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RPGista's mapping and modeling thread


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#251 SeriousToni

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Posted 23 March 2015 - 11:19 AM

Of course xD

 

obese_female_zombie_nQyo.png


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#252 VanishedOne

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Posted 23 March 2015 - 11:22 AM

If this is now a wishlist, how about gentlewoman scientists?

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#253 RPGista

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Posted 24 March 2015 - 01:12 PM

Ha, you guys overestimate my abilities! Im far from being able to make a fully functional character model, those things are insane work. Though after a long time off of modeling, I have taken an interest in sculpting and animation again recently, so who knows, maybe in the future. I did find this sweet Human Maker program that seems to create animation ready human models, which would be a huge time saver... Anybody tried it (arcturus)?

 

Anyways, new characters would definitely be great. But for now, Im just gonna finish a couple more humble coin models. Looking around the laptop I found some initial work done on a medical tool kit from maybe last year, I will probably finish them as well, they would look cool in horror missions.


Edited by RPGista, 24 March 2015 - 01:13 PM.


#254 Sotha

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Posted 24 March 2015 - 01:21 PM

Howsabout some masks that the AI could wear?

https://helenacc.fil...eater-masks.jpg

http://s23.photobuck...torian.jpg.html

http://media.infobar...e/47026_max.jpg

 

 

I was once thinking of making a masked party FM, but there was no masks. Just two models with a bunch of different colored skins would do a lot. In golden color, the theater masks would make some nice loot items, too.


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#255 Goldwell

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Posted 24 March 2015 - 02:11 PM

I noticed there was a head prop for a doctor mask but I could never figure out how to get it on an AI

Is it possible for them to wear masks just by attaching it to their head? And has anyone got the doctor mask working before?

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#256 VanishedOne

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Posted 24 March 2015 - 03:02 PM

From Samhain Night's .map file:
 
// entity 649
{
"classname" "func_static"
"name" "func_static_360"
"bind" "atdm_ai_townsfolk_wench_1"
"bindToJoint" "head"
"model" "models/darkmod/wearables/headgear/plaguemask.lwo"
"origin" "-1516.38 597.75 -1418.12"
"rotation" "0.532902 -0.846149 0.00690436 0.844657 0.531438 -0.0642541 0.050699 0.0400728 0.99791"
}
// entity 650
{
"classname" "func_static"
"name" "func_static_361"
"bind" "atdm_ai_pagan_common_2"
"bindToJoint" "head"
"model" "models/darkmod/wearables/headgear/plaguemask.lwo"
"origin" "-1555.12 562.125 -1416.88"
"rotation" "-0.965775 -0.259287 0.0069047 0.25833 -0.963918 -0.0642537 0.0233154 -0.0602711 0.99791"
}
Edit: on the subject of masks as loot, here's a reskinned wall mask:

mask_loot.png

Edited by VanishedOne, 24 March 2015 - 03:22 PM.

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Some things I'm repeatedly thinking about...

- louder scream when you're dying


#257 Sotha

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Posted 25 March 2015 - 12:38 AM

Is that separate wall mask a core asset?

@Goldwell, yes, you can attach the mask on AI. You put
bind AIname
bindToJoin head
solid 0 (optional if you don't want the object to block headshots)
on the headgear.

And then need to carefully place it on the AI. Placement is a bit time consuming as you need to do some trial and error iterations to get it right. (Move mask, go in game, see if it is in correct position, go back in DR, move mask again... until the mask is correctly aligned.) It is really slow at first, but gets faster as you get the hang of it. I usually make a small testmap where I place the props (faster loading than you actual map) and then when the alignment is correct, copy the AI+headgear into the actual map.
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#258 VanishedOne

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Posted 25 March 2015 - 07:26 AM

Is that separate wall mask a core asset?


It's the regular wall mask with the plaque skinned as nodraw.

skin mask_loot {
	model models/darkmod/decorative/wall/mounted_mask01.lwo
	textures/darkmod/metal/flat/copper_dirty textures/darkmod/metal/flat/gold01
	tdm_boar_mount textures/common/nodraw
}

Edited by VanishedOne, 25 March 2015 - 07:28 AM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#259 Moonbo

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Posted 25 March 2015 - 11:12 AM

You could also make the AI face a nodraw skin to help.
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#260 Destined

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Posted 28 March 2015 - 07:56 AM

Hi guys,

 

I also like the idea of masks and would like to try and model one. Sadly I am quite new to modelling, I have only finished one Blender-tutorial, so it will take some time (if I succeed at all). When I finish the model in blender, I will also need some help converting the model, that it can be used in DR, but I will come back to you then.


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#261 Destined

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Posted 01 April 2015 - 09:26 AM

I have started working on a mask in blender and it works better than I thought. But I have noticed a problem: I have no idea, what dimension my mask has. Also, I do not know how good or bad the mask fits onto a NPC. Is there a way to import a head, so that I can design the mask "on it"?



#262 Noordung

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Posted 01 April 2015 - 11:10 AM

md5 importer. I dont have it but surely you can find in on internet.



#263 Destined

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Posted 01 April 2015 - 11:13 AM

Ok, thanks!

#264 RPGista

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Posted 01 April 2015 - 01:47 PM

Hey good to hear, good luck on your own projects, dont worry too much about time, modeling is a laborious thing and you want to learn the base well.



#265 RPGista

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Posted 01 April 2015 - 02:06 PM

*
POPULAR

BTW, I found the references of the medical tools I was looking for, not the model though, since its mostly basic geometries, Im working on them again, this could come in handy for a mad scientist/horror mission environment. Still gotta make a saw, scissors, a bunch of hooks...

 

preview01.jpg

 

scissors01.jpg

 

I also made another coin, silver one.

 

moeda_01_ouro_a03_prev.jpg

 


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#266 SteveL

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Posted 01 April 2015 - 02:15 PM

I also made another coin, silver one.
attachicon.gifmoeda_01_ouro_a03_prev.jpg

Now *that's* what old hammered coins look like. Wonderful job!
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#267 RPGista

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Posted 01 April 2015 - 02:17 PM

But I have to ask for help from some kind soul who would volunteer to make them game-ready for me.

 

The thing is, I dont have access to a TDM installed machine right now and have no means of testing the models ingame, which is crucial for making those last adjustments before release. I could provide the models and texture files (including the layered files for editing), but I would indeed need someone with a little experience in making models game-ready so they could be tested and ultimately packaged for the community.

 

If anyone is interested in this joyless, repetitive job (joking, its not that bad really), you could send me a PM. As an alternative, I could simply realease the models as-is and the mission author could go through the process for the ones they want to use.



#268 SteveL

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Posted 01 April 2015 - 02:37 PM

Can't install TDM then? Since you've done this much work, the last hurdle of checking that your textures look ok in-game seems an odd place to stop.



#269 RPGista

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Posted 01 April 2015 - 02:46 PM

Not on my current machine, no... Still, its not a lot of work at all. Once you have the model as an ASE file, all you need to do is bring the textures to your project's folders, create a material for them, and go inside the ASE (its a text file) so you can manually paste the paths for each of the meshes' respective materials (it will come with the original pathing for each texture, you have to paste the pathing for the corresponding texture in the TDM folder instead).

 

This done, any further change to specular levels, normals or even diffuse (easy stuff like contrast, saturation, etc) could be done directly on the image files inside the project, and the model will be updated next time you open the game/dr.


Edited by RPGista, 01 April 2015 - 02:47 PM.


#270 Obsttorte

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Posted 01 April 2015 - 04:54 PM

But I have to ask for help from some kind soul who would volunteer to make them game-ready for me.

 

The thing is, I dont have access to a TDM installed machine right now and have no means of testing the models ingame, which is crucial for making those last adjustments before release. I could provide the models and texture files (including the layered files for editing), but I would indeed need someone with a little experience in making models game-ready so they could be tested and ultimately packaged for the community.

 

If anyone is interested in this joyless, repetitive job (joking, its not that bad really), you could send me a PM. As an alternative, I could simply realease the models as-is and the mission author could go through the process for the ones they want to use.

I have one and a half week of from tomorrow on. So if you have uploaded it and point me to it (link or names on svn) I could take a look.

 

Getting models into TDM isn't a big deal normally as long as the files are in the correct format (something the engine can read). Entities, like loot or moveables, require a bit more work, but aren'T hard to do either.


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#271 RPGista

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Posted 02 April 2015 - 08:56 AM

Hey, thats great Obs, thanks. Yeah, I'll upload all the necessary files, I just need to make sure the ASE exporter in blender is working propoerly before I can do that. I'll let you know. ;)



#272 SteveL

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Posted 20 May 2015 - 06:39 PM

How's this going? Do we have that lovely hammered coin yet?



#273 Obsttorte

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Posted 21 May 2015 - 01:25 AM

Ah, I know I've forgotten something. Will finish it asap. :)


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

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#274 Bikerdude

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Posted 21 May 2015 - 02:38 AM

@RPgista, got a download link for all the models thus far...?



#275 RPGista

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Posted 22 May 2015 - 08:57 AM

Obs was kind enough to offer to review the models ingame, but Im waiting for his feedback before I'll pack the other models.





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