Springheel Posted August 24, 2012 Report Share Posted August 24, 2012 I dont think I would be able to advance the model in any other meaningful way in the foreseeable future It's a good lowpoly mesh, but without a texture or normalmap it's of limited usefulness, I'm afraid. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
RPGista Posted August 25, 2012 Author Report Share Posted August 25, 2012 I see. Lets keep it as a reserve then, if a need justifies it, I will make the effort to learn and implement that. Quote Link to comment Share on other sites More sharing options...
Popular Post RPGista Posted September 1, 2012 Author Popular Post Report Share Posted September 1, 2012 (edited) Created the "noble" war hammer texture, with fine wood and engraved polished steel parts. More pictures: I saw an issue with one of the smoothing groups, will probably look into that... Edited September 1, 2012 by RPGista 5 Quote Link to comment Share on other sites More sharing options...
Sotha Posted September 1, 2012 Report Share Posted September 1, 2012 Looks great!I wonder if an ornamental loot hammer could also be made by simply changing the shiny metal part into gold color? You know, simply grabbing the texture and using a image manipulation program to turn the color yellowish? Quote Clipper-The mapper's best friend. Link to comment Share on other sites More sharing options...
Tels Posted September 1, 2012 Report Share Posted September 1, 2012 Created the "noble" war hammer texture, with fine wood and engraved polished steel parts. More pictures: Wow, great They look so life-like! Keep up that work! Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to comment Share on other sites More sharing options...
Springheel Posted September 1, 2012 Report Share Posted September 1, 2012 Sweet! Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Melan Posted September 1, 2012 Report Share Posted September 1, 2012 Neatness! The stamp in the noble version serves well to distinguish it. Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved Link to comment Share on other sites More sharing options...
grayman Posted September 1, 2012 Report Share Posted September 1, 2012 Rolf peers around the corner and spies warhammers decorating a nearby wall. God's eyes, I need some steel between meself and those death dealers. Time to finally spend some gold on that suit of heavy armor Sved wanted to make me. Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 1, 2012 Author Report Share Posted September 1, 2012 Thanks guys, glad you like it, they took quite a while to texture correctly. Sotha: wouldnt be a problem at all. Melan: Indeed, the stamp was supposed to be be either a religious symbol of some Order or a coat of arms thing. It was actually taken from a medieval coin. Grayman: Hopefully I'll be able to look into making them wearable weapons soon, then the player is really going to have to lock swords against these things. Im curious to see how they work in game. Quote Link to comment Share on other sites More sharing options...
ungoliant Posted September 2, 2012 Report Share Posted September 2, 2012 Wow just peeked in on this thread, amazing work going on in here. Very inspiring. Now that I got my new PC rig, I think i'll go back and try to finish up my cave models. However, I have a question for you RPGista - how did you get the seams to meld on the hammer shafts? Are you using custom diffuses that are tileable 256 x 2048(or something), or is there some trick I'm unaware of? maybe there's a seam that you're just not showing anyone in the screenshots? Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 2, 2012 Author Report Share Posted September 2, 2012 (edited) The new one does have a "seam" but its so subtle i didnt even went back for it. The other hammer and the benches models have no seams - after you finish creating the uv texture, what you have to do is to 3D hand paint over the seam edges with the clone tool, I do that inside modo. You then use that modified texture to get the normals, etc. Edited September 2, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted September 2, 2012 Report Share Posted September 2, 2012 God's eyes, I need some steel between meself and those death dealers. Time to finally spend some gold on that suit of heavy armor Sved wanted to make me.Yes those hammers are very nice indeed! Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 3, 2012 Author Report Share Posted September 3, 2012 (edited) Progress on the skull model for the open game effort: Was able to successfully map the normal from the highpoly to the low poly mesh, a test only as I still need to sculpt the mouth, but the rest of the head is probably going to stay like that, no point in loosing too much time on just one model. I still have all the texturing to think about, never really done a bloody organic one before... 350 tris by the way, is that ok? Edited September 3, 2012 by RPGista 3 Quote Link to comment Share on other sites More sharing options...
Springheel Posted September 3, 2012 Report Share Posted September 3, 2012 Looks good! Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Tels Posted September 4, 2012 Report Share Posted September 4, 2012 As a skull, it could use a few more tris at the top, the silouette is ruined by the few tris sticking out and spending only 10..20 more there will improve that a lot. Also, wouldn't it not have a lower jar (as this is not connected to the skull and falls dwon)? Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to comment Share on other sites More sharing options...
RPGista Posted September 4, 2012 Author Report Share Posted September 4, 2012 (edited) I see what you mean, but it is quite a small object inside the game, and the original only has around 90 tris, so I didnt want to go a lot higher than 350. And actually in this case the skull is complete, it is that model where there is still muscle attached to the bones (there's is another, a hollow cranium, that is probably what your thinking of). Edited September 4, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
Tels Posted September 4, 2012 Report Share Posted September 4, 2012 Ah ok, from the untextured version its not clear if this was a bone or a flesh skull And yeah, 350 to 90 is a lot of improvement right there - I'm just saying that if you do it you might as well do it right - a few tris more won't kill the engine (esp if there are never more than 10 visible at a time). Getting a shadowmesh in or a LOD version is probably more worth for performance than saving 20 tris. But it is your decision and I trust it Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to comment Share on other sites More sharing options...
RPGista Posted September 10, 2012 Author Report Share Posted September 10, 2012 (edited) Just an update, solved the normal map seams the highpoly was giving me, and finished the skeleton base texture (will probably save this as an alternative skin), having to tweak constrast and color levels before putting the bloody parts over it... Man do these things take work. I was able to make the warhammer a moveable entity and throw it around and all, but just noticed neither hammer models are making any sound when you step over them or hit them around, what could be causing that? Also, what texture size should I aim for with this model (the one shown is 1024x1024)? Edited September 10, 2012 by RPGista 2 Quote Link to comment Share on other sites More sharing options...
Bikerdude Posted September 10, 2012 Report Share Posted September 10, 2012 Cool looking skull, only thing I would say is the cheek area's need to come in a tad or the nose/front teath/jaw area needs to come out a bit. Quote Link to comment Share on other sites More sharing options...
Springheel Posted September 10, 2012 Report Share Posted September 10, 2012 Looking good so far. noticed neither hammer models are making any sound If you post the entitydef I can probably offer some insight. Also, what texture size should I aim for with this model (the one shown is 1024x1024)? Probably 512x512 is enough for something this small. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
RPGista Posted September 10, 2012 Author Report Share Posted September 10, 2012 (edited) Yes, the def, thank you: entityDef atdm:moveable_warhammer_knight{"inherit" "atdm:moveable_weapon_base_animations""model" "models/darkmod/custom/warhammerB01.ase""mass" "12""spr_object_hardness" "hard""spr_object_size" "large" "friction" "0.2""bouncyness" "0.03""snd_bounce" "tdm_impact_hammer"//use "draw from back animation" instead"replace_anim_draw" "draw_hammer""replace_anim_sheath" "sheathe_hammer""replace_anim_walk_alerted" "walk_alerted_hammer""replace_anim_run RightHand" "run_charge" // grayman #3074 "replace_anim_search1 RightHand" "search1_sword" // grayman #3074 "def_damage_overhead" "melee_sword_ovr_large" "def_damage_slash_lr" "melee_sword_lswing_large" "def_damage_slash_rl" "melee_sword_rswing_large" "def_damage_thrust" "melee_sword_thrust_large""attacks_allowed" "0 1 2" // no thrust attack} And the material shader textures/custom/warhammerB01{ stone noshadows noselfshadow qer_editorimage textures/custom/warhammerB01_ed bumpmap textures/custom/warhammerB01_local diffusemap textures/custom/warhammerB01 specularmap textures/custom/warhammerB01_s // This is the code required for frob highlighting this texture { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white.tga rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/custom/warhammerB01 rgb 0.15 * parm11 } // The following two blocks are required for the ambient shading: // TDM Ambient Method Related { if (global5 == 1) blend add map textures/custom/warhammerB01 scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 textures/custom/warhammerB01_local // Bump fragmentMap 2 textures/custom/warhammerB01 // Diffuse fragmentMap 3 textures/custom/warhammerB01_s // Specular }} Biker: This is a very close approximation to the original mesh, so I had to keep some of the anatomical distortions to preserve the silhouete. Again, its a small object, Im confident it will look good enough in game. Edited September 10, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 10, 2012 Author Report Share Posted September 10, 2012 (edited) Some shots of the warhammer in action: A bunch of problems though: You can see how they are in the wrong position both in the hip and in the back position, but they have the right orientation when the AI is holding it - how does that work? Im pretty sure I put it in the same position and orientation as the normal builder hammer... Edited September 10, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
Springheel Posted September 11, 2012 Report Share Posted September 11, 2012 Hmm, there doesn't seem to be anything wrong with the entitydef. The object doesn't make any sound at all when you drop it? What material is on the cm? You can see how they are in the wrong position both in the hip and in the back position You need to add a line like this to the entitydef: "angles_hip_sheath_l" "180 10 -10" The numbers above might even solve the problem; if not, play around with them until you get the proper angle. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
SiyahParsomen Posted September 11, 2012 Report Share Posted September 11, 2012 you are making a great work RPGista. I believe you'll boost the process of replacing d3 assets to get darkmod stand-alone. Sweat. Quote Link to comment Share on other sites More sharing options...
RPGista Posted September 11, 2012 Author Report Share Posted September 11, 2012 (edited) Thanks guys. *MATERIAL 1 { *MATERIAL_NAME "collision" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 *MATERIAL_SPECULAR 0.2000 0.2000 0.2000 *MATERIAL_SHINE 1024.0000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_SHADING Blinn *MATERIAL_SELFILLUM 0.0000 *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_AMOUNT 1.0000 *BITMAP "//base\textures\common\collision" }}*MATERIAL 2 { *MATERIAL_NAME "hammer" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 *MATERIAL_SPECULAR 0.2000 0.2000 0.2000 *MATERIAL_SHINE 1024.0000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_SHADING Blinn *MATERIAL_SELFILLUM 0.0000 *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #2" *MAP_CLASS "Bitmap" *MAP_AMOUNT 1.0000 *BITMAP "//base\textures\custom\warhammerB01" }}*MATERIAL 3 { *MATERIAL_NAME "shadow" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.0000 0.0000 0.0000 *MATERIAL_DIFFUSE 0.8000 0.8000 0.8000 *MATERIAL_SPECULAR 0.2000 0.2000 0.2000 *MATERIAL_SHINE 1024.0000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_SHADING Blinn *MATERIAL_SELFILLUM 0.0000 *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #3" *MAP_CLASS "Bitmap" *MAP_AMOUNT 1.0000 *BITMAP "//base\textures\common\shadow" Those are the material paths in the ase file, the first is the path for the collision mesh... Collision detection works fine, and I can hear the metal sounds when you block the hammer, but no sound when it is dropped. EDIT: The builder works perfectly with the angle back 90 0 0, but the commoner character (Im assuming also the guards) have the wrahmmer placed automaticly on their hips, but draw them from their backs, which looks wrong. Edited September 11, 2012 by RPGista Quote Link to comment Share on other sites More sharing options...
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