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15 Guests are here.
 
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Here it is.

I had to seperate the tris a little bit because else the would have cut and bsp doesn't want that.
simpl_j.bin is with blender exporter, simple_jb.bin is through bsp.exe.
Both got created from the same blend file.

673f4d42c793cOneofTheMany

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Let's all sit down for some easy pot smoking. :p
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Here are the noodles you have ordered voodoo47.
May be a little bit stale by now, but I hope you still enjoy them.

Inside the zip are a couple of models.
ndl_bwl.bin is a bowl of noodles
ndl_bwlc.bin is the same, but with chopsticks
ndl_chp.bin is a single chopstick
ndl_box.bin is a takeout box.

I added a vhot to the bowl so you can add some steam if you like to.

Also inlcuded are all the source files.
Acknowledged by: OneofTheMany

673f4d42c7d34voodoo47

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even the steam vhot - oh the sweetness. many thanks - will test it out asap.

673f4d42c7e1aOneofTheMany

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Steam vhot, does it mean the noodles will actually have steam rising from the bowl?

673f4d42c80cavoodoo47

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will experiment with some steamFX later, those things are notoriously difficult to get right (for me, anyway).
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Looks way more inviting than before.
Especially with people which are not covered in blood :D

Well, I could also just add it directly on a model as an animated texture.
Just thought it might be easier to just pop smoke on a vhot.

If you want any fine tuning on the model just tell me so and I can change it.

673f4d42c83adZylonBane

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Took my own shot at the eggs. BINTOE'd the originals, pasted opened egg Z data into a spreadsheet and subtracted the difference from the closed egg, BSP'd new opened egg, then BSP'd flipped versions of both with the BSP -rx180 command line option (rotate 180 degrees around X axis). Voila! Seems to work well in-game.

Sorry I haven't had a chance to look at the shotgun and debris models yet. Let's just say I've been spinning a lot of plates lately.
[eggs.7z expired]

673f4d42c84b7voodoo47

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I'm either blind, or stupid, but I can't seem to find any vhots on the noodle bowl(s). can someone who has actually slept this year check it out?

also, steamFX are clearly not my strongest suit.
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Hmm... I had a little break on working with Blender and Dark Engine.
So maybe I messed something up. Try this one.

I think your steam is looking good.
Not that anyone would even pay that much attention to that little shop anyway.

673f4d42c86edvoodoo47

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ah yes, this one indeed does have it - but do note that the ideal placement would be in the middle of the bowl, not in the middle of the object.

[off_the_bowl.jpg expired]
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Strange, should be in the center of the bowl.
I tried this one with 3ds export and bsp.exe.

How can you display a vhot in ShockEd?

673f4d42c892avoodoo47

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it's actually displayed on the bottom of the last picture - show_vhots (vhot will be displayed as a small blue circle, with its number in yellow).

the last model does not seems to have any vhot, again. hmm.. if it's too much of a pain, don't worry, for a simple situation such as the one at the bar, vhots, while certainly practical, are not really necessary - the steam can be attached to the obj directly and then offset slightly (the current solution).
« Last Edit: 12. May 2014, 21:31:02 by voodoo47 »

673f4d42c8a0bZylonBane

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Yeah, it's pointless to add a vhot to this model, since particle systems have full offset control.

673f4d42c8cceOneofTheMany

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Not that anyone would even pay that much attention to that little shop anyway.
I would if it wasn't so static as it currently is vanilla.

673f4d42c8e4dZylonBane

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I'm not wildly enthusiastic about adding completely new models to the base game, but if we're doing this, it would be sensible to also have an empty bowl model.
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As there is a new version out of the dark model exporter for Blender I could finally finish the hackcrate to look properly.

I will re-export all the other models I created through this script once this one passed your strict testing ;)

673f4d42c90ccZylonBane

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I just downloaded the master noodle archive. Great models! My feedback--
- As already noted, a model for an empty bowl would be very useful to have.
- ndl_bwl has some pretty obvious problems with its gouraud shading. Hopefully nemyax's latest version will fix this.
- ndl_bwlc has no gouraud shading-- the bowl sides are flat.
- Those textures are insanely high-res for the size of the objects, and have no need for the full alpha channel. I reduced them all to 256x256, with no transparency, and they looked just as good for an order of magnitude reduction in file size and texture memory.
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- Those textures are insanely high-res for the size of the objects, and have no need for the full alpha channel. I reduced them all to 256x256, with no transparency, and they looked just as good for an order of magnitude reduction in file size and texture memory.
That was my intend.
Since with UV maps the actual size of the texture doesn't matter. So I just started off with a higher resolution than necessary since it can still be reduced when it is too big.
The other way around is not that easy/good.
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So, I ended up getting rid of the transparency bug (yay). Now we have a properly shaded bowl with a vhot at the right position.
I also added the empty bowl and I made a takeout box with some edge splits (ndl_box2.bin).
I'm not quite sure which one I would prefer so you can pick whichever one you want.

Regard the textures. I had to update them for the empty bowl, so be sure to pick the new one.
Also I just left them at their orignal size, so if you want them smaller, you could resize them. But please let the alpha channel stay with ndl_bwl.png.

And just as a hint for you ZylonBane, if you really want to get PNG files to be as small as possible you should check out PNGCRUSH. It's a rather simple tool which gets rid of unneded information still stored in the png file, and some other nifty things.
(comes in really handy if you develop for mobile where file size still matters greatly).

When I get some time on my hands I will reexport all the other models which have been previously exported by the blender exporter from nemyax
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I ran into a little problem over here.
My usual attempt to get the size of a model how it is handeled by the Engine doesn't work for one particular model.
So is there some way to get the information out of ShockEd or somwhere?
I'm talking about this pink box you see around some objects in SchockEd.

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