WCW Mayhem - SLX's Content contributions topic

SLX

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SIXFLgX.jpg

SvkC1XS.jpg

zPr1VuP.png
 

SirAntonic

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SLX said:
I just need feedback on the current product. If there are any flaws or problems, i need people to point them out, or approve of it before moving on.
It's too good, plz downgrade the graphics :hi :lol:
 

dbs64

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The only other thing i would suggest is making the same look as Nitro the night Goldberg beat Hogan
 

SLX

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I'll look into that.

Here's an update on Thunder, reduxed.

Old version:
wLxD0WW.jpg


New Version:
WLd6r8U.jpg

pKDtGT8.jpg
 

bluntfello

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How about some videos of this in action, just to see how smooth it actually looks in-game?
 

SLX

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We will get there eventually, but right now we're still in the debugging and concepting phase. My arenas once built, are easy to render and dont' take that long to put in the game, in spite of how good they look man, so right now we're still trying to get things right. We'll post gameplay vids once we get 4.0 close to finalization, but this won't be a quickly released update.

Right now, I'm waiting on Wolfpac to do some code fix-ups and I'm beta testing some new ideas for the stadium.

What i've so far accomplished (on the prior page) in the 3 screenshots is to use a stripped down version of CM's Indy arena code that removes everything but the 4 walls and roof. I'm looking into keeping the hacked floor as well, but that seems tied to the floor mats, which I'm avoiding editing because they interfere with the established code for the existing arena-specific mats.

Adding arena specific floormats that follow cm's new method would result in much more accurate floormats for arenas that called for them, but as the WCW aprons are simple this would take away time from current progression with not only applying activators, but finding the alternate texture values or recycling them from something else.

So for now, I've working on testing out 3d cubemapping as a method of mapping my stadium to the 4 walls. The way he built this code was sort of stupid from a texturing perspective if you ask me, but I think its the only method he could use to do it. I'm assuming he had trouble finding polygons to create a perfect square (since we can use 1024 textures, and with certain version 2048), so instead he used the ring aprons for the 4 sides. It created perfect walls, but with the drawback that they stretch horribly when trying to make a perfect cube. Without the floor in the code though, this may not be a problem since we won't see the floor causing texture swimming. I am going to find the values for the Z-/Z+ movement are raise the ceiling high while keeping the rectangular shape of the stadium, as it causing a lot of stretching making the textures look low res.

With cubemapping, I'm rendering a panoramic snapshot of my stadium to 6 cube walls representing each side of the stadium. I then mapped the 4 resulting rendered textures to the 8 textures of the wall hack. When in the arena, this results in a stadium that nearly fools the eye into not having any physical 4 walls, but rather a panoramic of the stadium I designed, which removes some of the fakeness of the game.

Feel free to ask any questions, I don't mind getting technical. I think that others could use this if they advanced to 3d as well.
Here's the update on Thunder. When I posted the last shot, i had started messing with lighting settings and got off track from the original scheme. I got things back on track, but with several optimizations. I've started working on using more archictectural shaders, so metal will start looking more realistic.

WqkDgkS.jpg
 

dbs64

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I do have a question about how you want to use Nitro for Raw, I had an idea a while back with Wolfpack early into our No Mercy modding and I talked to him about making two different arenas for the same arena by using two different codes for the same textures so the way it would work is un ticking the one code and then ticking the other code to get the other arena, I was thinking you could add just about every arena this way. I just wondering if your thinking about doing something similar, I hope I explained it right
 

SLX

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It's definitely possible but i'm not going to put in the coding work to make it happen. You guys can feel free to, i'll adapt it.
 

bluntfello

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What is the program being used to do this again? I may want to mess around with it myself.
 

tjangel

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Damn those arenas are sexy. Keep up the great work!
 

SLX

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Thanks, Tjangel. Blunt, its Autodesk 3ds max 2014.
 

homeyohmy

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Just curious how you go from a 3d model to flat textures for No Mercy, can you export? never did any 3d modeling before. Everything looks awesome Slim, really amazing work, def gives this game a whole new look and feel.
 
D

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I looove that nitro, I think the angle makes it really pop and gives it an "on the road" feel.

Good work, man.
 

SLX

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homeyohmy said:
Just curious how you go from a 3d model to flat textures for No Mercy, can you export? never did any 3d modeling before. Everything looks awesome Slim, really amazing work, def gives this game a whole new look and feel.
3ds max is designed primarily for software rendering, which means you adjust a bunch of comlicated setttings to adjust image quality, and hit F9 to render the scene in software. I use the mental ray render, and some mental ray architectural materials. for the most part i'm either painting my own or using 2k14 textures. Most are no bigger than 256x256, and usually tile. The rest are the texture sheets for minor ring props. I dont' see the big deal, as if I draw them they'll look nearly identical anyway.

The most complicated part is making realistic looking materials (consists of shader commands and textures) and lighting the scene realistically. The reason it takes so much time for me to finish up just 1 stage, in spite of using simple geometry for the most part, is the lighting. And i'm somewhat a perfectionist.
 
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meandalenko

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I've been using some earler versions in 2k14 on ps3, they look amazing!

BsWqxBvCUAAV2IN.jpg


BsWmC2BCYAEtdTe.jpg
 

gjs1988

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Any update for this? I have no words for what I have seen, apart from...............................SHUT UP AND TAKE MY MONEY!!!!!!!!!!!!!!
 

nexus

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here are many many projects that get cancelled and apparently this is one of them
 

gjs1988

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That's a damn shame, these guys do some fantastic work. I found a save that Wolfpac created, called WCW Mayhem, would that include any of SLX's stuff?
 

SLX

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I walked away from this because I began focusing on my career, I began having problems with Unreal 4 (I pirated it...and it's technically a monthly subscription service), and I only have internet on my cell phone now. I don't have the means to continue working on it even if I wanted to. Nothing was cancelled, its just circumstance.

Unreal is back up and working again. I'm on the latest version, I have home internet again, and I've been working in secret on some stuff that was requested a long time ago. I STILL have all project files from everything released in this topic, nothing is lost or missing. Now is about the right time to get back into this, so I will be putting forth effort to get more arenas out of beta and into a final release.

I repeat, I will NOT be working on conversion of anything to No Mercy for quite some time.
It tremendously slows down my workflow and derails me from completing tasks before reaching burnout.

But I will be working on more models, textures, and all around adding to my custom assets to use on new arenas. Then, i can keep recycling more things until new arenas are much quicker and easier.

Let me know what else is wanted/needed. I am thinking of completely redoing my Nitro 1999 and some prior arenas made for the Mayhem save, unless the team (they still around?) think that they are good enough.


Here's snapshots on the current project: RAW 2000, early 2001.

HighresScreenshot00004_zpssdlx87wr.png~original

HighresScreenshot00006_zpsy2sqkaeu.png

HighresScreenshot00011_zpsqmjrflal.png

HighresScreenshot00013_zpstot4entx.png

HighresScreenshot00009_zpsudyttmat.png

[These two are from a slightly older map build)
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HighresScreenshot00003_zpskfv8v3qq.png


I wanna ask if any modders who have arena files from WWF RAW PC if someone could please upload the TronUnder00 and TronUnder01 files from stage files? They're basically a sprite sheet of frames of the animations that play on the titantrons. I don't have the game and I need them for the late 2001 (Invasion) RAW stage. They're low res but it looks fine when used as an animated flipbook. They should export in either TGA or DDS formats, i can work with whatever.
 
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