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Re: Some new models

PostPosted: 05 May 2012, 09:33
by oln
Depends what you mean by problems.

They look okay now, but the texture names are hard-coded which isn't ideal.

I am not really able to do work right now either. Don't know if anyone else feels like taking on the task.

Re: Some new models

PostPosted: 05 May 2012, 09:43
by Sauer2
A common solution is storing the texture names in the level file, but i'm not sure if this is a good solution, either.

Re: Some new models

PostPosted: 05 May 2012, 09:50
by Skorpio
oln {l Wrote}:Depends what you mean by problems.

In the current version (0.48) the normal maps only work on one troll. I mentioned this in an old thread: viewtopic.php?f=45&t=1175#p15607

If they work now, then I could really use a new version of the game.

Re: Some new models

PostPosted: 05 May 2012, 11:32
by svenskmand
Yep we should get this in game asap :) And we should also make a new release soon. I will go into compile mode and see if there is any problems with building and packing the latest version from the repos.

Re: Some new models

PostPosted: 12 Jun 2012, 19:58
by Danimal
I finished my uni tests and restarted work on this guy, this time is properly textured (one texture file of 1024x1024), changed drills, now they are cooler and dont look like missiles ;). Texture looks a bit cartoonish, because i used vivid colours.

Its still in need of normals and maybe a refraction map(not sure if this one is needed at all?), new drills made the poly count skyrocket, but who cares about polis at this very low poly modelling? (3711 total)

Image

Image

So, what do you people think should be changed or improved? My next steps after this are normal maps and then animation.

Re: Some new models

PostPosted: 13 Jun 2012, 16:56
by Skorpio
The drills look pretty good now, but why have you increased the saturation of the textures? I think the colors on the last screenshot were a bit more natural. It just needed some scratches and cracks. And a spec and gloss map would probably be a good idea.

Re: Some new models

PostPosted: 14 Jun 2012, 10:41
by Danimal
This is the closest i have managed to make it look like the old one, the reasons being, that time i used 2 textures with normals as blender materials. While im using 1 rust texture now without normals. Think it looks better now?

Re: Some new models

PostPosted: 14 Jun 2012, 19:19
by Skorpio
That's better. :)

Re: Some new models

PostPosted: 03 Jul 2012, 22:45
by Skorpio
Man, I don't find time to finish the orc. First I worked on my new mech which is also only 30% done, then I spent the last month working on my Liberated Pixel Cup entry, and now I'm busy with a freelance job again.

Re: Some new models

PostPosted: 03 Jul 2012, 23:11
by Danimal
its not like they are in a rush here, more than a month spent trying to get a build running and no easy way to insert creatures yet

Re: Some new models

PostPosted: 13 Sep 2012, 15:08
by Skorpio
I had some time to work a bit more on the orc. Here's a render with 3 different skin colors. Which color do you prefer?
Orc2.png

Re: Some new models

PostPosted: 13 Sep 2012, 21:38
by Danimal
GREEN OF COURSE!! Its looking good; skorpio, one question:
I have made a peasant with many farm tools on one blend, Ill animate him with bones, so, how can i make him so when hes using one tool the others are not floating around? i have no idea on how to make items appear and dissapear on animations...

Re: Some new models

PostPosted: 13 Sep 2012, 21:55
by ctdabomb
green

Danimal {l Wrote}:I have made a peasant with many farm tools on one blend, Ill animate him with bones, so, how can i make him so when hes using one tool the others are not floating around? i have no idea on how to make items appear and dissapear on animations...

scale to 0?

Re: Some new models

PostPosted: 14 Sep 2012, 06:24
by Skorpio
Haha that was a trap! You have shown yourselves as green skin loving orc racists! :twisted: Where does this green orc cliche actually come from? Warhammer? I don't think the orcs that Tolkien invented were green, they were more dark skinned and hairy like big apes iirc.

Danimal {l Wrote}:... how to make items appear and dissapear on animations...

You can either animate the alpha of the material or move the objects to another layer. In Blender 2.49 you could simply press "I" over the 3D view window and select "Layer" to add a keyframe, in 2.5 you have to go to the properties panel, click on "Object" hold the mouse over the layer buttons in the relations tab and press I. You can also animate the renderability in the outliner (again with I).

Re: Some new models

PostPosted: 14 Sep 2012, 10:01
by riidom
ctdabomb {l Wrote}:scale to 0?

Be aware of this, it is a one-way road, you cant scale it bigger after doing so.

Re: Some new models

PostPosted: 14 Sep 2012, 21:06
by Danimal
riidom {l Wrote}:
ctdabomb {l Wrote}:scale to 0?

Be aware of this, it is a one-way road, you cant scale it bigger after doing so.

So it was a trap...
Thanks guys i will try it soon and see how it turns out, but how does the "Layer" works? i have added animation using all the other controls of the I key but never the layer thing (i use M to change objects layers though), Also if for example i use it at unity3d it would work? im pretty interested in this issue since i saw once a zombie with an exploding head, wich was a cool effect but i never learnt to do that.

Re: Some new models

PostPosted: 15 Sep 2012, 08:48
by Skorpio
Yeah, use M to move the object to another layer before you add the keyframe with I.

I'm not sure how that is done in game engines. Regarding the zombie example, you probably need another model with a separated head and then replace the head with the explosion fragments.

Re: Some new models

PostPosted: 15 Sep 2012, 17:54
by riidom
you could also scale it to 0.01 or so and move inside the body, all within a frame

Re: Some new models

PostPosted: 15 Sep 2012, 20:27
by Danimal
Thats also a very good and simple idea, i will test both, thanks

Re: Some new models

PostPosted: 16 Sep 2012, 11:48
by Skorpio
Anybody wanna take a bath? I'll have to add some more variations to make the borders look a bit less rectangular.
OD_water2D.png

Re: Some new models

PostPosted: 16 Sep 2012, 12:04
by charlie
*searches for the 'like' button*

Re: Some new models

PostPosted: 16 Sep 2012, 21:59
by svenskmand
charlie {l Wrote}:*searches for the 'like' button*

+1 ;)

Very nice work Skorpio. I like the green and the brown orcs best. Nice work with the water tiles also :)

Re: Some new models

PostPosted: 17 Sep 2012, 14:22
by Skorpio
Man, I just had an idea I wish I had before I started to work on the new tile sets. If you use a 2x2 field to represent one tile, you need only 13 different tiles instead of 47. Of course these tiles would be huge, but I guess I could split the old tiles into parts which you can arrange to form one normal sized tile. So the grid would have to be subdivided.
Tilesets.jpg

Re: Some new models

PostPosted: 30 Sep 2012, 18:13
by Skorpio
I'm quite busy with other things at the moment, but I had some time to experiment with my new tileset idea. I scaled the tiles of the new "tileset 2", so that you can combine four of them to build a tile of the same size as the big tiles (tileset 1).
The problem is that the textures are also scaled together with the walls, so they'll look smaller and more repetitive, as well as the details of the wall geometry. The walls are also straighter than the bigger walls and the vertex density is a lot higher, so I'll have to change their geometry.
I'm not sure which set would be the better alternative. Tileset 1 means more work for me, but I think it looks better, and I don't know which one would be easier to implement for the coders.

I've got two screenshots of tileset 2, the first shows tiles with a length of 1.25 blender units and the second with a length of 1 unit.
OD_Tiles2.png
OD_Tiles2B.png


I'm also roasting orcs in lava, if anyone wants a leg or two. :) The lava render is just a mockup. I'm not sure if the texture looks good when it's tiled.
OD_lavaE.png

Re: Some new models

PostPosted: 01 Oct 2012, 23:55
by Danimal
I would love to see this implemented, How are the code guys doing?