NeonsStyle Posted March 18, 2017 Report Posted March 18, 2017 Hey, I've noticed a lot of sites with good free models, and was wondering what stands in the way of usingsome of these free to use ones? Especially .gsm and .3ds models. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/
peter_spy Posted March 18, 2017 Report Posted March 18, 2017 You should be able to export 3ds models to .ase and edit the material paths within ase file. Quote Artstation stuff
Epifire Posted March 19, 2017 Report Posted March 19, 2017 From where I'm sitting, as long as they are indeed free to use and there are no qualms about it being added to the content base; then I'd suggest a import/export with Blender. Lwo files are even better yet as long as you're able to get decent smoothing on export. They're a fraction in file size compared to ase, which is why I use them so heavily. That and it just happens to be the only plugin that works for finalizing my meshes out of Blender. Shoot me a PM if you want me to take a crack at converting some of those for you. Quote Modeler galore & co-authors literally everything
peter_spy Posted March 19, 2017 Report Posted March 19, 2017 (edited) Not sure what do you mean, ASE models are between a few dozen and a few hundred kilobytes, at least those that I make. It's nothing compared to hi-res texture sizes. Edited March 19, 2017 by Judith Quote Artstation stuff
Epifire Posted March 19, 2017 Report Posted March 19, 2017 Not sure what do you mean, ASE models are between a few dozen and a few hundred kilobytes, at least those that I make. It's nothing compared to hi-res texture sizes. Generally I've noticed ase files tend to store redundant file data whereas a lwo file is usually more slim. My main thing is the plugins I've tried with Blender were pretty buggy for ase, combined with the fact I didn't want to manually have to edit paths afterwards. In my time working with models on the id4, lwo files are just present less headaches as they've been more straightforward. 1 Quote Modeler galore & co-authors literally everything
Petike the Taffer Posted March 19, 2017 Report Posted March 19, 2017 There are Blender plugins for idTech4 game models, including one(s) for the .md5 format. I've recently downloaded the md5 plugin, installed it, and opened a TDM player character limb in Blender. No problem with it, and I might use it for comparisons if I attempt to make a melee weapon addon. Quote Female player character vocals (current mini-project, help/advice appreciated) Slovak localisation for TDM (my project) What I'm up to (sporadic updates) Stuff I've worked on at the wiki Partners in Crime (my FM series, in development)
peter_spy Posted March 19, 2017 Report Posted March 19, 2017 (edited) Generally I've noticed ase files tend to store redundant file data whereas a lwo file is usually more slim. My main thing is the plugins I've tried with Blender were pretty buggy for ase, combined with the fact I didn't want to manually have to edit paths afterwards. In my time working with models on the id4, lwo files are just present less headaches as they've been more straightforward. They do, it's info on other materials used in the scene model is exported from. To counter this you have to save your scene, use Max's Reset function, and import-merge the model into a fresh scene you just created. After that you edit two paths in the notepad and you're done: *MATERIAL_LIST {*MATERIAL_COUNT 1*MATERIAL 0 { *MATERIAL_NAME "textures/do/base/ground01" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "//base/textures/do/base/ground01" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal }}} It's not the fastest workflow, but it's alright – if you know what you're doing. When you're a 3dsmax user, you don't have other choice, actually. Edited March 19, 2017 by Judith Quote Artstation stuff
Bikerdude Posted March 20, 2017 Report Posted March 20, 2017 The issue in this instance with Blender is the learning curve just to import and export models to .LWO is steep and convoluted. If i manage to get a cheep copy of lightwave then we will have 2 people in the mod with it. @Springheel, can you co firm if model importing anf exporting un LW is less cimplicated than Blender? Quote
Springheel Posted March 20, 2017 Report Posted March 20, 2017 I've never used Blender, so I can't compare them. All I know is that .lwo models are smaller and don't have to be modified in a text editor afterwards. 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
rich_is_bored Posted March 21, 2017 Report Posted March 21, 2017 LWO is the native format for both Lightwave and Modo. No extra steps are required to export TDM ready content from those applications. LWO uses less disk space and loads faster because it's a binary file type. ASE is a plain text format which means it's human-readable. It can be integrated into any pipeline despite a lack of documentation if you know how to write plugins for the app in question. The downside of course is that it takes up more disk space and increases load times. This "you have to edit it in a text editor" problem is not the fault of the format itself (although I'm not in love with it) but rather the way idTech 4 handles that file type. The "bitmap" field we're required to edit is intended to reference an image file. ASE has a more suitable "material name" field but for some reason id Software decided to shove a square peg in a round hole. Compound that with how shader names in idTech 4 look suspiciously like relative file paths and color me surprised to see there are issues. What kind of third rate software doesn't let you do something nonsensical like reference a file with no extension that doesn't exist in a folder that doesn't exist either? Now we're stuck staring at the bitmap field in notepad and trying to remember if it's "Purgatory/base/textures/darkmod/nature/dirt/dirt_001", "base/textures/darkmod/nature/dirt/dirt_001" or "C:\base\textures\darkmod\nature\dirt\dirt_001.jpeg"? Contrast that with Lightwave where I'm sure you can simply name your material "textures/darkmod/nature/dirt/dirt_001" and it just works. It could have worked like that with ASE if id put a little more thought into it or better yet went with OBJ which is supported virtually everywhere with no plugins required (even Dark Radiant). I could write a special case ASE plugin for Blender that worked around the issue. The trouble is I'd then be required to maintain it for eternity for the two or three people here who would use it. Not worth my time. I wrote a general purpose plugin that worked well enough for us and consequently some Unreal Engine developers. Now they maintain it and all we have to do is edit one line in a text file. Works for me. Lastly, modeling in general has a steep learning curve. It is more technical than artistic. Normals, n-gons, topology, UV coordinates and so on; they are present in all modeling applications and it's all foundational knowledge. Blender is not the only free modeling application so if you are struggling with it try something else. Either it's going to start falling in place for you or it won't. And when that happens, if it happens, you'll find yourself at home regardless what application you use. 1 Quote ModWiki
peter_spy Posted March 21, 2017 Report Posted March 21, 2017 (edited) The downside of course is that it takes up more disk space and increases load times. Shit. I'm making all my models in 3dsmax, and my FM will be 90% custom content. Will I have to convert my models from ASE to LWO to decrease loading times? Edited March 21, 2017 by Judith Quote Artstation stuff
nbohr1more Posted March 21, 2017 Report Posted March 21, 2017 Load times are primarily driven by mipmap generation so if you have LOTS of custom textures and have not converted the diffuse to DDS then that could be a bigger factor. Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
peter_spy Posted March 21, 2017 Report Posted March 21, 2017 (edited) I thought so too. Models I use so far don't go over 1 MB, while uncompressed TGAs are over 16 MBs for each. Edited March 21, 2017 by Judith Quote Artstation stuff
Aosys Posted March 24, 2017 Report Posted March 24, 2017 Are there any ASE scripts that will work with Blender 2.78c? I just got a fresh copy up and running, and I'm sitting on two models I'd like to try getting into the mod (one of which is possibly ready right now, aside from needing scaling/texturing and maybe a normalmap that I never got to bake properly), but frankly I can't do anything with them atm ): If anyone more versed in Blender than I am would like to look at them and give critiques/advice, that would be awesome too... Quote
Bikerdude Posted March 24, 2017 Report Posted March 24, 2017 Are there any ASE scripts that will work with Blender 2.78c?Not that I know of, 2.53 is the only version Im aware of that has said scripts - http://forums.thedarkmod.com/topic/10941-ase-import-script-for-blender-253-beta/ Quote
Destined Posted March 24, 2017 Report Posted March 24, 2017 (edited) I have also only found scripts for that version. This is the most annoying thing about Blender: You always have to have one specific version, if you want things to work. And the up-/downwards compatibility is basically never given. But it is freeware, so I think we cannot complain... Edited March 24, 2017 by Destined Quote
Aosys Posted March 24, 2017 Report Posted March 24, 2017 I went digging and found two scripts that might work? Has anyone used these before? https://github.com/motorsep/blender-ase https://github.com/DarklightGames/io_export_ase Quote
Bikerdude Posted March 24, 2017 Report Posted March 24, 2017 Arcturus is your man, as he knows blender better than anyone else. Quote
rich_is_bored Posted March 25, 2017 Report Posted March 25, 2017 http://forums.thedarkmod.com/topic/13560-standalone-ase-exporter-beta-3/ 1 Quote ModWiki
HMart Posted March 27, 2017 Report Posted March 27, 2017 (edited) For anyone starting modeling blender could be a very complex tool i would recommend Wings3D instead the interface is a dumb has it can be but the tools are pretty powerful, i learned modeling on it, blender only now is supporting stuff wings3D add 15 years ago and the last time i used it (more than 6 years ago i now use Modo ) it supported lwo in house. There's no animation on wings3D is only for static objects. http://www.wings3d.com https://www.youtube.com/user/wings3dchannel Not the best tutorial but the only one i found on youtube at quick glance with voice (female voice) https://www.youtube.com/watch?v=IUt1rDflvU0 Edited March 27, 2017 by HMart Quote
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