remodeled weapons & more

remodeled weapons & more

Postby JCW » 15 Jan 2014, 20:23

Hi, I downloaded the game and like the idea with crafting like minecraft in a RPG. ;)

I work with blender and like to contribute something to the game.
I started to remodel the bow and the arrow did not change the texture so it's still the same.
But the blender export tool does not work (using blender 2.69.8)

I also have some general questions for contributing:
1. Is there a limited poly count for models?
2. Is there a list of models which are needed or should be remodeled for the game?

Here are some pictures:
arrow.jpg
bow.jpg
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Last edited by JCW on 19 Jan 2014, 17:36, edited 1 time in total.
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Re: remodeled weapons

Postby amuzen » 16 Jan 2014, 22:18

JCW wrote:I work with blender and like to contribute something to the game.
I started to remodel the bow and the arrow did not change the texture so it's still the same.


Nice! Would you like to be attributed as JCW, or do you have another name under which you'd like to be credited? Are you also OK with the models being licensed under Creative Commons BY-SA 3.0? Once those two things are settled, I can include your models. :D

JCW wrote:But the blender export tool does not work (using blender 2.69.8)


It works here, at least. I'm not sure how badly it failed for you exactly, but if you got the add-on enabled without errors, it should work once you have explicitly marked your objects for exporting in Properties > Object tab > Lips of Suna > Exporting Settings.

JCW wrote:1. Is there a limited poly count for models?


There's no strict limit, but you should generally keep the level of detail such that the details are still noticeable under normal gameplay. It depends a lot on the model, but if you want some rough numbers, a human-sized creature could be 1000-2000, a large weapon about 500-1000, and a smallish item somewhere around 100-500 polygons.

JCW wrote:2. Is there a list of models which are needed or should be remodeled for the game?


There's an incomplete list of needed models, but there isn't exactly a list of models that should be remade. Some of the weapons are pretty placeholderish, though, so having a look on them might be a good starting point for that.
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Re: remodeled weapons

Postby JCW » 19 Jan 2014, 17:16

Attributed as JCW under Creative Commons BY-SA 3.0 would be totally fine.
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Re: remodeled weapons

Postby JCW » 19 Jan 2014, 17:35

I made a new workbench with some tools for woodcrafting. :)
It is untextured yet. Should the woodtexture be realistic or more comic style?
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wokbench.jpg
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Re: remodeled weapons

Postby amuzen » 20 Jan 2014, 18:04

JCW wrote:Attributed as JCW under Creative Commons BY-SA 3.0 would be totally fine.


Excellent! I have added the bow and arrow models to the git repository.

JCW wrote:I made a new workbench with some tools for woodcrafting. :)
It is untextured yet. Should the woodtexture be realistic or more comic style?


Looks really good so far!

A cartoonish texture would be preferable. Something that is more or less consistent with the style of the character textures and works well together with cel-shading would be ideal, but it might be a lot to be asked, given the current state of texturing.
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Re: remodeled weapons & more

Postby JCW » 22 Jan 2014, 20:59

I created two differend wood texture tiles with GIMP. (My first try ;)) I am not sure if they work fine with cell shading.
I think it would be good to use the same textures for different modles in the game.
Maybe we should collect all the used textures of the models so that they can be easy reused for new ones.
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[The extension blend has been deactivated and can no longer be displayed.]

wood 2.jpg
wood1.jpg
wokbench3.jpg
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Re: remodeled weapons & more

Postby JCW » 23 Jan 2014, 21:51

I am now doing an alchemie table ... somehow it's really fun to contribute. ;)
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alchemie.jpg
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Re: remodeled weapons & more

Postby JCW » 05 Feb 2014, 00:51

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Re: remodeled weapons & more

Postby amuzen » 08 Feb 2014, 11:07

The workbench model has been added now. I merged the textures into a texture atlas since it's less messy management-wise when each model has its own texture, and there are also some performance issues related to using several different materials/textures (each requires an extra state change and drawing call, which are pretty expensive with Ogre.)

JCW wrote:Found a nice crossbow on OGA


Already in use. :)
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