FZE's Drinks and Cocktails Pack II: It's The End of Sobriety as We Know It
33 replies, posted
So, after the modest success of the first [URL=http://www.facepunch.com/threads/939270-FZE-s-Drinks-and-Cocktails-Pack?highlight=]FZEDACP[/URL], I decided to address a couple of requests I received in relation to it. Included in this sequel will be a mug, shaker, tankard, three different shot glasses, a longneck bottle, and empty versions of these vessels and the original pack's glasses.
[IMG_thumb]http://img8.imageshack.us/img8/299/drinksset2.png[/IMG_thumb]
But this pack needs two things from you:
[B]1.[/B] Bottle labels. I haven't got any beer bottles, and if I did I don't have a scanner. While I could acquire decent labels from a Google Images search, I'd rather have better quality scans more suited to a UV wrap, especially for the more obscure brands that might be hard to find labels for online. So, any labels of sufficient quality submitted by the community will definitely go in the pack. If you'd like your favorite brew in GMod, hit me up with a label.
[B]2.[/B] I have no idea how to model foam. I want to put a nice head of foam on the mug, but the only ways I can think of going about it would waste beaucoup triangles, and while I have no objections wasting triangles on improved visual quality, I have the impression this could be easily accomplished some other way. If any veteran modelers have thoughts on how to build a foam, let me know.
Also under consideration is a lidded stein, but my lord it is thirty times a bitch to skin thanks to my ignorant UV mapping.
[IMG_thumb]http://img267.imageshack.us/img267/1871/steinb.jpg[/IMG_Thumb]
Only 2 things I can think of for foam is A. particle attachments or B. create a transparent dome, then another layer of transparent dome, then another layer, and so on. That would most likely look a little odd.
Would you be able to do an ice cube? I am sure there are some shaders for it. I'd love some scotch.
[img]http://www.coolmarriedguy.com/wp-content/uploads/2009/12/ist2_994852-scotch-on-the-rocks.jpg[/img]
[QUOTE=Henry Townshend;27267456]Only 2 things I can think of for foam is A. particle attachments or B. create a transparent dome, then another layer of transparent dome, then another layer, and so on. That would most likely look a little odd.[/QUOTE]
I'm thinking now of making a more solid foam, I think I could pull this off:
[IMG_thumb]http://roguerundown.files.wordpress.com/2009/06/light-beer.jpg[/IMG_thumb]
[QUOTE=Henry Townshend;27267456]Would you be able to do an ice cube? I am sure there are some shaders for it. I'd love some scotch.
[img_thumb]http://www.coolmarriedguy.com/wp-content/uploads/2009/12/ist2_994852-scotch-on-the-rocks.jpg[/img_thumb][/QUOTE]
Ice cubes are doable, but results will vary. The problem with scotch like that is you're looking at three layers of transparency - the glass itself, the liquor, and the ice cubes, and multilayer transparency is to Source what swimming is to bricks. All liquids and ice cubes in the original pack were opaque, and the glasses transparent because anything else looked horrible.
With a good shader, ice cubes could look sufficiently glossy and slick without technically being transparent, but then they'd be submerged in a completely opaque scotch, and it would kind of ruin the illusion. Supposedly there are some VMT settings that permit better multilayer transparency, so I'll have to experiment. And by that, I mean if anyone knows how to pull this off, let me know, because I've tried everything I know of.
[B]EDIT:[/B] [URL=http://www.thinkgeek.com/interests/dads/ba37/]These[/URL] on the other hand...
[IMG]http://cdn5.mydeco.com/product_images/full/9e182270616d398417a78f5e53c3dd8cdd516d5a.jpg[/IMG]
[editline]8th January 2011[/editline]
something like that?
[QUOTE=flamester370;27268880][img_thumb]http://cdn5.mydeco.com/product_images/full/9e182270616d398417a78f5e53c3dd8cdd516d5a.jpg[/img_thumb]
[editline]8th January 2011[/editline]
something like that?[/QUOTE]
Quite like that actually, especially now that you've reminded me to make a pilsner glass.
Wine glasses and bottles. Please. I've been wanting to make some custom labels for so long.
[img_thumb]http://upload.wikimedia.org/wikipedia/commons/1/16/Empty_Wine_bottle.jpg[/img_thumb]
Beer mugs in ale, lager, and stout:
[IMG_Thumb]http://img84.imageshack.us/img84/6544/cscabaret0003.jpg[/IMG_Thumb]
Wine bottle, wine glass, and Pilsner glass (now without actual textures!):
[IMG_thumb]http://img443.imageshack.us/img443/6633/renders2m.jpg[/IMG_thumb]
I like the pilsner glass cant wait for it.
They're relatively good, just looks a bit flat in my opinion. You should play around with phong, specularity and alike.
Refraction maps should do nicely. Some phong and spec maps wouldn't hurt either. Also, I've go a wine label for you.
[img_thumb]http://media.moddb.com/images/members/1/299/298427/wine_label.png[/img_thumb]
Add some Star Trek cocktails or drinks.
What about Romulan Ale?
[url]http://memory-alpha.org/wiki/Romulan_ale[/url]
Mugs, Pilsner glasses, and pint glasses, now with Lt_C's gorgeous lighting effects for maximum lookability.
[IMG_thumb]http://img560.imageshack.us/img560/816/drinks.jpg[/IMG_thumb]
(The extra-bright bloom on some of them is the map's lighting, they're all like the ones on the left)
Very nice have an artistic.
Looks mighty purdy, ifin I do say so myself.
Okay, now that my [I][B]fucking[/B][/I] SDK works even marginally (thanks to a jury-rigged workaround from TF2Maps.net, but I'll get off that subject before I go into a Valve-fucks-up-everything-goddamnit rant), I've been able to continue work on the pack. I compiled and tested the wine bottle last weekend, but the glare was too bright for me to see how it looked - I'll have to tone down the lighting a bit. Now, however, I've got it in HLMV (the land which lighting apparently forgot), and there's a bigger problem:
[IMG]http://img408.imageshack.us/img408/6523/ohfuckingdear.jpg[/IMG]
What I deduce you're seeing here is Source's inability to process multi-layered transparency properly. The label is part of the bottle's texture, and is opaque in the alpha map (whereas the glass is transparent). Somewhere between four layers of glass and a layer of liquid, the transparency rendering has gone all wrong, so parts of the bottle show through the label.
I thought about making the label a separate texture and mapping it (instead of the glass texture) to a few faces of the glass, but then we hit the issue of different labels being different shapes and sizes, meaning either some would end up stretched/compressed or some would have to be partially transparent (oh fuck), and even then I'm not sure that would solve the problem.
Who hast thoughts on this issue and what might be done?
Make an invisible plane attached to the bottle, then you can just use skingroups/bodygroups to change it without affecting the bottle.
[QUOTE=HatredViral;27549533]Make an invisible plane attached to the bottle, then you can just use skingroups/bodygroups to change it without affecting the bottle.[/QUOTE]
That's...actually perfect, I hadn't thought of that. Is there a tutorial on creating body/skin groups somewhere?
[QUOTE=FZE;27549988]That's...actually perfect, I hadn't thought of that. Is there a tutorial on creating body/skin groups somewhere?[/QUOTE]
Bodygroups/skingroups are done in the .qc there are several tutorials
Just save it as two .smd's one being the bottle, one being the plane then specify it as a bodygroup in the .qc
[QUOTE=HatredViral;27550022]Bodygroups/skingroups are done in the .qc there are several tutorials
Just save it as two .smd's one being the bottle, one being the plane then specify it as a bodygroup in the .qc[/QUOTE]
How does the compiler ascertain the position of a separate SMD relative to the base? Will I need to use bones like when making a collision model?
Not at all, just make sure your bottle is centered at 0, 0, 0. Export the bottle to .smd
Then make the plane with the bottle still loaded. Delete the bottle and export the plane to a seperate .smd
The compiler orients models around their relative positions to 0,0,0
[QUOTE=Henry Townshend;27267456]Only 2 things I can think of for foam is A. particle attachments or B. create a transparent dome, then another layer of transparent dome, then another layer, and so on. That would most likely look a little odd.
Would you be able to do an ice cube? I am sure there are some shaders for it. I'd love some scotch.
[img_thumb]http://www.coolmarriedguy.com/wp-content/uploads/2009/12/ist2_994852-scotch-on-the-rocks.jpg[/img_thumb][/QUOTE]
I'd love to have those perfect square ice cubes they advertise with Digorno on the Rocks.
Current state of the wine:
[IMG_thumb]http://img413.imageshack.us/img413/7130/cscabaret0001.jpg[/IMG_thumb]
[QUOTE=FZE;27549379]Okay, now that my [I][B]fucking[/B][/I] SDK works even marginally (thanks to a jury-rigged workaround from TF2Maps.net, but I'll get off that subject before I go into a Valve-fucks-up-everything-goddamnit rant), I've been able to continue work on the pack. I compiled and tested the wine bottle last weekend, but the glare was too bright for me to see how it looked - I'll have to tone down the lighting a bit. Now, however, I've got it in HLMV (the land which lighting apparently forgot), and there's a bigger problem:
[img_thumb]http://img408.imageshack.us/img408/6523/ohfuckingdear.jpg[/img_thumb]
What I deduce you're seeing here is Source's inability to process multi-layered transparency properly. The label is part of the bottle's texture, and is opaque in the alpha map (whereas the glass is transparent). Somewhere between four layers of glass and a layer of liquid, the transparency rendering has gone all wrong, so parts of the bottle show through the label.
I thought about making the label a separate texture and mapping it (instead of the glass texture) to a few faces of the glass, but then we hit the issue of different labels being different shapes and sizes, meaning either some would end up stretched/compressed or some would have to be partially transparent (oh fuck), and even then I'm not sure that would solve the problem.
Who hast thoughts on this issue and what might be done?[/QUOTE]
Try $alphatest 1
[img]http://developer.valvesoftware.com/w/images/3/3a/Translucent2p.png[/img]
They all look rather good :buddy:
I don't know why though, but that stein looks like a TF2 weapon
Perhaps a demoman related shenanigan for the future?
All right, here's where we're at for wine. The label, liquid level and color, and cork can be changed with bodygroups - same with the glasses. There's also a clear glass skin for the bottle which can be picked ingame, but it doesn't look nearly as good in this light.
[IMG_thumb]http://img813.imageshack.us/img813/8742/cscabaret0002.jpg[/IMg_thumb]
If anyone's got labels they'd like to see (either from real wines or those of your own creation), post them here. As of now, I just need more labels and a little tweaking for the clear glass bottle to finish out the wine.
And no scotch? :colbert:
[QUOTE=Henry Townshend;27578579]And no scotch? :colbert:[/QUOTE]
My results with whisky have been disappointing at best, I'm afraid:
[IMG_thumb]http://img687.imageshack.us/img687/6327/cscabaret0004.jpg[/IMG_thumb]
The fluid and glass already aren't playing well together (notice how the surface of the fluid isn't interrupted at all by the glass rim in front of it) but I'm trying to compensate for that by making the liquid more opaque. In doing so, however, the ice gets blocked out.
add some this cocktail, what about Razzitini?
[img]http://farm4.static.flickr.com/3286/3071031053_7b397aab54.jpg[/img]
[img]http://www.drinkspirits.com/wp-content/uploads/2010/05/dannydevitolimoncello.jpg[/img]
You should put this on that strange bottle of yellow liquid.
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