Showing posts with label Games Portfolio. Show all posts
Showing posts with label Games Portfolio. Show all posts

Tuesday, 26 May 2009

Games Portfolio - Project Conclusion

Here is the final conclusion for my Supreme Commander artefact. This conclusion is to be used in my written report, summing up my views on the project as a whole and how I feel it has turned out.

Conclusion:

In conclusion, I am disappointed with how my final product turned out, handing in the bare-bones of what I originally hoped to have. Constant issues held me back from working in editors, having to re-install Supreme Commander four times at home due to random ‘MohoEngine.dll’ errors and having problems accessing the GPGnet ‘Vault’ page meaning I could not access the working version of the map editor. Eventually, all of these problems were solved and solid work began on my final product, however by this time the deadline was already close and not much time was left to work on my game mod.

More problems caused slow development on my videos, with 3D Unit Models flying through the air, breaking into pieces and appearing un-textured when loaded into the game using de-bug. Texturing was a major issue, with the NVidia Texture Tools used to create the .dds files in Supreme Commander bricking a fellow student’s computer, losing his work and having him re-format a week before deadline. The risk wasn’t taken for my models, in fear of losing all work done so far, as well as work created for other units alongside my Supreme Commander project.

Due to these problems and errors when attempting to import simple models into Supreme Commander, the biggest part of the project to take a hit was the gameplay. The map and models themselves struggled to appear in the game correctly, meaning more time was spent attempting to get these items working and hardly any time was dedicated to working on my ideas gameplay. Originally I planned to have battles between the protesters and their opposing faction, however none of this made it into the final product due to lack of knowledge regarding weapon scripts and too little time to work on them after struggling to get the models into the game in the first place.

If I were to do this project again I would defiantly be more prepared for the problems Supreme Commander caused, with the map editor crashing upon loading a new map and the MohoEngine.dll errors requiring a full re-install. I would make sure the map and all models were fully complete a good five weeks before the final deadline, leaving plenty of time to successfully import the items into Supreme Commander and work on the gameplay.

Overall, the only parts of my end product I am fully satisfied with are my videos and Supreme Commander Map. The map, after several problems, now works perfectly and both my videos have all necessary information needed to showcase my project and explain the development.

Games Portfolio - Issues and Fixes

Here is a list of several different problems I encountered during the production of my final product and what solutions I used to overcome them. This post is to be included as a section in my report, of which I will also hand in with my finished product.

Issues and Fixes:

During the production of my final Supreme Commander MOD, a wide variety of problems were encountered. Most of these problems consisted of software issues with the Supreme Commander game itself, however each issue was addressed and an attempted fix was made allowing me to progress on through the development of my product. Following is a list of problems encountered and how I attempted to fix them.

[1] Problem: “GPGNet ‘Vault’ not loading, hanging on a white screen.”

[1] Fix: The majority of students could not access the GPGNet ‘Vault’ on home computers, therefore were not able to access the map editor. No fix was found for this, however the map editor could still be accessed by copying the execution file from University PC’s.

[2] Problem: “Supreme Commander Map Editor not loading.”, “Supreme Commander Map Editor crashing upon loading a new map.”

[2] Fix: To fix the issue with the Map Editor not loading up, Supreme Commander had to be patched seven times before it would reach its latest version, eventually allowing the map editor to load. After this however, the editor would crash upon starting the creation of a new map. This issue was solved by copying the Map Editor .exe file from University computers and installing them to home PC’s.

[3] Problem: “Models ‘ripping’ in 3Ds Max.”

[3] Fix: During the creation process of my models in 3Ds Max, a frequent problem occurring was using the cut tool, with the line guide not showing up. This often led to my model becoming ‘ripped’, with small parts of them missing due to the vertex’s joining incorrectly. This was fixed however by more carefully creating the cut outline, creating a simpler six sided cut to shape out my protesters arm.

[4] Problem: “Importing Models into Supreme Commander.”, “Models floating above ground.”, “Models appear ‘broken.’”

[4] Fix: Importing models into Supreme Commander involved saving them as .smd formats and placing a low-poly and high-poly version into the Mod folder. When models appeared in game however, several problems occurred. To fix the models from floating above the ground, their position in 3Ds Max needed to be tweaked, placing them just before the centre point and having them face upwards. The reason some models were showing up ‘broken’ and disjoined was due to the fact they were scaled after the pivots had been configured, meaning to fix the issue the model in question needed to be re-made for it to show up correctly.

[5] Problem: “Importing Model animations into Supreme Commander.”, “Model animations not functioning correctly.”

[5] Fix: Animations, the same as with Models, need to be saved as a specific format before imported into Supreme Commander. Once animations were created in 3Ds Max, they were exported as this format and saved into the Mod folder, hopefully allowing the models also in the folder to use the animations next to them. However, these animations would not work successfully, with models in the game still moving around without any animation. This problem could not be solved by either me, or any other students, ultimately leading to my models remaining as static objects in the game.

[6] Problem: “Creating weapon scripts.”

[6] Fix: In order for Supreme Commander units to fire, weapon scripts must be created and placed inside the Mod folder. These weapon scripts use existing unit information to replace user created models with existing weapons, allowing players to fire in game. This however caused problems, with the weapon scripts being created, however not having any effect on the models. This problem still remains un-fixed by me and fellow students.

[7] Problem: “Texturing Models in Supreme Commander.”, “Models appearing un-textured.”

[7] Fix: To texture Supreme Commander models, .dds files must be created using software provided on the Internet by various developers. Using an NVidia tool, these texture files can be created by converting images created in Photoshop. However, the NVidia tool crashed a fellow student’s computer, bricking his system and ending up with him having to format his hard drive and re-install drivers. Due to this, I didn’t take the risk of installing the NVidia tool and texturing my models in fear of losing work done so far on this project, other projects and my computer. University computers would not let students install the software due to lack of admin rights.

Sunday, 10 May 2009


Project Journal - Week 11


Project activity for the week of 04/05/09 (Week 11):
This week I finished creating my map and uploaded a step-by-step walk-through on how I did it to the blog. The walk-through covers how I textured my terrain, elevated certain areas of the level, added in props and how I created water.

Now with the map complete, I'm ready to finish producing my unit models, import them into Supreme Commander using techniques learnt in past lessons and produce my two video files ready for hand-in and presenting next Wednesday. One video file must last three minutes and give a developers insight into how I produced my mod, while the other video will be a maximum of five minutes long, showcasing my end product.

This weeks lesson time I used to finish up with my map and to create my step-by-step walk-through uploaded to the blog earlier today.

Next week is hand-in week, with my final product hopefully being 100% complete by the deadline on Wednesday.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Games Portfolio - Making the Map

At the beginning of this project I decided to create a map from blank canvas as part of my final product. Using the official Supreme Commander Map Editor, I'm able to begin producing a map file from scratch, adding in base textures for the floor, heightening several areas with the 'Elevation Tool', placing props and decals with brushes and finally create water by raising its surface and 'digging' down through the terrain.

Below is a series of screen shots taken during the production of my final Supreme Commander map, most of which will be included in my three minute Supreme Commander developer diary video.

My map consists of a 128x128 two player skirmish terrain type with an 'Evergreen' visual setting. Starting with a blank canvas, I first added texture to the terrain the player will walk on by choosing a pattern in the 'Resource Browser' and pasting it onto the floor in the Stratum Properties window. For the main texture, Stratum 1 is selected in the 'Layers' box. To paint other textures onto the map, the other Stratum Layers must be used in conjunction with the brush tool.

Next, I used the 'Elevation' tool to raise up certain parts of my terrain. Parts of the map not accessible to the player can be created by pulling up mountainous areas player and enemy controlled units cannot pass across. Several different brushes can be used to do this, each having a different pattern to the others. Strength, size and the max/min of height can be configured in the options found underneith each brush type.

Props, such as Tree's, Rocks, Logs and other decorations were added next using the 'Prop' tool. Not serving much other purpose than to give maps variation, props can also stop players from accessing certain areas as in-game units cannot pass through them. In my level, I decided to create forest areas using props and pasting them down onto the terrain by checking the 'Automatic Placement' box in the options and copying them across to the map.

Before this is done however, the prop must be selected from the resource browser and copied into the 'Prop Edit' box. Several different types of prop can be placed into this tool at one time, and once done, will paste all props selected into the level with the brush, five per second at default.

The next step was creating the water. Three major things must be considered when producing water in Supreme Commander, the water texture found in the resource browser, the wave type in the water properties and finally the surface height, also found in water properties. A water texture must be chosen and applied in the same way the base terrain is, using the Water Stratum tool. The wave type, as the name suggests, allows users to change the way the water displays waves with a series of different options.

Most importantly, the surface height must be configured to determine at what point the water can be seen. At default, water remains low down below the map, needing to be raised up so the terrain can be lowered down underneith the water surface to create streams and lakes. This is done by raising and lowering the water surface height until suited with the environment around it.

Once the water surface is configured correctly, it will begin to appear on the map. In my level, I decided to use the water to create a small lake in the centre of the terrain, along with a small stream at the base of a mountain in the bottom right corner.

The final map has now been created, ready for testing in the SupCom game engine by being placed in and loaded from the THQ Map folder.

Sunday, 3 May 2009

Games Portfolio - Journal (Week 10) - Map Creation

Project Journal - Week 10


Project activity for the week of 27/04/09 (Week 10):
This week I spent my time with Supreme Commander creating my final map and producing two small units in 3Ds Max to place into the game. My final map still needs working with due to some complications with room access time at University. Luckily though, time in lesson was given to work on our projects and progression with the map was made in the time allocated. Although we now know how to insert models into Supreme Commander, my main concern is the animations and whether or not it'll be possible to have them working by the time the final product is shown.

In the lesson this week, once again, I spent time working with my map and discussing with other students how to insert models into Supreme Commander from 3Ds Max and how we would go about linking them to their animations.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 26 April 2009

Games Portfolio - Journal (Week 9) - 3D Model Creation

Project Journal - Week 9

Project activity for the week of 20/04/09 (Week 9):
This week I spent my time with Supreme Commander attempting to produce work in the map editor and in 3Ds Max. More final models were worked on for the completed product to be handed in 3 weeks from now. With such little time left, me and most other class mates are still very unsure how to utilise many of the features in Supreme Commander, such as getting models and characters to animate and successfully creating camera paths etc.

In the lesson this week I spent my time wisely attempting to complete my final terrain in University due to the editor not working back at home. Now roughly half complete, I hope to have the map entirely finished next week by spending as much time in University as possible.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 5 April 2009

Games Portfolio - Journal (Week 8) - Existing Levels

Project Journal - Week 8

Project activity for the week of 30/03/09 (Week 8):
This week I spent my time with Supreme Commander playing though stages of the main campaign mode and analysing how the single player and multiplayer maps are built. Whilst most seem rather simply made, the terrain constantly remains interesting in terms of obstacles and items and in multiplayer they always remain balanced with the maximum amount of armies allowed to battle on that particular map always kept in mind.

The lesson this week was cancelled due to a lecture taking place in the games lab. An email from the office however suggests we keep checking our mail inbox during Easter for some work from the lecturers. Despite this however I attempted to begin work on my Supreme Commander map, although came across a major problem with the Supreme Commander GPGNet software. Unable to access the GPGNet 'Vault' due to it not loading, me and the majority of other students on the module could not download the Map Editor to produce terrain on computers at home. All other versions of the Supreme Commander Map Editor downloadable from the Internet crash upon creating a new Map.

During Easter, I hope to solve this problem with the map editor and begin work producing my final map ready for showing off at the end of the unit.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 29 March 2009

Games Portfolio - Journal (Week 7) - Cameras


Project Journal - Week 7

Project activity for the week of 23/03/09 (Week 7):
This week, not much work was spent on the Supreme Commander project outside of lesson time. With many other project deadlines for other subjects drawing near, priority was key with assignments such as the Team Project Presentation and the Games Design 2 Research Assignment to be handed in the same week.

During lesson we spent our two hours working with Cameras in the Supreme Commander engine. Adding in cameras to the map allowed us to perform a variety of things, whether it be dynamic panning of units or to give players more movie style effects for some in-game machinima.

The Cameras were added in by first changing the .lua script file for the map at hand, of which are:

"local ScenarioUtils = import('/lua/sim/ScenarioUtilities.lua')
function OnPopulate()
ScenarioUtils.InitializeArmies()
end

function OnStart(self)
end"

Before this however, all entries found in the official map editor tutorial of the Supreme Commander Wiki must be entered for the map to run. Next, the map editor is opened and a variety of tools can be used to insert the cameras into the level. The "CameraStart" and "CameraEnd" markers create a path for the cameras to follow, with them moving from one marker to the other. It's possible for the cameras to also focus on armies by creating a small set of script and linking the cameras to the "InitilizeArmies" markers. All of the items taught in lesson were recorded onto paper and printed out for later use, something that's to be of great aid during the production of my final mod.

For next week, I will hope to work more with cameras and create some dynamic video footage in the Supreme Commander engine.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 22 March 2009

Games Portfolio - Journal (Week 6) - Modelling

Project Journal - Week 6

Project activity for the week of 16/03/09 (Week 6):
This week I worked mostly in 3Ds Max, tweaking my skills and getting once again used to using the tool set. For my final product, I hope to use 3Ds Max to create two units for players to use in-game, with both low and high polygon count versions imported. The high polygon model will be used for when the camera pans close to the units, while the low one for when the camera pans out. This is done to preserve CPU usage in computers, taking much less power to render tens of low polygon models on screen than high ones. 3Ds Max plays a vital role in the production of my project, therefore it's best to become used to working with the program before the final models are produced.

During lesson time this week we were told how to run the PC performance check for Supreme Commander. This allowed us to watch a pre-fought battle programmed into the game and test out if the machine playing the game at hand could run it efficiently. Although I couldn't really see how this could help our project in any way, it'll be interesting to see the pre-recorded match using our own units and map to see how PC efficient it all is.

For next week, I will hope to get more 3D Models finished ready for the final product.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 15 March 2009

Games Portfolio - Journal (Week 5) - Research

Project Journal - Week 5

Project activity for the week of 09/03/09 (Week 5):
This week I spent most of my time conducting research into how the development process of my assignment can be undertaken. Searching various resources online, I posted up an article earlier in the week explaining what tutorials I found and how I am to import 3D Models and SupCom Edited maps into the tool set. You can read the article here.

During lesson time this week we started playing with the debug option in the Supreme Commander tool set. To access debug, the Supreme Commander .LUA file had to be edited, and cheats enabled in the options menu. Debug allows users to place down any object available in the game at any time they desire, also including any custom made models. We were taught how to mod the engine using 'Shadow' folders, editing the Supreme Commander system files to add our own edits into the game.

For next week, I hope to put research learnt into practise and import some models into Supreme Commander. Hopefully, I will also be able to figure out how to create and import animations for those models also.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Friday, 13 March 2009

Games Portfolio - Model and Terrain Development

Model and Terrain Development Overview

For our final assignment, we are expected as individuals to create and import our own 3D Models into the Supreme Commander Tool Set, producing and shaping our own terrain. Before this development process can take place however, research must be conducted as to how these 3D Models are created and imported, and how the SupCom Map Editor works.

When creating models for Supreme Commander, several different programs will need to be utilised. Firstly, custom units are produced in 3D Editing Software such as 3Ds Max or Maya. These models will need to be fully textured and exported as .MDL files, ready to be transferred into Supreme Commander.

When finally importing models into Supreme Commander, a 'Model Importer' can be downloaded from the Internet and used to transfer custom models into the game files. The importer has been made available from here and allows users to import saved models created in 3Ds Max or Maya, and then simply export them into the game.

Terrain creation for Supreme Commander can all be taken place inside the official SupCom Map Editor, of which is available here. The map editor allows users to build up terrain, place in scenery such as trees and lakes, and paint the areas with a series of different textures.

The following links give some very useful tutorials when attempting to use the SupCom Map Editor:

To see all posts concerning this unit, click the 'Games Portfolio' tag below.

Sunday, 8 March 2009

Games Portfolio - Journal (Week 4) - Final Pitch Video


Project Journal - Week 4

Project activity for the week of 02/03/09 (Week 4):
This week I spent most of my time finalising my project pitch video, of which was handed in to the University office Thursday. My pitch ended up at 2:50 minutes long and consisted of images, sound and descriptions of ideas. Unfortunately, I could not gather the appropriate equipment to add a voice over, however will take this into account and make sure to get it for future works on the project. You can view my final project pitch video online below.

Click the link below to be taken to the video!


During lesson time this week we worked through several Photoshop tutorials. These tutorials taught us how to create, colour and apply textures to a 3D virtual model using Photoshop and 3Ds Max. Using these tools, we created masks in Photoshop, used the paint tool to add colour, text tool to add wording and applied these textures to a gas canister, of which was all done in 3Ds Max. These tutorials are to be useful for us in the future, with us creating models for our project in 3Ds Max and texturing them with the aid of Photoshop.

For next week, I plan on spending some time researching Supreme Commander. I hope to learn how models are imported and created, what is involved when creating a Supreme Commander map and what it's like to get to grips with the scripting language. All of this research will be posted up on the blog next weekend along with a sum up in the project journal. This is all in preparation of practical work, of which will be beginning in week 6.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Sunday, 1 March 2009

Games Portfolio - Journal (Week 3) - Pitch Production

Project Journal - Week 3

Project activity for the week of 23/02/09 (Week 3):
My project pitch is currently in development. I am aiming for a three minute video pitching my initial idea, how it will be possible to create that idea using 'Supreme Commander' and some inspirational images to help pitch the theme of my idea across. So far, the video is around 70% complete and will be finished early next week for the deadline on the 6th of March, Friday.

During lesson time this week we were asked to complete a survey given to us by Angela Tinwell. No work using the Supreme Commander Tool set was completed.

For next week, I plan on finishing the project pitch, adding in overlay text explaining my ideas and by recording a voice over if there is enough time remaining and the appropriate resources can be obtained. I will upload the project pitch video to an online video streaming website next week and include a link in my next project journal.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Monday, 23 February 2009

Games Portfolio - Project Objectives


Here are five main objectives to accomplish by the end of the unit. Although being shallow, these objectives will give a basic overview of what was needed to be done for the unit and will be constantly referred to during production.

[1] Develop a unique game idea and pitch it in the form of a three minute Adobe Premiere video.

[2] Model several units using 3Ds Max and scale them to that of the existing Supreme Commander units found in the game files.

[3] Develop terrain for use in the official Supreme Commander map editor based around my initial idea.

[4] Produce two further videos, a five minute product showcase and a three minute developer insight into the production process.

[5] Log all project activity using an online Blog, posting weekly developer diary entries discussing what has been worked on that week, what has been learnt and how work has been produced.

Sunday, 22 February 2009

Games Portfolio - Journal (Week 2) - Planning Process

Project Journal - Week 2

Every week I will post up a journal entry concerning work completed for the 'Games Portfolio' unit. These journal entries will sum up progress made in the Supreme Commander tool set so far and what I plan on achieving the following week. These journals will help keep a record of what work was completed and when, as well as help to push the project along further, leading up to the final hand in on the 29th of May, 2009. All journals are separate to other posts uploaded in the week concerning the unit and will go towards my final mark at the end of the unit.

Project activity for the week of 16/02/09 (Week 2):
Ideas for the project pitch to be handed in on the 6th of March were brainstormed. Several ideas were thought about and realistic thinking as to what is possible to create in the Supreme Commander tool set was taken into consideration. A 'Pitch Ideas' post was uploaded to the blog discussing my final idea for the game and what it will involve.

During lesson time this week I spent the majority of the time getting to grips with the 'Adobe Premiere' and 'Adobe Photoshop' programs to aid the creation of my pitch video and mood boards. In lesson, I made a test trailer using already existing video footage from the Internet and a nature themed mood board using images from the Google search engine.

For next week, I plan to start the creation of my final pitch video and by the 29th of February have the production of the pitch well under way. A script must be written and voice acting recorded to go with my video, of which will consist of mood board images, design ideas, related images videos to help visualise my idea and royalty free sound located to play in the background.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.

Thursday, 19 February 2009

Games Portfolio - Pitch Ideas

The deadline for my pitch involving an idea in 'Supreme Commander' containing 'Technology and Nature' is the 6th of March 2009, the week after next. I have already had several ideas regarding the pitch, and after going through what I think will be most possible to create in the editor than others have decided to stick with one solid idea.

For my pitch, I have decided to go with the theme of a protest. Several protesters are fighting against construction workers and police in an attempt to protect a forest. Being no ordinary forest, it is said that the nature contained inside it holds possession to some very powerful magic. The council, fearing this power, is attempting to destroy the forest and be rid of the, as seen by them, 'potential threat' once and for all.

Due to the rumours surrounding the forest, a cult of followers has formed with people living within the trees and greenery of the forest, of whom aren't going to lose their so called 'home' without a fight. Although the storyline sounds generic, the premise of my idea fits perfectly with the theme of the brief, Technology and Nature.

When developing my game it would be interesting to see if I can add in the following features:
- Customised Character Models (protesters holding picket signs)
- Customised Textures (for the picket signs, machinery, character clothing.)
- Modified Machinery (for bulldozers, diggers etc.)
- Modified Terrain (Interesting surfaces, large forest areas.)
- Customised Weapons - (Basic weaponry such as sticks, rocks, police batons etc.)

For my pitch I plan on explaining this idea via the video, showcasing a series of images and mood boards to help visualize my idea and explain what I plan on doing in Supreme Commander (such as creating character models, weapons etc.) All of my video footage will be cut and created using Adobe Premier for Windows.

I will post up work for this unit as it progresses sometime during next week.

To see all posts concerning this unit, click the 'Games Portfolio' tag below.

Wednesday, 11 February 2009

Games Portfolio - Journal (Week 1) - Supreme Commander

Project Journal - Week 1


This blog will now also be used for posting work concerning the second year 'Games Portfolio' unit. In this unit I will be utilising the 'Supreme Commander' tool set creating a range of different terrains, scenarios, skins, armies and design ideas.

This week I plan to get used to the Supreme Commander tool set, following tutorials online and having a good play through the single player campaigns! The theme of our finished product for the assignment must be 'The crossover between Technology and Nature.' The final artefact must consist of a five minute maximum video showcasing the product and another behind the scenes 'making of' video showing how the item was produced.

Already I have been thinking up ideas for what my final pieces could consist of, ranging from nature being produced artificially on a far distant planet to a simple dispute between protesters wanting to save nature and workers wanting to create a motorway.

I will update this blog periodically with work on my piece and the processes used to develop it.

To see all posts concerning this unit, click the 'Games Portfolio' tag below. To see all project journals, click the 'Journal' tag.