Upcoming TechDemo for Ca3DE - summary of information

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Carsten
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Upcoming TechDemo for Ca3DE - summary of information

Post by Carsten » 2004-10-03, 15:27

Hello all!

In the beginning of 2004, when the old forum was still active, we discussed about the direction into which new releases of Ca3DE should go.

:arrow: The broad concensus was that Ca3DE needs a TechDemo for future releases, in order to present both its technical and artistical features better than current releases do.

In this thread, I therefore summarize the essential information about the planned TechDemo from the old forum, such that also those who are new to Ca3DE can learn about the latest developments.

The next few posts will quote posts from the old forum.
Feel free to continue the discussion and to add comments below.
Best regards,
Carsten
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Post by Carsten » 2004-10-03, 15:32

[Original message was posted on 2004-03-31.]

Finally, we have come to a descision about a Theme and Scene for the TechDemo:
Introduction
------------

The purpose of this document is to help to achieve the goal of creating a good,
coherent, contemporary, detailed, and impressive "TechDemo" level for Ca3DE.
Therefore, mental images are sketched as an aid and guideline for artists and
programmers.
If possible, all work should be executed such that, as a "side-effect", also
a small game can later be derived from it (e.g. one or two DeathMatch levels).
Therefore, although this document does not contain a full background story,
its themes and scenes might well be included later in such game-related work.
This however, is more a desireable side-effect rather than a requirement:
It has already been pointed out that for a TechDemo, game related stuff (like
a story-line, coherence, ...) is pretty neglectable.



Definitions
-----------

A "Theme" is a superordinate, overall description of an entire world or
environment.

A "Scene" is a specific location within that world.
A Scene often consist of one game level, or a series of game levels.

Typically, one "Texture-Suite" (or "Texture-Set") is created specifically for
each scene, used for texturing the geometry of the levels of that scene.

Although for our purposes (creating a TechDemo) one or two ideas for Scenes
would be sufficient (thereby skipping/omitting the definition of an overall
Theme), a Theme helps nonetheless with creating such Scenes, and with shaping
them.



The Theme
---------

Chronologically, the theme should be located in the near to mid future,
say somewhere between 2030 and 2300 a.D.

Geographically, we choose a modern country or state of the western world and
culture. Germany would be fine, but also the (northern) USA.
Spain or France do already have a different, specific culture that's not quite
so "neutral". The same restriction applies to countries of the far east,
and virtually the entire rest of the world (more or less).

Incidently, the theme should be "before the disaster":
Everything should be nice and intact, OR the disaster must only have caused
small damage on the environment (but e.g. made all people disappear or killed
them, as for example in Stephen Kings older book "The Stand"
("Das letzte Gefecht"), or many other end-time books or movies).
The reason for this is that a destructed or damaged environment and buildings
often tend to be much more complicated to create and model than still intact
ones.



The Scene for the TechDemo
--------------------------

For the TechDemo, the scene should consist of two essential parts:

1. An indoor part that is a (recently abandoned) laboratory building (research
complex), possibly still in "alarm condition".
This is where the TechDemo will start, where all the main effects will be
hosted, and where the main part of the experience takes place.

2. An outdoor part that is somehow accessible from within the lab building (by
some means of exit). This part should geographically be as big as possible,
and simply demonstrate the terrain feature of the engine.

A lab building was chosen because it permits for a large degree of artistic
freedom, while we still can have effects like for example broken, swinging
lamps.
Besides that, many existing textures and models (of the DM MOD) can probably
be re-used within a lab complex (pallets, pipes, weld-tanks, ...).

Please consider the FOLLOWING as TREND and IDEAS, not as a fixed descision:

Here is a quote from Kai from the forum in this regard:
> [...] Like in "Metal Gear Solid Twin snakes". [...]
> warehall for material with an elevator, different types of base enviroment,
> most quite modern, shiny surfaces, but also normal rooms like a prison,
> a small auditorium, toilets and equipment stuff like plants in the upper
> stages (and shiny reflections on the marble floor)

A quote from myself, when we still talked about a "museum":
> It should, for example, contain a long aisle that forks into separate rooms,
> where each room will be "filled" with an effect later.
> The map design should be pretty flexible in order to be able to add
> additional rooms (for more effects) later, and have rooms with variable size.
> Another constraint to keep in mind is that the rooms should be separate from
> each other wrt. PVS. That is, even from the center aisle it should be
> difficult to (be able to) look into several rooms at once:
> This allows for more expensive and complicated effects per room.
> (Note that doors do *not* help with PVS visibility!)

Other keywords:
Doom3, NaturalSelection, light or heavy industry, laboratories,
but NOT space-ships.



More details about the indoor part (lab building)
-------------------------------------------------

The building might have multiple storys, possibly including some open areas
inside the building where one can see across multiple stories (e.g. from the
ground floor up to the roof floor, like in a stairwell, but bigger).
This is just an architectural-value side-thought, though. No expensive special
effects here, which are supposed to be in separate rooms anyway.

More important is that it has an exit to the outside, into a big terrain that
possibly leads to a harbour/beach/ocean.
(Thinking about it: If the TechDemo becomes really good, we do not even need
new DeathMatch maps for now. :-) )

Kai has already indicated that the colors of the lab will mainly be held in
green, gray, and blue tones, as is appropriate for a lab.
At the same time, it is possibly intended to use all colors of the rainbow for
the light sources.



More details about the outdoor part (terrain)
---------------------------------------------

The terrain should be as big as possible. That means that the lab building is
either moved into a corner of the available map space, or located underground.
Underground location requires a careful and thoughtful construction of the
exit from the inner building to the surface, e.g. via stairs, ramps, lifts,
whatever, ... (??)
Also an observation platform with big glass windows that breaks through the
ground from below (elsewhere, separate from the exit) would be cool.

BE CAREFUL, THOUGH: Terrains can currently not really have holes in them!!!
This means that we might be better advised to create a building with a
smaller floor space in a corner of the map (compensated by multiple stories).
Underground storys are only possible by moving the terrain height below the
lowest floor, OR by not intersecting the terrain square with the building...
Besides that, the shape of the building can be arbitrary.

Possibly the easiest solution is to lower the terrain below the lowest floor
of the building. NOTE that this does NOT truly permit to make floors that
really get "under" the terrain, and the lowest basement floor should not be
too far below the ground floor.

The terrain texture is to be created with TerraGen.



Suggested Assignments
---------------------

Kai deals with the texture suite, and possibly the static detail models.

Alvaro deals with the level geometry (especially the indoor geometry of the
lab building).

Stefan (Dodger) deals with sound and music.

Carsten deals with the new entities required for good effects,
and the outdoor terrain issues.
All messages from you that have been posted in this regard have been considered, and I'm very grateful for everyones extensive contributions!

Feel free to let us know if you are also interested in helping - the team assignment list in the specs is neither meant to be locked, nor complete.
However, before applying, please be advised that long-term efforts are required for making a truly good TechDemo.
Best regards,
Carsten
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Post by Carsten » 2004-10-03, 15:35

[Original message was posted on 2004-04-06.]

Hello all,
here is a (preliminary!) list of effects (one per room) that I can currently think of:
  • A storage room, full of static detail models. This room may also contain some brush geometry, e.g. for gross pillars, ..., but its purpose should essentially be to demonstrate the static detail models. As no dynamic lighting will be in this room, a pretty big amount of such models will be possible. This is also a good opportunity to present almost all already existing models!
  • A particle effect room. Don't know yet how to do that, maybe a fountain and some bouncing grenades that explode.
  • A room for the dynamic lighting. Should have 1 or 2 dynamic light sources that "somehow" move (e.g. in circles, like a pendulum, ...). Light sources should also have flares with them. The textures in this area should be created very carefully, such that bump- and specular-effects are well visible.
  • Another room that also has dyn. lighting, but with focus on the *shadows* (less attractive textures). Shadows may be cast either by brush geometry, or (preferrably) by models, or both.
  • A room that contains all sorts of transparency (lots of glass surfaces).
  • Maybe a separate room for the "old" lightmap based lighting. While almost everything will be lightmap lit anyway, a separate room with a few dramatic lightsources and interesting geometry might be fine. This one is not so very important though.
  • A room that is (only) lit by dynamic light and presents the SmoothGroup capability of brush geometry (e.g. containing 8-sided pillars, where some of them have SmoothGroups enabled, others not.)
  • A room for 3D sound, including doppler effect. Don't know yet how to realize that, though.
  • Maybe a room with simple physics (e.g. grenades bouncing off walls).
  • The outdoor area "room" will present the terrains.
  • Maybe a room that shows the same (or a similar) texture several times, once without bump- and spec-maps, once with bump-map only, with spec-map only, and with both. May well be combined with any of the rooms above.
Well, I think that's enough for now. Later, we might add additional effects, especially when the Material System is complete...
Additions and suggestions, as always, are welcome.
Best regards,
Carsten
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Post by Carsten » 2004-10-03, 15:37

[Original message was posted on 2004-05-09.]

Hi!
I just found a website with really cool Q3 maps that are of very high architectural value:
http://www.amap.net/MAP-ZONE/map-zone.html

Image

Image

Image

I've written an email to the authors, asking for permission to use their maps with Ca3DE (maybe even for the TechDemo?). If they agreed, first thing I'd do is making a Q3 map importer for Ca3DE. :) Even if not - the screenshots do really give enough ideas for own maps I guess. ;) I'll let you know how it turns out.
Best regards,
Carsten
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Post by Carsten » 2004-10-03, 15:41

The real D3 maps are of course even more impressive, and contain many architecturally very interesting ideas...
Best regards,
Carsten
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Post by Shadow » 2004-10-03, 19:20

sweet! but shadow force will be better(if i make it cause doing paintball haha jk)
Image
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