Friday, 13 September 2013

13th September 2013

The final part of my project was to model Fort Mitchel - Spike Island. I tried to keep the models as simple as possible with a low polygon count. I am having issues with the lighting build in this level and the Island level. It is due to insufficient memory being available to build the lighting. In the images below I have added point lighting and removed global illumination. This was not ideal but it was the only way I could get the lighting to build.








Friday, 30 August 2013

30th August 2013

Entrance to Spike Island Prison. 




I have also been trying to make a flag to go on top of the fort entrance. I have been able to create a flag in 3ds max by rigging and skinning a plane and importing it into UDK. 


It waves like a flag but the plane is only one sided so as it waves one side is invisible as seen below. 




At the moment the only possible solution I can find to this problem is to download an older version of 3ds max as the 2012 version does not allow ActorX plugins so I am downloading the 2011 version to see if I can get it to work.

EDIT: This was easily fixed by checking "Two Sided" in the UDK material editor window for the flag material.

2012 version of 3ds max no longer needs ActorX plugins as the use of the .fbx file format allows everything to be exported within the same file.


Thursday, 29 August 2013

29th August 2013

I have added some sound clips to the cells. I used some clips of generic sounds such as doors banging and footsteps in the distance. I then added a plugin to the clips to recreate the reverberation of the spaces. UDK requires that the audio files be in a 16bit .wav format with a sample rate of either 22.05Hz or 44.1Hz. 

In the C Class cells I added an AmientSoundSimple to the level which is a constant background noise. The sound I added is the hum from a fluorescent light bulb which could be heard the day I visited the cell. I also added other sounds into the level which are triggered as the player walks around the space. I added these sounds as AmbientSoundSimpleToggleableNonLooping as these sounds can be triggered using kismet. I then added a trigger to each sound in the level and set them up in kismet so that when the player touches the trigger the sound clip is played only once and does not continue to play in a continuous loop (this was done by setting the max trigger count to 1) so that the trigger is only set off once and not every time the player touches it.

I also added some more texturing/decals to the C Class cell to get across the damp and mould effect.



Wednesday, 28 August 2013

28th August 2013

This is my model of the solitary confinement cells in the Mitchell Block on Spike Island Prison. These cells are extremely dark and oppressive. They consist of a small barrel vault room made of brick. There is a lot of mould and they are very damp. The cell has a small window which leaves in hardly any light. The only furniture in the room is a mattress on a concrete base. These cells are basic to say the least.


I focused on texturing and lighting to really capture the atmosphere of the space. I used a very high resolution red brick texture which matched as closely as possible to the brick found in the actual cell. I then applied decals to the surfaces in order to get the moss, mould and damp effects seen on every surface. 


I also used bump mapping in order to bring out the texture and feel of the red bricks which works well with the dim lighting used in the cell.


These cells are very dimly lit, even more so than appears in the renderings I have shown. The cells are extremely dark and you can only begin to make out shapes after a few minutes of your eyes adjusting to the darkness. For this reason I have added a dim point light which can be turned on or off to allow the user to get a feel for the damp and oppressive cell. I have also added a flashlight which can be turned on or off however, the flashlight can only move in a horizontal direction and cannot move up and down. This is something that I am working on. The effect of the flashlight can be seen below with the light both turned on and off.




I have prepared some audio cues such as banging doors, jangling keys and dripping water for use with in the cells. The audio cues have a reverberation applied to which matches the acoustic environment of the actual cell.

Tuesday, 27 August 2013

26th August 2013

This is the model of the 'C Class' Cells from Spike Island Prison. These cells held four prisoners and while they were considerably more 'comfortable' than the solitary confinement cells, they were still very grotty and dull. 


Texturing a lighting was very important. The mattresses were filthy and the surfaces were mouldy and damp with peeling paint. I am happy with the texturing on the ceiling as I added some decals to create a crumbling type of effect but I think some more could be added to the walls. The bump mapping does help bring out the texture of years and years of layers of paint. 




The cells have a toilet and washbasin and also a mirror above the sink. The mirror was made using a  SceneCaptureReflectActor (seen in the image below). This actor allows a texture to be created which can be applied to a static mesh, which results in a dynamic reflection that changes as you move within the space. 




However the SceneCaptureReflectActor does not appear when the game is run. I would like to add some lighting coming in through the window however I have not been able to do this yet.



I have made some audio cues for this space to go in the background. The main sound created for the cell is the hum of fluorescent lighting which was very prominent.




Tuesday, 20 August 2013

20th August 2013

I completed the Island level of my project last week. This week I have been working on getting through the models of the cells and creating the interactive elements. I should have most of the modelling completed by tomorrow evening. 

I managed to improve the lighting and efficiency of my Island level by changing some of the environment lighting settings. The first thing I changed was to change the world lighting colour values from black to a lighter colour in the spectrum. This immediately solved the problem that I was previously having with my models appearing black when I played the game. Below are some screen shots from the game showing improved lighting.







I have also been working on trying to create a particle emitter to algorithmically produce damp and mouldy effects on the surfaces of the prison cells. I have not yet managed to create this effect however, I have produced a particle emitter which creates a flock of seagulls. A number of seagulls between a minimum and maximum value are produced at random intervals, with various lifetime values. They are situated within a spherical area. Increasing or decreasing the radius of the sphere results in the seagulls being close or far apart. 


The seagulls themselves are created on a texture which is a .tga file with four rows of static images of a seagull at various stages of the flight cycle. The images are evenly spaced with a transparent background. I then set the texture in the Unreal Cascade particle emitter to be gridded into an 8x4 grid. I then added a SubUV Movie Module which cycles through the texture sub images in order from left to right which has a set framerate. (It is similar to how a flip-book animation behaves.) 


The flock of seagulls add an animated element to the level bringing movement and another visual interest to the environment. 

Wednesday, 14 August 2013

13th August 2013

One thing that I cannot seem to get right is the lighting of my models when I bring them from 3DStudio max into UDK. They appear very dark and are only well lit when I place a spot light in front of them (this is not a solution). All of the models have light maps and a second UV channel. I have tried changing the values in the world lighting properties but have not yet had success.