Popular Post Dragofer Posted April 9, 2015 Popular Post Report Share Posted April 9, 2015 Downloads - the most up-to-date To install, place or extract the archive into the darkmod/fm folder of your mission. Schooner & Sloop - a test map containing two older mapped ships Caravel - a merchant ship made in Blender, including a scale model. The lifesize variant is somewhat overscaled in order to comply with minimum ceiling height requirements on both decks. Can be scaled down if you don't plan to give it an interior. Barouche - a posh carriage [part of 2.11] Weathered Ships - two small ships, fully mapped with interiors, available moored or sailing. The LOD scale models are already part of 2.08. [part of 2.11] Vintage Lamps - very posh brass lights for mansions [part of 2.11] [Furniture & Shelving] - a batch of models and prefabs in the furniture & shelving department [part of 2.09] [Blue Elemental] - blue variant of the flame elemental [part of 2.09] [Stagecoach] - a sturdy carriage for four [part of 2.06] [Oil Lamps ] - posh or rustic oil lamps & lanterns [part of 2.08] [Coffin] - an old coffin [part of 2.08] [Hookah ] - a waterpipe for smoking Mandrasola [part of 2.06] [Prefabs & Particles ] - a collection of prefabs and particles, i.e. fireplaces, furniture, see below for list of contents [part of 2.08] [Privy Chair ] - a rustic toilet seat [part of 2.08] Original release posts Ships Post #1 - Schooner [Variants: steamship] Post #9 - Sloop (Post #33 ingame) Post #97 - Caravel + accessories + scale model Post #123 - Brig (formerly known as the Ketch) Post #128 - Yacht Post - Merchant Additional ships in the form of scale models can be found in Down by the Riverside, but they haven't been optimised. Carriages Post #19 - Stagecoach Post #102 - Barouche A moving stagecoach setup can be found in both maps of Down by the Riverside. Note that this mission uses an older variant of the stagecoach. Lamps Post #33 - Sphere lamps Post #108 - Gas lamps collection Post #120 - Vintage lamps collection Ambients Maritime ambients (included with the Ketch) Dragofer's ambients Other models Coffin: Post #102 Altar: Post #102 Privy chair: Post #109 Hookah: Thread Office suite: Post Prefabs Furniture & shelving: Post Fireplace, marble: Post #113 Fireplace, rustic: Post #102 Statue with seating: Post #116 Naval clock Covered loaded cart Rustic bed Ship-derived bunk beds Workbench Large garden arrangement Rustic wardrobe Particles tdm_wisp - a glowing faintly pulsating orb of light tdm_smoke_ceiling - black smoke for indoor fires Original post in Dragofer's Stuff, starting from here Having your own thread to put what you're working on into sounds like a great idea, so here goes: Update: http://i.imgur.com/kSLWjkT.png Thanks for your suggestion, here's a new longer version with steam propulsion. http://i.imgur.com/RAoBKi0.png To begin with, I made a new ship, which is an idea I got after walking around my old carack and seeing many ways to do things better. This one is a smaller, single-decked ship with two masts, made entirely in DarkRadiant. The idea was to have a much tidier construction from the beginning, which suited a Victorian age ship (and rectangular railings can look surprisingly good ) The end result is 17500 polys, compared to 27000 polys for my carack and 16000 for Pink_Dot's galleon. I'd be happy for others to use it before I do (a while still), though it still needs to be optimised a lot. There are also new models, all .ase, for 2 skylights, a capstan (man-powered anchor winch), ventilation tubes, mooring pins and more detailed bullseyes that can be recoloured with _color. And yes, that's the statue of St Lucia under the bowsprit. If anyone wanted to model a galion figure, here's a happy taker http://i.imgur.com/U6U0sJV.png Some quick scenery. Comes with both gangplanks and ladders (still needs mooring ropes). http://i.imgur.com/RHMPTaW.png Schooner (new), Carack, Galleon. http://i.imgur.com/AuDmmiK.png http://i.imgur.com/BT1JvfJ.png For the ambience I'd like to get these sounds game-ready: For the exterior: http://freesound.org/people/jimsim/sounds/147776/ For the interior: http://freesound.org/people/AugustSandberg/sounds/265553/ Only editor screenshots at the moment because it's not so easy for me to recolour the wood textures - ingame, only a small area around me has the new colour. So I'm using the black_matt texture for now, which is invisible ingame at night. Also, an altar, as .ase. Somehow 1450 polys, but now that I looked at it again I saw plenty places to shave off some polys. http://i.imgur.com/99I8mGa.png http://i.imgur.com/Zt4Msrt.png 15 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Noordung Posted April 9, 2015 Report Share Posted April 9, 2015 Very nice looking ship. Just dont make it too tight because I remember some problems in 1st officer room in your carrack. As a suggestion ship could have steam powered winches for sails and anchor like 19th century schooners. Since you cant really put many sailors on ship this would be perfect excuse for smaller crew. Quote Link to comment Share on other sites More sharing options...
Moonbo Posted April 9, 2015 Report Share Posted April 9, 2015 (edited) Looks really good, the only crit I would have is the lack of hammers on the altar (assuming this is for TDM of course). Edited April 9, 2015 by Moonbo Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to comment Share on other sites More sharing options...
Springheel Posted April 9, 2015 Report Share Posted April 9, 2015 I'd be happy for others to use it before I do (a while still), though it still needs to be optimised a lot. It's several months away, but there could definitely be a use for those ships in an upcoming project. 1 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...
Tr00pertj Posted April 9, 2015 Report Share Posted April 9, 2015 Man That is awesome. Absolutely well made so far and very impressive. There is a pop about 141.00 in the exterior sound effect stream I think sort of broke the otherwise engrossing sound environment. I could just imagine creeping on and looking over my shoulder as the crack of a rope struck a mast. Quote Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer. Link to comment Share on other sites More sharing options...
Dragofer Posted April 9, 2015 Author Report Share Posted April 9, 2015 (edited) Very nice looking ship. Just dont make it too tight because I remember some problems in 1st officer room in your carrack. As a suggestion ship could have steam powered winches for sails and anchor like 19th century schooners. Since you cant really put many sailors on ship this would be perfect excuse for smaller crew. The problems of using a tight space are very familiar to me, I lost count of the number of times I wanted to extend the carack After my last experience this one will be more user-friendly. The rooms will use the whole width this time, and with the different hull this new ship has almost the same interior length and width as my old one despite being much smaller. At this point I'll also say that it takes almost the same time to build a smaller ship (exterior) as a larger ship. Looks really good, the only crit I would have is the lack of hammers on the altar (assuming this is for TDM of course). That was meant as a church of God, but with a few tweaks and extra patches the cross can turn into a Builder hammer. Man That is awesome. Absolutely well made so far and very impressive. There is a pop about 141.00 in the exterior sound effect stream I think sort of broke the otherwise engrossing sound environment. I could just imagine creeping on and looking over my shoulder as the crack of a rope struck a mast. Thanks for your opinion - yeah, you can hear a car and someone speaking at some points in the recordings, so my plan is to take a clean 20 second piece and loop it. That's quite stormy weather you're imagining there, my impression is that most of the sound the ropes make is the clattering in the wind and when the mooring ropes rub along the hull and make a creaking noise. But there's a decent ambient for very stormy seas too:wind - http://freesound.org/people/deku/sounds/115332/sea - http://freesound.org/people/kangaroovindaloo/sounds/246515/ Edited April 9, 2015 by Dragofer Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Bikerdude Posted April 9, 2015 Report Share Posted April 9, 2015 Very nice work young man, that ship is very impressive. My only crits/feed back are -The darkwood used on the hull wont show up to well in-game as its too dark. Maybe change it for "textures/darkmod/wood/boards/ship_hull_dark"The fence on the board plank woudnt be of much use for grabbing onto at the top near the ship. Fyi the handrail should be no more thna 48 units above the plank.Very nice alter, but instead of a scross we should have a builder symbol/model. Quote Link to comment Share on other sites More sharing options...
Tr00pertj Posted April 9, 2015 Report Share Posted April 9, 2015 (edited) I get what your saying about creeks from the moorings rubbing against the hull. Thats very much part of the internal sound file I think. Environment effects anyone would be happy with but I didn't hear any poeople. Edited April 9, 2015 by Tr00pertj Quote Laptop:Metabox P370SM3- Intel Core i7-4800MQ- 2x GTX780M SLI- 16G 1600Mhz- 500G Samsung mSata-1TB Hitachi HDD- 120Hz LG 1080p.Desktops:i75930k-2x GTX980 SLI-16G 2133Mhz-Evo120GSSD-Swift PG278Q1440p Gsync.Spare:AMD A10-7850K-APU-8G 1866Mhz-seagate 4TB-120G ssd. LoL Old:P75-1:1FSB-8M ram 512MB Maxtor HDD-1MB Cirrus Logic video chip-still got the parts somewhere?First PC-Tandy 512K Color computer. Link to comment Share on other sites More sharing options...
Popular Post Dragofer Posted April 13, 2015 Author Popular Post Report Share Posted April 13, 2015 (edited) A new ship today, a sloop for a modest merchantman or for a traveller who's in a hurry: And the altar was slimmed down to 600 polys and has a true hammer symbol on it now: These ships are enjoyable to make so I'd like to do a few more different types for fun. Maybe some small reusable ships for harbours, but I'm open to literally any suggestions Edit: Some ambient loops for use on ships, 5 files, the source sounds are from www.freesound.org: - sailboat_interior_loop. Sound by AugustSandberg- weather_wind_docks_loop. Sound by jimsin- weather_wind_aggressive_loop. Sound by deku- water_ocean_stormy_loop. Sound by kangaroovindaloo- water_ocean_stormy_ondeck_loop. Sound by kangaroovindaloo www.dropbox.com/s/d2aatkgploy5v07/maritime_ambients.rar?dl=0 Edited April 14, 2015 by Dragofer 7 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Bikerdude Posted April 13, 2015 Report Share Posted April 13, 2015 Very impressive as always young man :-) Quote Link to comment Share on other sites More sharing options...
RPGista Posted April 17, 2015 Report Share Posted April 17, 2015 (edited) Sorry mate, did you say you made those "inside" DR?! Because that would be mental, you deserve some kind of award or something, those models look very refined, plausible you know. And theres a whole fleet of them! Im not sure people are actually aware of the kind of work going on here. Amazing stuff, hopefully you'll put it to good use in your own mission? BTW whats with all these creative work being modeled in DR, Airship Ballet's chests, these ships... Edited April 17, 2015 by RPGista 2 Quote Link to comment Share on other sites More sharing options...
Dragofer Posted April 19, 2015 Author Report Share Posted April 19, 2015 Thanks! I'm glad to hear you like these. inside DR? Using DR is a bit of a habit - by now I'm familiar with the editor, unlike Blender. There are a lot of vertices to drag around, but it works eventually and it's much less technically involved, skipping things like unwrapping and exporting, and you can use the same controls you've practised in map-building already. Maybe this explains the latest trend in using DR this way. Sometimes I wonder if there are differences between a patch (.ase) "model" and one in Blender, like performance, but then again in a patch ship it's much easier to turn off/on shadows and clipmodels or for someone else to make changes. hopefully you'll put it to good use in your own mission? Certainly, the sloop will be the only reliable connection between a settlement in Newfoundland and an outlying locale, and the tallship brings an unwelcome visitor. What fun mapping is 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Bikerdude Posted April 19, 2015 Report Share Posted April 19, 2015 Maybe this explains the latest trend in using DR this way.I make all my models in DR, I just wish the .ASE export didnt screw about with the textures. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted April 20, 2015 Report Share Posted April 20, 2015 I've fixed this a while ago. Do you have the latest export script? (I barely remember greebo forgetting about adding it) Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Bikerdude Posted April 20, 2015 Report Share Posted April 20, 2015 I've fixed this a while ago. Do you have the latest export script? (I barely remember greebo forgetting about adding it)I could have sworn I asked him to intergrate the latest script into the DR 2.03, here is a copy of it - # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** #TODO: # Set the command name so that DarkRadiant recognises this file __commandName__ = 'aseExport' __commandDisplayName__ = 'Export ASE...' # The actual algorithm called by DarkRadiant is contained in the execute() function def execute(): script = "Dark Radiant ASCII Scene Export (*.ase)" author = "Richard Bartlett, some additions by greebo and tels" version = "0.8" # Check if we have a valid selection selectionInfo = GlobalSelectionSystem.getSelectionInfo() # Don't allow empty selections or selected components only if selectionInfo.totalCount == 0 or selectionInfo.totalCount == selectionInfo.componentCount: errMsg = GlobalDialogManager.createMessageBox('No selection', 'Nothing selected, cannot run exporter.', Dialog.ERROR) errMsg.run() return shaderlist = [] geomlist = [] # simple linear triangulation of n-sided poly def triangulate(pointset): tris = [] for count in range(1, len(pointset) - 1): tris.append([pointset[0], pointset[count], pointset[count + 1]]) return tris # skin patch matrix with tris def skinmatrix(pointset, width, height): tris = [] for h in range(height-1): for w in range(width-1): tris.append([pointset[w+(h*width)], pointset[w+1+(h*width)], pointset[w+width+(h*width)]]) tris.append([pointset[w+1+(h*width)], pointset[w+1+width+(h*width)], pointset[w+width+(h*width)]]) return tris def processBrush(brushnode): verts = [] faces = [] numfaces = brushnode.getNumFaces() for index in range(numfaces): facenode = brushnode.getFace(index) shader = facenode.getShader() # Tels: skip if caulk and no caulk should be exported if (shader == 'textures/common/caulk') and (int(GlobalRegistry.get('user/scripts/aseExport/exportcaulk'))) == 0: continue if not shader in shaderlist: shaderlist.append(shader) winding = facenode.getWinding() tris = triangulate([x+len(verts) for x in range(len(winding))]) for x in tris: x.append(shaderlist.index(shader)) faces.append(x) for x in reversed(winding): verts.append([x.vertex.x(), x.vertex.y(), x.vertex.z(), x.texcoord.x(), x.texcoord.y() * -1, x.normal.x(), x.normal.y(), x.normal.z()]) geomlist.append([verts, faces]) return def processPatch(patchnode): verts = [] faces = [] shader = patchnode.getShader() # Tels: skip if caulk and no caulk should be exported if shader == 'textures/common/caulk' and int(GlobalRegistry.get('user/scripts/aseExport/exportcaulk')) == 0: return if not shader in shaderlist: shaderlist.append(shader) mesh = patchnode.getTesselatedPatchMesh() for x in mesh.vertices: verts.append([x.vertex.x(), x.vertex.y(), x.vertex.z(), x.texcoord.x(), x.texcoord.y() * -1, x.normal.x(), x.normal.y(), x.normal.z()]) tris = skinmatrix([x for x in range(len(verts))], mesh.width, mesh.height) for x in tris: x.append(shaderlist.index(shader)) faces.append(x) geomlist.append([verts, faces]) return # Branch on primitive nodes def processPrimitive(scenenode): if scenenode.isBrush(): processBrush(scenenode.getBrush()) elif scenenode.isPatch(): processPatch(scenenode.getPatch()) return # Traversor class to visit child primitives of entities class nodeVisitor(SceneNodeVisitor): def pre(self, scenenode): # Brush? if scenenode.isBrush(): processBrush(scenenode.getBrush()) # Patch? elif scenenode.isPatch(): processPatch(scenenode.getPatch()) # Traverse all child nodes, regardless of type return 1 class dataCollector(SelectionVisitor): def visit(self, scenenode): if scenenode.isBrush() or scenenode.isPatch(): processPrimitive(scenenode) elif scenenode.isEntity(): # greebo: Found an entity, this could be a func_static or similar # Traverse children of this entity using a new walker nodewalker = nodeVisitor() scenenode.traverse(nodewalker) else: print('WARNING: unsupported node type selected. Skipping: ' + scenenode.getNodeType()) # Dialog dialog = GlobalDialogManager.createDialog(script + 'v' + version) # Add an entry box and remember the handle fileHandle = dialog.addEntryBox("Filename:") dialog.setElementValue(fileHandle, GlobalRegistry.get('user/scripts/aseExport/recentFilename')) # Add an entry box and remember the handle pathHandle = dialog.addPathEntry("Save path:", True) dialog.setElementValue(pathHandle, GlobalRegistry.get('user/scripts/aseExport/recentPath')) # Add a checkbox centerObjectsHandle = dialog.addCheckbox("Center objects at 0,0,0 origin") dialog.setElementValue(centerObjectsHandle, GlobalRegistry.get('user/scripts/aseExport/centerObjects')) # Add another checkbox exportCaulkHandle = dialog.addCheckbox("Export caulked faces") dialog.setElementValue(exportCaulkHandle, GlobalRegistry.get('user/scripts/aseExport/exportcaulk')) if dialog.run() == Dialog.OK: fullpath = dialog.getElementValue(pathHandle) + '/' + dialog.getElementValue(fileHandle) if not fullpath.endswith('.ase'): fullpath = fullpath + '.ase' # Save the path for later use GlobalRegistry.set('user/scripts/aseExport/recentFilename', dialog.getElementValue(fileHandle)) GlobalRegistry.set('user/scripts/aseExport/recentPath', dialog.getElementValue(pathHandle)) GlobalRegistry.set('user/scripts/aseExport/centerObjects', dialog.getElementValue(centerObjectsHandle)) GlobalRegistry.set('user/scripts/aseExport/exportcaulk', dialog.getElementValue(exportCaulkHandle)) try: file = open(fullpath, 'r') file.close() prompt = GlobalDialogManager.createMessageBox('Warning', 'The file ' + fullpath + ' already exists. Do you wish to overwrite it?', Dialog.ASK) if prompt.run() == Dialog.YES: overwrite = True else: overwrite = False except IOError: overwrite = True if overwrite: # Tels: Only collect the data if we are going to export it walker = dataCollector() GlobalSelectionSystem.foreachSelected(walker) # greebo: Check if we should center objects at the 0,0,0 origin if int(dialog.getElementValue(centerObjectsHandle)) == 1: #center objects at 0,0,0 xlist = [] ylist = [] zlist = [] for item in geomlist: for vert in item[0]: xlist.append(vert[0]) ylist.append(vert[1]) zlist.append(vert[2]) xcenter=(max(xlist)+min(xlist))/2 ycenter=(max(ylist)+min(ylist))/2 zcenter=(max(zlist)+min(zlist))/2 for item in geomlist: for vert in item[0]: vert[0] = vert[0] - xcenter vert[1] = vert[1] - ycenter vert[2] = vert[2] - zcenter # split objects that do not share the same texture on all faces for x in geomlist: texlist = [] for data in x[1]: texlist.append(data[3]) if len(set(texlist)) > 1: temp = [] for texture in set(texlist): vertlist = [] facelist = [] for data in x[1]: if data[3] == texture: facelist.append(data) usedverts = [] for face in facelist: usedverts.extend(face[0:3]) usedverts = list(set(usedverts)) for index in usedverts: vertlist.append(x[0][index]) newfacelist = [] for face in facelist: newfacelist.append([vertlist.index(x[0][face[0]]),vertlist.index(x[0][face[1]]),vertlist.index(x[0][face[2]]),face[3]]) temp.append([vertlist, newfacelist]) del geomlist[geomlist.index(x)] geomlist.extend(temp) scene = '''\t*SCENE_FILENAME "{0}" \t*SCENE_FIRSTFRAME 0 \t*SCENE_LASTFRAME 100 \t*SCENE_FRAMESPEED 30 \t*SCENE_TICKSPERFRAME 160 \t*SCENE_BACKGROUND_STATIC 0.0000\t0.0000\t0.0000 \t*SCENE_AMBIENT_STATIC 0.0000\t0.0000\t0.0000'''.format(GlobalMap.getMapName()) materials = str() for x in shaderlist: materials = materials + '''\t*MATERIAL {0} {{ \t\t*MATERIAL_NAME "{1}" \t\t*MATERIAL_CLASS "Standard" \t\t*MATERIAL_AMBIENT 0.5882\t0.5882\t0.5882 \t\t*MATERIAL_DIFFUSE 0.5882\t0.5882\t0.5882 \t\t*MATERIAL_SPECULAR 0.9000\t0.9000\t0.9000 \t\t*MATERIAL_SHINE 0.1000 \t\t*MATERIAL_SHINESTRENGTH 0.0000 \t\t*MATERIAL_TRANSPARENCY 0.0000 \t\t*MATERIAL_WIRESIZE 1.0000 \t\t*MATERIAL_SHADING Blinn \t\t*MATERIAL_XP_FALLOFF 0.0000 \t\t*MATERIAL_SELFILLUM 0.0000 \t\t*MATERIAL_FALLOFF In \t\t*MATERIAL_XP_TYPE Filter \t\t*MAP_DIFFUSE {{ \t\t\t*MAP_NAME "{2}" \t\t\t*MAP_CLASS "Bitmap" \t\t\t*MAP_SUBNO 1 \t\t\t*MAP_AMOUNT 1.0000 \t\t\t*BITMAP "\\\\purgatory\\purgatory\\doom\\base\{2}" \t\t\t*MAP_TYPE Screen \t\t\t*UVW_U_OFFSET 0.0000 \t\t\t*UVW_V_OFFSET 0.0000 \t\t\t*UVW_U_TILING 1.0000 \t\t\t*UVW_V_TILING 1.0000 \t\t\t*UVW_ANGLE 0.0000 \t\t\t*UVW_BLUR 1.0000 \t\t\t*UVW_BLUR_OFFSET 0.0000 \t\t\t*UVW_NOUSE_AMT 1.0000 \t\t\t*UVW_NOISE_SIZE 1.0000 \t\t\t*UVW_NOISE_LEVEL 1 \t\t\t*UVW_NOISE_PHASE 0.0000 \t\t\t*BITMAP_FILTER Pyramidal \t\t}} \t}} '''.format(shaderlist.index(x), x, x.replace('/','\\')) geomobjects = str() for x in geomlist: # x[0] = vertices # vert[0] - vert[2] = vertex coords # vert[3] - vert[4] = texture coords # vert[5] - vert[7] = normal # x[1] = faces vertlist = str() for count, data in enumerate(x[0]): vertlist = vertlist + '''\t\t\t*MESH_VERTEX {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(count, data[0], data[1], data[2]) facelist = str() for count, data in enumerate(x[1]): facelist = facelist + '''\t\t\t*MESH_FACE {0}: A: {1} B: {2} C: {3} AB: 0 BC: 0 CA: 0\t *MESH_SMOOTHING 1 \t*MESH_MTLID {4}\n'''.format(count, data[0], data[1], data[2], data[3]) tvertlist = str() for count, data in enumerate(x[0]): tvertlist = tvertlist + '''\t\t\t*MESH_TVERT {0}\t{1: 10.4f}\t{2: 10.4f}\t0.0000\n'''.format(count, data[3], data[4]) tfacelist = str() for count, data in enumerate(x[1]): tfacelist = tfacelist + '''\t\t\t*MESH_TFACE {0}\t{1}\t{2}\t{3}\n'''.format(count, data[0], data[1], data[2]) cfacelist = str() for count, data in enumerate(x[1]): cfacelist = cfacelist + '''\t\t\t*MESH_CFACE {0}\t0\t0\t0\n'''.format(count) normals = str() for count, data in enumerate(x[1]): normals += '''\t\t\t*MESH_FACENORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(count, x[0][data[0]][5], x[0][data[0]][6], x[0][data[0]][7]) # greebo: use first vertex normal as face normal normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[0], x[0][data[0]][5], x[0][data[0]][6], x[0][data[0]][7]) normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[1], x[0][data[1]][5], x[0][data[1]][6], x[0][data[1]][7]) normals += '''\t\t\t\t*MESH_VERTEXNORMAL {0}\t{1: 10.4f}\t{2: 10.4f}\t{3: 10.4f}\n'''.format(data[2], x[0][data[2]][5], x[0][data[2]][6], x[0][data[2]][7]) if len(x[1]) == 0: continue geomobjects = geomobjects + '''*GEOMOBJECT {{ \t*NODE_NAME "{0}" \t*NODE_TM {{ \t\t*NODE_NAME "{0}" \t\t*INHERIT_POS 0 0 0 \t\t*INHERIT_ROT 0 0 0 \t\t*INHERIT_SCL 0 0 0 \t\t*TM_ROW0 1.0000\t0.0000\t0.0000 \t\t*TM_ROW1 0.0000\t1.0000\t0.0000 \t\t*TM_ROW2 0.0000\t0.0000\t1.0000 \t\t*TM_ROW3 0.0000\t0.0000\t0.0000 \t\t*TM_POS 0.0000\t0.0000\t0.0000 \t\t*TM_ROTAXIS 0.0000\t0.0000\t0.0000 \t\t*TM_ROTANGLE 0.0000 \t\t*TM_SCALE 1.0000\t1.0000\t1.0000 \t\t*TM_SCALEAXIS 0.0000\t0.0000\t0.0000 \t\t*TM_SCALEAXISANG 0.0000 \t}} \t*MESH {{ \t\t*TIMEVALUE 0 \t\t*MESH_NUMVERTEX {1} \t\t*MESH_NUMFACES {2} \t\t*MESH_VERTEX_LIST {{ {3}\t\t}} \t\t*MESH_FACE_LIST {{ {4}\t\t}} \t\t*MESH_NUMTVERTEX {5} \t\t*MESH_TVERTLIST {{ {6}\t\t}} \t\t*MESH_NUMTVFACES {7} \t\t*MESH_TFACELIST {{ {8}\t\t}} \t\t*MESH_NUMCVERTEX 1 \t\t*MESH_CVERTLIST {{ \t\t\t*MESH_VERTCOL 0\t1.0000\t1.0000\t1.0000 \t\t}} \t\t*MESH_NUMCVFACES {9} \t\t*MESH_CFACELIST {{ {10}\t\t}} \t\t*MESH_NORMALS {{ {11}\t\t}} \t}} \t*PROP_MOTIONBLUR 0 \t*PROP_CASTSHADOW 1 \t*PROP_RECVSHADOW 1 \t*MATERIAL_REF {12} }}\n'''.format('mesh' + str(geomlist.index(x)), \ len(x[0]), \ len(x[1]), \ vertlist, \ facelist, \ len(x[0]), \ tvertlist, \ len(x[1]), \ tfacelist, \ len(x[1]), \ cfacelist, \ normals, \ x[1][0][3]) # material reference from first face data = '''*3DSMAX_ASCIIEXPORT\t200 *COMMENT "{0} v{1}" *SCENE {{ {2} }} *MATERIAL_LIST {{ \t*MATERIAL_COUNT {3} {4}}} {5}'''.format(script, version, scene, len(shaderlist), materials, geomobjects) # Write the compiled data to the output file file = open(fullpath, 'w') file.write(data) file.close() # __executeCommand__ evaluates to true after DarkRadiant has successfully initialised if __executeCommand__: execute() Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted April 21, 2015 Report Share Posted April 21, 2015 Nope, that's the old one. Use this instead: http://forums.thedarkmod.com/topic/15026-dr-ase-blend-exporter/?p=318475 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Bikerdude Posted April 21, 2015 Report Share Posted April 21, 2015 Youv'e linked me to the ase_blend_export thread?. Quote Link to comment Share on other sites More sharing options...
Obsttorte Posted April 21, 2015 Report Share Posted April 21, 2015 The blend export script works like the normal export script if you don't use the blend texture. I don't have a fixed version of the original script lying around, although I think I've uploaded it once here. But I would have to search it. It's easier if you just use that one. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Popular Post Dragofer Posted May 7, 2015 Author Popular Post Report Share Posted May 7, 2015 (edited) A horsedrawn stage coach, and some new lamps. They would use these coaches in the past for covering long distances overland with packages, passengers and maybe also funds for a business transaction onboard. There are real candles in the lanterns, and you can look out through the windows (or guards can look in). Stats for this one are: 9800 polys, of which 5400 polys are shadowcasting, with 7 different textures (2 wood, 2 metal, 2 leather, 1 glass). If you'd like to use it in your map too, here's a link: [Obsolete] Also 2 new lights: the tall lamp is electric with a bulb, with those dangling ropes it's 3100 polys, 1300 without. It's strange because the ropes and their ends are fixed at 1 subdivision. Luckily lamps aren't set to cast shadows. The small one is an old oil lamp at 540 polys. Fiddling with the textures and technical setup so they become usable is on my to-do list Edited June 29, 2017 by Dragofer 17 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Airship Ballet Posted May 7, 2015 Report Share Posted May 7, 2015 Core mod *bangbangbang* core mod *bangbangbang* core mod *bangbangbang* 4 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along? Link to comment Share on other sites More sharing options...
Bikerdude Posted May 7, 2015 Report Share Posted May 7, 2015 Agreed, a lot of these incredably impressive models will have to be added to the mod, the stagecoach while impressive is a tad too modern. But on the subject of the stagecoash, you should make one thats static and closed aswell for mappers to use (will have less tris with no interior etc) @Dragofer, can you PM a link to all the models you have made and I will go through them and add all the apropriate ones to the SVN so they are part of the eventual 2.04 update. Quote Link to comment Share on other sites More sharing options...
Springheel Posted May 7, 2015 Report Share Posted May 7, 2015 I don't think the stage coaches are especially modern. "By the mid 17th century, a basic stagecoach infrastructure had been put in place.[6] The first stagecoach route started in 1610 and ran from Edinburgh to Leith" It's pretty damn impressive, but what format is it? It's harder to include assets that aren't models or entities. 1 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...
Goldwell Posted May 7, 2015 Report Share Posted May 7, 2015 I don't think the stage coaches are especially modern. Agreed, and they would make an excellent addition to the mod. Speaking on the topic of what gets added to the core mod how does that process work? is it upto just whoever places the models in the SVN or do you guys discuss things behind the scenes? or is it just one person deciding what they think should be added or not? Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
Dragofer Posted May 7, 2015 Author Report Share Posted May 7, 2015 (edited) Thanks for your comments Agreed, a lot of these incredably impressive models will have to be added to the mod, the stagecoach while impressive is a tad too modern. But on the subject of the stagecoash, you should make one thats static and closed aswell for mappers to use (will have less tris with no interior etc) I've followed your suggestion and stripped out the interior. That reduced the total polys by 1000 and now 2100 polys cast shadows. And it led to a fun discovery: the dark wood is actually a colorme texture! I've made another version of this coach that uses the colorme texture for the trim too, so you can select the trim or body panels and give them new colours with the _color spawnarg. A small downside is that the trim looks less sharp because the original texture gives a shadow at the edges. Exterior - [Obsolete] Exterior, colorme - [Obsolete] @Dragofer, can you PM a link to all the models you have made and I will go through them and add all the apropriate ones to the SVN so they are part of the eventual 2.04 update. Sure, a lot of these things just need to be fixed up so they work properly. I don't think the stage coaches are especially modern. "By the mid 17th century, a basic stagecoach infrastructure had been put in place.%5B6%5D The first stagecoach route started in 1610 and ran from Edinburgh to Leith" It's pretty damn impressive, but what format is it? It's harder to include assets that aren't models or entities. They're all a collection of patches made in DR. The components of the stagecoach could be converted into .ase models so they show up in the create models list, but a prefab would come with preset spawnargs and can be tweaked easily by other mappers. Edited August 6, 2018 by Dragofer 4 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
Springheel Posted May 7, 2015 Report Share Posted May 7, 2015 We've really got to get you a modelling program. 1 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...
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