Ryo's Room mapping in Source Engine [WIP]

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Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Mon May 12, 2014 3:03 pm

Hi Shenmue Dojo community,

I work in a fan remake of Ryo's Room in Source Engine and want to share you what i already made, maybe I will make later the Hazuki's House entirely.

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Last edited by Rafik on Mon May 12, 2014 7:13 pm, edited 1 time in total.

Rafik has received 3 thanks from: Giorgio, MiTT3NZ, shengoro86
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby brad86 » Mon May 12, 2014 5:09 pm

Looking great!

Don't forget the alarm clock ;)
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby wude » Mon May 12, 2014 5:44 pm

great work rafik, did you use original textures from the game?
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Mon May 12, 2014 5:49 pm

brad86 wrote: Looking great!

Don't forget the alarm clock ;)


Thanks,
yes, I will not forget. :mrgreen:

wude wrote: great work rafik, did you use original textures from the game?


Thanks,
only for the floor and carpet (remastered with other carpet texture).
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby MiTT3NZ » Tue May 13, 2014 5:34 am

Seriously? Woulda thought the walls were rips n'all. Very nice work.
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Calshot » Tue May 13, 2014 7:14 am

Now that rumor of Ryo having a gun can finally come true.

Seriously, good work.
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby BlueMue » Tue May 13, 2014 9:54 am

I lost count of how many projects of the kind have been started in the past few years.
But this is looking really good. The textures really look like they're straight out of the game. Great effort!
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Tue May 13, 2014 12:13 pm

Thank you all for your messages, I try to do my best to have close render than in game, for proportion, modeling and texture, I don't want use texture from the game, i try to take free texture in internet and modify this to be close than ingame texture.

PS: If someone have Shenmue models ripped from Hazuki's House and Ryo's Room, it will help me a lot to use this like blueprint and for time to do this map.

Calshot wrote: Now that rumor of Ryo having a gun can finally come true.

Seriously, good work.


:mrgreen:

I use CounterStrike : Global Offensive SDK to do this render, it's why you see a gun, i will hide arm and gun nextime. ;-)

EDIT: Little update:

I'm work to modeling books because bookcase look so empty ^^ and I remade parquet floor, now there is only one texture from game (carpet).

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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Wed May 14, 2014 8:37 pm

New screenshots (without arms and gun ^^ but with books !!).

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Rafik has received 3 thanks from: Fenix, Giorgio, ShenmueTree
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Razivoid » Thu May 15, 2014 2:44 pm

Rafik wrote:
PS: If someone have Shenmue models ripped from Hazuki's House and Ryo's Room, it will help me a lot to use this like blueprint and for time to do this map.



Hi Rafik,
Good work! The room is larger which I think is the right way of doing it for your project. I am actually modeling the entirety of the Hazuki residence including the dojo, for part of my "Shenmue Mobile" project. I believe I have found the best way of extracting the models and textures from the game. I think it is quicker to model from scratch like you're doing and just reference the 3D model information to scale it up.

My plan is to split-up the ripped residence model to a number of files then overlay each in my workspace as a reference. Then I can poly-model over with snaps and live-map new textures referencing the colour pallette. This will give me an environment to model efficiently and create good geometry and UV's.

I would be happy to send this to you when completed but I wouldn't like you to wait! My priorities are with programming at the moment. Plus I hope to get the room to scale (which wouldn't work with source gameplay).

For advice I would say you could rip the models and create hand-drawn plans/sections (or use CAD software) to very quickly measure and annotate the dimensions/details of furniture/walls. I would then apply a scale factor for the axis of Ryo's room width, to open-out the environment.

^ If you think that the drawings will help you create the geometry (and you're happy creating new textures) then I can help you out. I'm a very efficient with CAD and creating these drawings would be an asset to the community.
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Thu May 15, 2014 4:05 pm

Hi Razivoid, i think too this is more larger than ingame Ryo's room, i have already try to ripping models but it's doesn't work for me, i can't extract MT5 models in .obj to use this like a blueprint, and 3D Ripper DX have bad render in 3DS Max, but i have ripped with it original texture.

Actual size (in inchs):

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Re: Ryo's Room mapping in Source Engine [WIP]

Postby MiTT3NZ » Thu May 15, 2014 4:57 pm

This guide has a birds-eye view floor plan of the Hazuki Residence.

http://www.theisozone.com/downloads/dre ... -guidepdf/
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Thu May 15, 2014 5:19 pm

MiTT3NZ wrote: This guide has a birds-eye view floor plan of the Hazuki Residence.

http://www.theisozone.com/downloads/dre ... -guidepdf/


Thanks a lot ! It will me help me a lot if I continue Hazuki residence. 8)
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby Rafik » Fri May 16, 2014 12:19 am

I have resized Ryo's room, white/purple doors, bed and windows:

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Rafik has received a thanks from: shengoro86
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Re: Ryo's Room mapping in Source Engine [WIP]

Postby BlueMue » Fri May 16, 2014 2:15 pm

It's a trap! There's no door knob so you can't get out. :lol:
Well if there's nothing on the other side of the door you wouldn't wanna open it anway.

You're making good progress, now it's time for the final details. The chair, the lamp, the alarm clock and so on.
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