View Full Version : Monte Carlo of Monaco

22nd Nov 2008, 08:08 PM
I have been busy the last few weeks with my new map, the Monte Carlo Grand Prix. What is in the level so far is under 36,000 polys.
Figuring out the elevations and different buildings can be maddening, the city is different ever year:P

It's finished. http://www.fileplanet.com/files/200000/204543.shtml

23rd Nov 2008, 07:58 AM
This is looking good - nice work!

23rd Nov 2008, 10:13 AM
Hope it runs great and good luck. :)

27th Nov 2008, 10:52 PM
I haven't had a great deal of time this week, I also spent alot of time fine tuning the road elevations and scale. I am up to around 38,000 polys.

28th Nov 2008, 12:40 AM
Looks very nice!

29th Nov 2008, 09:31 PM
Have fun texturing all of that :)

Looking good!

Malibu Barbie
2nd Dec 2008, 11:11 AM
Way cool, Steve!

As an avid F1 fan, I'm looking forwards to "driving" in Monte Carlo!

And as a side note, I never yelled at my TV as much as I did during the last race at Interlagos. And since I'm Brazilian, you can probably tell who I was rooting for. And yes, I did cuss several generations of Timo Glock's ancestors. My apologies to the Glock family. :(

Malibu Barbie
2nd Dec 2008, 11:15 AM
Hehehe. I see I was not alone. I was reading the report of the race (http://en.wikipedia.org/wiki/2008_Brazilian_Grand_Prix), and it mentions: "Ferrari president Luca di Montezemolo was reportedly so angry with the result, however, that he destroyed the television he was viewing the race on." :D

4th Dec 2008, 07:41 AM
Hello Malibu Barbie:) I don't get to watch many races, but I did attend 3 in the last two years:P

I have spent several days figuring out the Casino complex; poly count is now 45,000.

13th Dec 2008, 09:52 PM
I had to adjust the heights of the meshes again to get everything to come out correctly. The basic road is correctly laid out, so modeling should go faster now. I am just over 60,000 polys.

8th Jan 2009, 09:18 PM
I am now over 85,000 polys.

8th Jan 2009, 10:42 PM
Higher! need at least another 100k :)

16th Jan 2009, 04:05 PM
Uhhh. anybody notice are website has disappeared?

17th Jan 2009, 08:43 PM
After BeyondUnreal did their site work last week, almost every link takes me to the front page:(

This week's update; just under 94,000 polys.

22nd Jan 2009, 12:54 PM
That looks mightily impressive! I haven't been to monaco myself, the closest I've come is Gran Turismo 4, but from what I saw in that your version is pretty much exact to the real one.

24th Jan 2009, 08:44 AM
I haven't been there either, but I am sure I could find my way around after spending three months working from photos:D

I worked on the Casino area this week, just over 100,000 polys now.

31st Jan 2009, 09:22 PM
This week was spent on closing gaps in the ground, and on details on the north east corner. Poly count is 113,000.

1st Feb 2009, 10:43 AM
That is starting to look truly magnificent, awesome stuff!

7th Feb 2009, 11:23 PM
Thanks ProjectX:) How is University going?

This weeks update.

8th Feb 2009, 08:33 AM
Boring, sadly. Just started a module on Artificial Intelligence, which sounds like it ought to be awesome, but is being taught by the world's most boring lecturer. The other modules have great lecturers, but boring material.

Couple that with the fact I got a shoddy 9% for my compiler I wrote (after no less than 50 hours of solid work) and things aren't too great at the moment.

Ah well, it'll all be useful hopefully, and I think my boring lecturer gets replaced with a good one soon.

P.S> I'm making a point for every program I hand in for A.I. to call each one "Skynet.java"

14th Feb 2009, 06:28 PM
So, are you going to replace Shrimp as a top notch coder?

This weeks work, just under 150,000 polys.

14th Feb 2009, 08:07 PM
Probably not, it's a different kettle of fish entirely. Half of it is blind coding on this, you can't really see what code is already there.

14th Feb 2009, 10:32 PM
Sweet jesus Stevy. Let's just hope your hard work runs smooth. :)
Looks like texturing will be the worse part of it all.

21st Feb 2009, 07:42 PM
Thanks for the warning Kantham:P At the moment I am very ready to quit modeling and start texturing, but that feeling won't last for long I am afraid.

Here is this weeks update.

22nd Feb 2009, 10:16 AM
That is possibly the most beautiful screenshot I have ever seen.

24th Feb 2009, 11:19 PM
I'll offer the suggestion of making the bleacher supports with a alpha texture on a plane since its away from the track. Dense, thin mesh like that takes a hit on the render time.

Looking good overall :)

25th Feb 2009, 06:56 PM
Thanks NeoNautica, I didn't realise one sided meshes took a higher load. I am glad I haven't textured yet:P

28th Feb 2009, 02:07 PM
If you keep them simple actually modelling the bars shouldn't proof much of a problem for the engine to render. I imagine you'll not be needing collision in those areas due to the nature of Unwheel.

OT - I got my first custom vehicle in engine earlier this week :D

Keep up the work!

*keeps on lurking*

28th Feb 2009, 09:39 PM
Congrats on your first vehicle The_Head:clap: I know from personal experience that isn't an easy job.

I decided to just close in the bottom of the bleachers for simplicity.

I did the hill above the harbor this week, and the buildings on top of the hill. When rendering, Blender says it is rendering 187,000 polys.

7th Mar 2009, 09:59 PM
I am well over 200,000 polys now. I have most of the safety fences and guardrails added, as well as a lot of the north shoreline. As usual, there were a lot of tweaks and adjustments this week.

8th Mar 2009, 01:43 AM
I know I brought up the texturing subject earlier on, but how are you planning to texture all of this? It's going to be hard as hell. :eek: Don't give up, when I look at this and what you've done before it is clever that you've made progress in your 3D career.

9th Mar 2009, 01:36 PM
Some of the texturing shouldn't be too bad Kantham. Most of it will be photosourced. Unless Blender has some clever trick to make things much harder than 3dsmax (which is what I'm used to) it shouldn't be a massive problem. Not really a huge amount harder than texturing a level in UED. Just different.

17th Mar 2009, 09:04 PM
My goal in texturing is to do all the buildings with around 8 2048x2048 texture sheets. I have spent 4 days on what I think will be the most difficult one; the casino/ HotelParis/ CafeParis. I want the detail, but also want to do all 3 with one texture. Once the texture sheets are done, I think UV layout will be straight forward.
Major modeling is all done, all remaining buildings will be from 6 to 100 polys.

18th Mar 2009, 11:29 PM
It's probably inappropriate to have sexual feelings towards a screenshot.

On second thoughts it's totally inappropriate, but that is beautiful.

10th Apr 2009, 05:11 PM
You could easily get away with using more textures should you want to.
Looking forward to seeing more progress ;)

16th Apr 2009, 05:45 PM
WOW, a whole month with no post:( I spent 2 weeks outside of Chicago doing a bathroom remodel, with no way to work on my map. I do have the casino complex almost completely textured, but no screenshots until I have completed that area.

I will be gone another week away from the computer starting tomorrow. See you in a week or so:P

17th Apr 2009, 09:42 PM
We'll be waiting patiently ;)

18th Apr 2009, 01:22 AM
yeah, I'll still be trying to unstick my jaw from the floor

4th May 2009, 02:54 PM
Awesome screenshots indeed.

7th May 2009, 07:06 PM
Finally an update:P

9th May 2009, 04:06 PM
Wow, that is looking absolutely stunning, steve!

13th May 2009, 10:17 PM
I was requested to make a animation showing the map in Blender in another forum, so, here is the link; http://files.filefront.com/13753186

15th May 2009, 02:58 PM
that's awesome, truly awesome!

18th May 2009, 02:39 AM
Hey Steve, did you release anything for phase 3 of the MSU?

18th May 2009, 04:51 PM
Hey Adam:) Nice to hear from you.

No, I have nothing in this phase of the contest:( I have been working on the Monaco map since phase 2, and since April I have had much less time to work. I would have liked to enter the Best Mod Map catagory, but didn't make it.

Are you workiing on anything now?

18th May 2009, 05:09 PM
Well your Monaco map is looking pretty impressive, but I'd hate to be the one to have UV and texture it :O

I joined up with the Angel's Fall First team around 6 months ago or so, we just released a new version for phase 3, but I think we are going to have an updated version out fairly soon to fix a couple things that broke during the crunch.


2nd Jun 2009, 09:59 AM
Here is another update. I am still struggling to spend enough time on texturing:P

4th Jun 2009, 03:30 PM
Looking lovely so far :)

9th Jun 2009, 10:17 PM
Another quick update. I am on my second 2048x2048 texture sheet.

9th Jun 2009, 10:45 PM
All I can say is keep up the good work. Pro work right there, shows you have the patience and knowledge to achieve it.

10th Jun 2009, 03:13 PM
I am really loving these updates, I look forward to powering down this beauty of a track

13th Jun 2009, 10:12 PM
Kantham, thanks for the comment. This project is taking sooooo long I wonder, should I finish it an do something else. But, since there really is no UnWheel 2 interest, I just stick with it:P

ProjectX, I ran thru the untextured partial build in UT3 this week, and it made me very anxious to finish this for the very reason you mentioned!

14th Jun 2009, 11:50 AM
No Unwheel 2? Did i hear right?

14th Jun 2009, 01:14 PM
I don't know:P It seems the two people who joined last August, and the remaining team members are all victims of real life. We have no one to code, and that leaves me, who can only code vehicles.
Without code we probably not have a complete UnWheel 2 mod. I released my vehicles and first race map for phase two of the MSUC, but I have seen very little interest in people using them.
This is not a morose, depressed, I am finished post; just hinting at what I see at the moment.
This is a hobby I enjoy, and see nothing now to prevent me from continuing.
So, that is the long asnswer:)

14th Jun 2009, 05:50 PM
I honestly wish I could take up the coding mantle, but it's such a different kettle of fish to what I'm used to. I'll look into it, but I'm doubtful.

14th Jun 2009, 06:14 PM
Well if it doesn't end up done, maybe you can release some assets for the UT3 level designers? :)

21st Jun 2009, 07:06 AM
Kantham, I didn't say I wouldn't finish and release the maps and other content, just said ther probably won't be a complete mod:P People should still be able to race the maps, just not against others, or online:(

This weeks work.

27th Jun 2009, 10:41 PM
Another quick update.

1st Jul 2009, 02:58 PM
that is looking absolutely fantastic

4th Jul 2009, 04:20 PM
Another update.

5th Jul 2009, 05:34 AM
Very nice steven. What level of lighting is Blender capable of?
The whole thing would look amazing rendered with a mental ray daylight system in 3dsmax :D - not sure how Blender compares on that front!

17th Jul 2009, 12:00 PM
Hey, The_Head and/or stevehorton, I have been working on custom vehicles for awhile and cannot seem to get them to work in UT3 b/c the game just crashes. I was wondering if either of you guys could post a copy of a working vehicle somewhere for me to analyze what I might be doing wrong, or if you do not want to do that could check out my package and point out any mistakes
This has been frustrating me forever and I really do not want to give up, so any help at all would be fantastic.

25th Jul 2009, 11:36 PM
These shots are all ingame:) Still making progress.

26th Jul 2009, 05:40 AM
not bad at all! Wouldn't mind seeing some closeups!

1st Aug 2009, 05:58 PM
Don't worry, you will see closeups:P Here is this weeks progress with a better render.

2nd Aug 2009, 04:52 AM
that's beautiful!

1st Sep 2009, 08:57 AM
Sorry for no updates. I was pushing very hard to make the deadline for the MSU Contest. Here is the download link; http://www.fileplanet.com/files/200000/204705.shtml

Edit; link changed to a working version:P

2nd Sep 2009, 03:29 AM
wow that looks fantastic! I'll dl that as soon as I'm back from work.

3rd Sep 2009, 10:46 PM
Very nice work :)

10th Sep 2009, 07:38 AM
Man, this map is huge! Are you considering making it an open world racer or something? I went driving up into the mountains, you can do some really massive jumps off the cliffs and ridges up there, I did like 3 flips and landed on my wheels :D there's a nice view of the city up there too :)

10th Sep 2009, 08:06 AM
Hello JamesG, did you find the open tunnel?

10th Sep 2009, 08:17 AM
Um yep, I found one where u fall through the ground as you leave it and on to infinity and beyond.

10th Sep 2009, 06:02 PM
Umm, yea, guess I didn't get that fixed in the currently released version; sorry:P

11th Sep 2009, 08:10 PM
Not surprising considering how massive it is.

13th Nov 2009, 08:48 PM
No Unwheel 2? Did i hear right?

I can now answer your question;) Check here for UnWheel2; http://www.mediafire.com/file/tmwm2tqtjkg/UnWheel2.zip

14th Nov 2009, 12:56 AM
I can now answer your question;) Check here for UnWheel2; http://www.mediafire.com/file/tmwm2tqtjkg/UnWheel2.zip

Just gave it a go:

Maps are great,

Vehicles are frankly astounding,

You've cleared up some major issues in the code, which is always helpful and mouse steering is awesome!

Overall my not-at-all-biased opinion is that everybody in the world should get this as Steve's worked his heart out on it and it really shows.

24th Nov 2009, 11:13 PM
Download it right now. Will try after work. Canīt wait.