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models for a ruins-track

Posted:
13 Jun 2013, 21:07
by rubberduck
i modelled some (broken) pillars for a ruins-track
i have them in the object-collection
i don't want to make a full ruin-track now, but i want to do some models and add them to my object-collection
Re: models for a ruins-track

Posted:
13 Jun 2013, 23:08
by Uni
You should have a go at refining the kart models. For instance Mozilla needs a fresh look.
Re: models for a ruins-track

Posted:
14 Jun 2013, 07:08
by rubberduck
Uni {l Wrote}:You should have a go at refining the kart models. For instance Mozilla needs a fresh look.
i know, that some karts need improvements, but i want to make some models and i want to work on the object-collection
Re: models for a ruins-track

Posted:
14 Jun 2013, 07:51
by asciimonster
One small comment. Normally these kinds of pillars do not break leaving a jagged edge. Th break can be diagonal, but they are generally smooth.
Re: models for a ruins-track

Posted:
14 Jun 2013, 08:03
by rubberduck
i will change that
and i have some more ideas for a ruin-track:
-some small stones should be on the road, like in the valley-track
-torches lighting the track
Re: models for a ruins-track

Posted:
14 Jun 2013, 08:34
by Ludsky
Rubberduck, i think you work on the object-collection ?
And, there are also SuperTuxMarket who was interesting project.
Re: models for a ruins-track

Posted:
14 Jun 2013, 08:55
by rubberduck
this is for the object-collection and can be used later for other tracks, i don't make a track, only some models for my ruin-track-idea
it's the same with the bottles
i don't have the time for making a track and i don't want to make a track now, but i wanted to add some self-made models to it
i like the idea of a ruin-track and if someone has time to make a track, you can use them for this
and they could also be useful for other tracks
Re: models for a ruins-track

Posted:
15 Jun 2013, 13:37
by Totoplus62
Yes but some current tracks need improvments imho

(i'm thinking of amazonian track for example)
I already find a music for you ruin track, a new one for your cave track. I'm currently looking for new sound effects and new musics (one music per track)
Re: models for a ruins-track

Posted:
16 Jun 2013, 06:13
by betharatux1
nice, this is also can increase number of variation historical theme track

Re: models for a ruins-track

Posted:
16 Jun 2013, 20:56
by rubberduck
i have now some more parts and the pillars are improved
the dark-ground-areas are for objects, that aren't ready, some of these parts need improvement, others need to be textured and they aren't in object-list-file
Re: models for a ruins-track

Posted:
21 Jun 2013, 16:12
by tavariz91
maybe you could get more ruins in the 0ad project?
http://play0ad.com/The game is under gpl so I think it all right about the licence

Re: models for a ruins-track

Posted:
21 Jun 2013, 19:35
by rubberduck
i havn't found nothing, where i can get some models here, i will look for it
do you know, where the models are placed??
Re: models for a ruins-track

Posted:
21 Jun 2013, 23:49
by tavariz91
download the data archive here:
http://play0ad.com/download/source/then extract it, go into 0ad-0.0.13-alpha/binaries/data/mods/public and extract the zip file
then in the extracted archive go to /art/meshes/ and you will find dozens of models.
they all are in the pmd format; I don't know how to open them but I think you can find something (a script?) on the 0ad forum or maybe here:
http://trac.wildfiregames.com/wiki/ArtDesignDocument I have not really read it since it's too late for me and 3d edition is unknown by me, but you will find what you need:
Useful 0 A.D. Blender links
pmd2collada - Converter by Matt Minton - Use to convert Pyrogenesis PMD format 3D models to the Blender compatible DAE Collada format. Currently only works with static models.
Collada fixscript - Python script that fixes Collada static models for use in Blender 2.5x
:P
then all the 0ad model become accessible

They need re-work because they are too realisic for STK (IMHO) but it's a good thing to get a so nice bank!
About the ruins: I saw them in game but I cannot tell you the name of the files, but all temples are in the /art/meshes/structural folder
Re: models for a ruins-track

Posted:
21 Jun 2013, 23:52
by Auria
Also, I suggest not spending too much time on building a large library of models. What is needed much more is the technological infrastructure to use it; there is no need in building a library of hundreds of models when we can't even use them
Re: models for a ruins-track

Posted:
22 Jun 2013, 14:45
by rubberduck
i don't want to use the time to convert them, i think, that they also could be very high poly
i think, that these parts aren't so useful