Popular Post LDAsh 52 Posted December 25, 2020 Popular Post Report Share Posted December 25, 2020 (edited) http://www.violae.net/temp/threedscansbootlegeve1.jpg It's not at all often I have anything to share suitable for TDM, but I thought this might be suitable. Originally from here:- http://threedscans.com/uncategorized/bootleg-eve/ The 2K textures are a mixture of what I've baked from the original 3-million triangle model, what I've painted in using Blender, and some CC0 textures from www.goodtextures.com - so everything remains under the CC0 license. Anyone is welcome to use it. There are 3 LODs - 13K, 6K and 2K, with the 2K version also for the shadow-casting. For the size, roughly 12ft, I guess it's about right. If anyone wants more versions, just let me know, MeshLab is ready and waiting. http://www.violae.net/temp/threedscansbootlegeve1.zip Merry Christmas! Edited December 25, 2020 by LDAsh 3 2 Quote Link to post Share on other sites
nbohr1more 2093 Posted December 25, 2020 Report Share Posted December 25, 2020 Whoo!!! Thank you! 1 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...) Link to post Share on other sites
Dragofer 1352 Posted December 25, 2020 Report Share Posted December 25, 2020 Nice work! I've gone ahead and setup the files in the structure TDM needs for game assets, dubbing the model "statue_eve". I've attached the file as a .pk4, which is a renamed .zip. You can simply place the .pk4 into your TDM install, then to look at it ingame start TDM, open the console with ctrl + alt + tilde (button left of 1) and enter: map test It looks like there are still some issues: ideally, each .ase model would contain both the visual mesh and a lower poly shadowmesh. The visual mesh should have a material called tdm_statue_eve while the shadowmesh should have a material called textures/common/shadow. it'd be good if the shadowmesh became less detailed with distance, too. No need for a 2k shadowmesh at a long distance, imo. an extra very low detail mesh would be great, wouldnt need to cast shadows anymore, or just a very crude shadowmesh. the main model is in models/darkmod/decorative/statues, the LOD stages are in models/darkmod/misc/lod/... for the texture files: the texture doesn't show up properly yet, so it'd be good if you could check that you've exported the files as described below: statue_eve_d.dds: the diffusemap (corresponds to your colourmaps, I believe), exported as DDS with DXT1 compression. Found in the dds/... folder. statue_eve_n.tga: the normalmap, exported as TGA without RLE compression. Found in the models/darkmod/props/textures folder statue_eve_s.dds: the specularmap, I believe with DXT1 compression. Found in the dds/... folder. statue_eve_ed.jpg: the editor image, should be a low-res version of the diffusemap i.e. 512x512. Found in the models/darkmod/props/textures folder. This wiki page may be interesting for further reference if needed. 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
LDAsh 52 Posted January 9 Author Report Share Posted January 9 Here's an even lower-poly version, for distant shadow-casting. I quickly threw it into MeshLab and didn't tidy it up after, but I figure it's only for shadows and hopefully would be fine. Again, sorry for not making it 100% compatible with idTech4 outright. Maybe when I get back to my own country and settle in, I'd have another look at it. www.violae.net/temp/threedscansbootlegeve1exp9.zip Quote Link to post Share on other sites
Popular Post Dragofer 1352 Posted January 9 Popular Post Report Share Posted January 9 @LDAsh Thanks for posting that additional mesh. Turns out most of the work with preparing the statue is already done, so finishing this up was in reach. I've also done some optimisations to bring the asset more in line with existing statue assets in terms of texture size and tri counts. So I've done the following for this package: downsized the texture files, bringing the compressed weight down from 12mb to 3.7mb while still looking good ingame imo (1k diffuse, 1k normal, 512 specular, 256 editor image), considering that FMs with many custom assets typically range between 100mb and 300mb. I've also attached a version with the original all-2k texture files. since the 12k and 6k stages looked quite similar ingame, I've decided to set the 6k stage as the highest-detail stage rounded out the LOD stages and added shadowmeshes to them: 6k mesh + 1.8k shadowmesh 4k mesh + 0.9k shadowmesh 2k mesh + 0.4k shadowmesh 2 smaller versions of the huge base model, the middle size is the default. All 3 sizes have LOD entities. Google Drive - statue_eve_v2.pk4 Google Drive - statue_eve_v2_hires.pk4 It's also been added to the core assets and can be included in 2.09. Thanks again for providing the files! 7 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide Link to post Share on other sites
SeriousToni 480 Posted January 10 Report Share Posted January 10 You really should have used a banana for scale 1 Quote "Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager Link to post Share on other sites
kingsal 569 Posted January 11 Report Share Posted January 11 Very nice! Excited to use this model in one of my missions. Thanks guys. Quote FMs: Volta and the Stone, Volta II: Cauldron of the GodsSnowed Inn Link to post Share on other sites
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