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Topic: [Obsolete] StaticZ's modifications
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673f8b9572cafZylonBane

Re: StaticZ's modifications
673f8b9572d12
Here's the current SCP list of models needing fixing:
  • truck.bin - (no archetype) [the truck on Earth; z-fighting on right side above rear wheel]
  • railp4.bin - Purple Railing 4 (-2928) [z-fighting diagonal artifacts]
  • railp8.bin - Purple Railing 8 (-2929) [ditto]
  • railp12.bin - Purple Railing 12 (-2930) [ditto]
  • railp24.bin - Purple Railing 24 (-2931) [ditto]
  • railp62r.bin - Railing_for_Ramp (-3657) [ditto]
  • railw4.bin - Purple Wood Rail 4 (-3042) [ditto]
  • railw8.bin - Purple Wood Rail 8 (-3043) [ditto]
  • railw12.bin - Purple Wood Rail 12 (-3044) [ditto]
  • railw24.bin - Purple Wood Rail 24 (-3045) [ditto]
  • rrail4-.bin - Red Railing 4x4 (-2952) [ditto]
  • rrail48.bin - Red Railing 4x8 (-1153) [ditto]
  • rrail12.bin - Red Railing 4x12 (-2598) [ditto]
  • rrail16.bin - Red Railing 4x16 (-3062) [ditto]
  • rrail20.bin - Red Railing 4x20 (-3127) [ditto]
  • rrail24.bin - Red Railing 4x24 (-3063) [ditto]
  • rrail28.bin - Red Railing 4x28 (-3064) [ditto]
  • rrail32.bin - Red Railing 4x32 (-3065) [ditto]
  • rrail36.bin - Red Railing 4x36 (-2599) [ditto]
  • rrail40.bin - Red Railing 4x40 (-3066) [ditto]
  • rrail52.bin - Red Railing 4x52 (-3067) [ditto]
  • rrails42.bin - Red Ang Railing 4x2 (-3515) [ditto]
  • rrails12.bin - Red Ang Railing 4x12 (-3077) [ditto]
  • rrails82.bin - Red Ang Railing 4x8 (-3078) [ditto]
  • rrails83.bin - Red Ang Railing 3x8 (-3079) [ditto]
  • lite_f0.bin - Fluor. Light (-488) [missing back polys]
  • resseat.bin - Residential Bench (-2932) [z-fighting on seat]
  • gurney.bin - Gurney (-3000) [z-fighting on sides]
  • sarclose.bin - Closed Protocol Box (-2545) [backward warped texture on back; back not visible from front; protocol droid obviously only half there]
  • nanocan.bin - 20 Nanites (-89) [no bottom; wires render backwards from one side]
  • wpodopen.bin - (no archetype) [z-fighting on dripping goo]
  • brl_expg.bin - Four_Explosive_Barrels (-2301) [this is the "Bulk Hazmat Containment" obstacle on the Rickenbacker; needs the warning sign UV mapping cleaned up]

EDIT: Most of the plain railing models have ends that are different sizes, so they don't line up correctly.
« Last Edit: 24. September 2013, 00:34:20 by ZylonBane »

673f8b9572f00StaticZ

Re: StaticZ's modifications
673f8b9572fa8
ZylonBane, thanks for usefull list - it will be easy for me to fix them.

OlfredIf you compare kHED with Blender it will be similar to difference between Paint and Photoshop, but for low poly models it can be useful =) It's really not hard to fix models, so I can easily do all this myself. Thow as our team are working on new big FM we whant to add and make many own models, so I have very much qestions about Blender. The main my problem is that it's hard to start to work in it as many simple actions I still don't understand, so it will be very usefull to look how somebody work in it on something similar, especially if there will be comments for hotkeys and actions that are made....  Especially Im interested in upscale and downscale models (I mean make hi-polly from low-polly and low-polly from hi-polly). No I know only that there is some "decimate" modifer that can do it, but result is often horrible. And ofcourse about animation moddels (enemies), thow it's too early for me to make such things =)


PS By the way there is plugin for import\export bin models in blender, thow it's little buggy (not all moddels loads correctly and you still need add textures for your own)


PPS Some unfinished screens from my first level for 3d game, it's med\cryo "deck" (ya Im really noob) ^_^
« Last Edit: 27. September 2013, 18:06:41 by Kolya »
Re: StaticZ's modifications
673f8b95733c1
I've learned Blender with tutorial videos and occasionally looking specific stuff up. BlenderCookie has some really good tutorials, also for beginner level.
I also didn't started with Blender but with Milkshape 3D which is far more beginner friendly (but got less features).

And with automatic down and upscaling you won't get any really good results. IMHO automatic downscaling is only useful for LoD, and (most) modern games do this automatically, and old games don't feature it at all.

I also looked up the bin import/export and yeah, it isn't really fully working so I just im-/export to 3ds and use the tools available for converting.

673f8b957361bRocketMan

Re: StaticZ's modifications
673f8b957366a
CamStudio, if you're looking for good free software.  I like it and I'm a moron.

673f8b9573729StaticZ

Re: StaticZ's modifications
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kHED will be even easy than Milkshape, as for  im-/export plugin it has problem only with multi parts models (as pumps) and I think npc models. All other worked as own conversation throw 3ds, But auther is still working on it and promisses that it will  be fixed, so look for it time to time. =)
Re: StaticZ's modifications
673f8b95738f6
So far I only know of this Blender export script. It seems there is another? Do you have a link?

Also I really like that crew quarter you built. Looks cosy. :)

673f8b9573d65StaticZ

Re: StaticZ's modifications
673f8b9573db5
So far I only know of this Blender export script. It seems there is another? Do you have a link?
Friendly speaking, Im not sure, but it seems it's another one. See here for what i'm using and speaking http://sourceforge.net/p/blenderbitsbobs/wiki/Dark%20Engine%20model%20exporter/  It's not only export but import too.

Also I really like that crew quarter you built. Looks cosy. :)
Thanks, thow I dont satisfied with it myself as I make some mistackes in level design and now it's impossible to fix it without rebuilding all level, that I don't whant do this as it tackes too much time to build what I have.... Any way we want to make large addon with 20-30 big levels, but it will not be soon as we only started work on first 3 levels and nobody knows dromed =)

By the way, to learn dromed I begin wrote own manual, thow it's steel too far to complete it already has up to 40 pages withot appendixs. But it's on russian and I don't think that I will be able to translate it, so I don't publish it, but if some one whant I can give link =) ....

673f8b9573ef4voodoo47

Re: StaticZ's modifications
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..can't help it, but the other side of the car looks much better for some reason (no sharp divides). also, a sceenshot of the fusion cannon showing another nice big crack in the model (you can see the white wall that's behind it).
« Last Edit: 02. November 2013, 08:50:58 by voodoo47 »

673f8b95741e8StaticZ

Re: StaticZ's modifications
673f8b9574236
..can't help it, but the other side of the car looks much better for some reason (no sharp divides). also, a sceenshot of the fusion cannon showing another nice big crack in the model (you can see the white wall that's behind it).
Yes, you are right - it's better placed textered, it must be fixed =)

673f8b957430cStaticZ

Re: StaticZ's modifications
673f8b9574355
Now are 2 new models - pillows (470 polygons, see 1st post), I recomend use with scale 0.75.
PS This models are don't replace anything, they can be usefull only for level-designers for building levels.


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673f8b9574595blaydes99

Re: StaticZ's modifications
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I really like your modeling and level design. I love the lines, room shapes, angles, lighting/colors, and models. Please keep up the good work! :)

673f8b95747c5StaticZ

Re: StaticZ's modifications
673f8b957481c
I really like your modeling and level design. I love the lines, room shapes, angles, lighting/colors, and models. Please keep up the good work! :)
Thanks, we will surely continue to work to the release.

PS Few UNN propaganda posters, that I made for EH (our mod):



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673f8b9574b18unmaker

Re: StaticZ's modifications
673f8b9574b6a
upscale and downscale models (I mean make hi-polly from low-polly and low-polly from hi-polly). No I know only that there is some "decimate" modifer that can do it, but result is often horrible.
(A little offtopic here) For simplifyng, the best bet probably will be doing everything manually. Snapping and welding the hell out of your mesh, removing all chamfers and fillets, little parts, reducing segment count of cylindrical shapes etc... Pretty tedious but obviously this way you'll have total control on the outcome.
I've been using khed for some time and find it pretty nice so far (I am too dumb to use Blender anyway). There's "weld by distance" tool that is immensely useful for downscaling.
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