new reflective lens. (purple sphere for demonstration purposes only, not included)

Wednesday 17 November 2010

Day 50



Introducing the iBlam R.O.F.L.E. from Capital Rifle Armaments Plc.!

Pre-production design. Subject to change.
The R.O.F.L.E. (or Rifle of Fairly Long Extent) is CRAP's most widely produced rifle model. As the name implies, the R.O.F.L.E. is a fairly long-barrelled rifle designed for accuracy at mid to long ranges. Coming equiped out-of-the-box with a 4x zoom telescopic sight, the R.O.F.L.E. is perfect for hunting, game-keeping and long-range personal defence in the case of a zombie apocalypse or Epic Fail incident.

Typically firing .44 hollow-point rounds, the R.O.F.L.E. is best suited against soft targets. However, compatable armour piercing rounds are also available from some retailers. Always remember to clean and maintain your R.O.F.L.E. regularly, after ensuring that the safety switch is set to "SAFE".

Safety first, please remember that the C.R.A.P. iBlam R.O.F.L.E. is a dangerous weapon! Do not attempt to use it as a toy, until you have removed the ammunition magazine and placed it safely out of reach!

 The basic shape I started with, before magazine, scope, grip, trigger etc. were added.
 A little further on, the finished design without a few details.
Completed design pre-texture.
Wireframe view.

Hopefully I'll get the texture/material stuff locked down soon, and will have tonnes of awesomeness to post by Saturday!

Sunday 14 November 2010

Day 47



Hello again, and welcome to another weekend update!

This week, I've added some meshes to the inside of the factory building, added proper texture to the vats I made last week (I think it was last week anyway) and attempted to improve the lighting in the first factory building. While the lighting changes have so far had... limited success, the second building has been visibly improved by my additions - as you will, hopefully, see from the screenshots below.

I think next week i'll take a break from the UDK side of things and concentrate on modelling my own objects in 3dsmax and Milkshape. Progress on this will likely be very slow, because I haven't learnt much about how to use these programs yet.

So, enough talk, you want pictures!

 Pipes! How I love them so! They can carry all manner of things, from water, to gas, to Fail! Also, they make things look awesome! Pipes are good. I like pipes.
 Texture added to the bottling machinery!
Lit view of the room so far. Bit too dark I think - you can hardly see any of my lovely pipes!

Wednesday 10 November 2010

Day 43 (I think)



 Why hello there.
 The interior of the factory has come on a little. I started making the bottling production line, putting in some sort of conveyor belt around the room, which will be lined with bottling equipment... once I make it. It then cuts through the wall into a small room used for packing the bottles into crates ready for shipping.

These lovely pictures will show you what my words can only pass as a feeble description of.

 "Wait!" I hear you exclaim! "We've seen everything here before!" But, in fact, the vats have been changed - although they're still not finished. Still.
 The bottle production line. Some of it, anyway.
 This overview shows meshes in blue, with landscape structures in purple/orange for addition/subtraction.Just thought I'd give you an insight into what I've actually done to create the structures so far.




Monday 8 November 2010

Still here.

Hello, It's me. Lp. Yes.
I have not yet abandoned this project, although i am rather busy with certain affairs at the moment. I was developing some sort of weaponry the last time i worked for failout so i shall resume that as soon as possible.
I will still abuse my fellow badga and his followers and obviously produce .... kinda.
Love you all, More than Badga loves his sausages.

Lp

Saturday 6 November 2010

Day 39



Welcome to another Failout first! That's right, our first ever Weekend Update!
Be excited!

This week has seen some progress on the inside detail of the second building. Since Monday, I've finished the walkways around the vats and added the gooey goodness of fail to the vats themselves. I also put the flooring in today.

See you all again on Wednesday, when I should have some of the wall detail in.

Wednesday 3 November 2010

Day 36 - First Official Midweek Update!



Welcome to our first EVER mid-week update! Hooray! I've added textures to the vats and the rest of the room, as well as changing the walkway layout a little. The room looks a bit more full now, and hopefully it'll balance out pretty nicely once I fill up the empty wall space.

I've still got a lot of work to do on the vats, as they're the centre point of the room. Tomorrow I'll put the stairs up to the walkways in and, hopefully, I'll get some of the other meshes in by my next post on Saturday.

Until then, play safe.