The "Lets get ready the rooms models" topic

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 03 Sep 2014, 22:03

So, what the hell was i working on before the summer/uni exams maddness hit me at full speed? i accept tips on what to do now
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 03 Sep 2014, 22:08

Don't really know:
- New forge models?
- Wall training models?

A start on a new room?
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 03 Sep 2014, 23:07

ill start by fixing the punching dummy animation and then the other training models: targets, armor dummy and lastly rolling device.
After that, forge texture and new models as i showed in the summer updates concept.
And then the new cannon and trap.
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 04 Sep 2014, 12:31

Cool, looks fine. :)

Wasn't there some kind of pike grid trap somehwere around, btw?

Rest regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 04 Sep 2014, 12:53

Btw, when you will have time, new beds for creatures would be welcome :)
hwoarangmy
 
Posts: 567
Joined: 16 Apr 2014, 19:13

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 04 Sep 2014, 15:46

the spike trap is already in repository since long;

i curse the need for so many different beds!!! :x
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 05 Sep 2014, 10:28

Danimal {l Wrote}:the spike trap is already in repository since long;

Yes, but as a .blend, can you prepare the mesh/material files?

i curse the need for so many different beds!!! :x

Arf, only up to one per creature. :p
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby charlie » 05 Sep 2014, 10:55

Not sure why you use beds. I'd suggest a pile of hay, which you could just resize to fit the creature. Beds are so... not dungeon monster material. :)
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: The "Lets get ready the rooms models" topic

Postby Akien » 05 Sep 2014, 11:46

charlie {l Wrote}:Not sure why you use beds. I'd suggest a pile of hay, which you could just resize to fit the creature. Beds are so... not dungeon monster material. :)

I agree that some more "dark, damp and dangerous" objects could be fitting, such as slimy lairs for big monsters, small caves or piles of gold for dragons... :-)
Godot Engine project manager and maintainer.
Occasional FOSS gamedev: Lugaru, OpenDungeons, Jetpaca, Minilens.
User avatar
Akien
 
Posts: 737
Joined: 22 Feb 2014, 13:14

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 05 Sep 2014, 12:02

Beds are so... not dungeon monster material.

By beds we mean anything a creature may sleep on, be it a pile of gold, a tomb or hay bed.

Arf, only up to one per creature

Thankfully, heroes will mostly re-use the basic bed with different skins to denote to who it belongs (plain grey for adventurers, rich green for knigths, golden with embroided shields for kings/nobles...) that will save up a lot of work. But even so, lets say we have over 20 different monsters plus 5-7 non bed user heroes; that makes near 30 beds to make :cry: ( plus animating while using it)
Its something i have to crack on the long run, concept and re-use when i get to it. My only consolation is that they will be very simple

Yes, but as a .blend, can you prepare the mesh/material files?

Ok, adding to my TODO

I agree that some more "dark, damp and dangerous" objects could be fitting, such as slimy lairs for big monsters, small caves or piles of gold for dragons... :-)

I totally agree


For now, beds will come after i finish the planned rooms, and ill make them only for final creatures models.
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 05 Sep 2014, 12:54

Fixed TrainingDummy1 :
please, replace .mesh and .Skeleton in repo with these ones, now only the rope and dummy moves after being it, not the whole model
Attachments
TrainingDummy1.zip
(116.25 KiB) Downloaded 281 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 05 Sep 2014, 14:13

Thanks! :)

Makes me think, could you fix the cavehornet model so that it uses a cavehornet.skeleton and not a Insect_low.003.skeleton file anymore?

Regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 05 Sep 2014, 19:26

Ok, one more thing for my TO-DO

Meanwhile, here you have the second model for training room :D

Image
CC-BY-SA by Danimal
Attachments
TrainingDummy2.zip
(376.18 KiB) Downloaded 350 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 06 Sep 2014, 09:56

Great! :D
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 09 Sep 2014, 16:24

Cave hornet:
Corrected skeleton name, please someone replace old files for these new ones and delete "Cavehornet_nor.png" and "Cavehornet_spec.png" from Materials/textures, they wont be needed until normals are working again (ill re-export the model to use them when ready). Also delete Insect_low.003.skeleton from credits file.

Troll:
Last iteration of the troll added a new issue, a normal problem that made you able to see trougth its mouth/jaw the floor; please revert to this .mesh, i dont see any problem after reverting to this old .mesh.

Spiketrap:
Ready, without normal map, animation is called "Triggered"
Attachments
Spiketrap No Normalmap.zip
(318.55 KiB) Downloaded 346 times
Troll.zip
(138.07 KiB) Downloaded 353 times
Cavehornet No Normalmap.zip
(295.23 KiB) Downloaded 337 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 10 Sep 2014, 10:20

I've seen that TrainingDummy1 has a jpg image file for the texture. Every other models have png files for texture (including the previous TrainingDummy1). Could you check if it is normal ?
hwoarangmy
 
Posts: 567
Joined: 16 Apr 2014, 19:13

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Sep 2014, 11:39

Actually its not much of deal, but i have been converting them to png since all others textures were png, kind of a small policy. Ill reupload it today since it was my slip. Thanks for the heads up.
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Sep 2014, 15:14

Updated TrainingDummy1, now with png texture; i wish i had something big to report, but no... :cry:
Attachments
TrainingDummy1.zip
(861.75 KiB) Downloaded 338 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 10 Sep 2014, 19:42

I've added the training dummy 2. They are nice :) I've added them as central active spot because they take many space and they would go through the wall if on wall active spots.
Cavehornet is changed and no problem
Troll is changed. I've seen no difference but I didn't see the bug so I would guess it's ok.
Spiketrap mesh is added but not tested :)
hwoarangmy
 
Posts: 567
Joined: 16 Apr 2014, 19:13

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Sep 2014, 22:21

I checked before uploading by changing name with training dummies, and animation of spike trap works fine.
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 10 Sep 2014, 23:42

Guess what? training dummy 3 is here! This guy train your minions the hard way :cool:; its tested and working.

CC-BY-SA by Danimal using Poss rusted metal texture pack (CC-BY 3)
Attachments
foto de Training Dummy3.jpg
TrainingDummy3.zip
(1.31 MiB) Downloaded 354 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby hwoarangmy » 11 Sep 2014, 08:44

Danimal {l Wrote}:I checked before uploading by changing name with training dummies, and animation of spike trap works fine.
ok, good :)

Danimal {l Wrote}:Guess what? training dummy 3 is here!
They look nice. I'm gonna have a look ingame :)
hwoarangmy
 
Posts: 567
Joined: 16 Apr 2014, 19:13

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 18 Sep 2014, 18:19

I have almost ready the last training dummy; see below what i meant with the two torch models, ill redo them with more polis and realistic textures, but you will get the idea of their future shape
Attachments
untitled.png
untitled.png (37.47 KiB) Viewed 11530 times
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: The "Lets get ready the rooms models" topic

Postby Bertram » 19 Sep 2014, 08:40

Hi Danimal,

Thanks for the pics :)

Personally, I do think the metallic one will be great as a light editor entity.

I would have liked to say that I was in favour of the wooden one for in game use, but as long as we're not supporting
particles (to create the fire in that case), the torch will remain weird looking.

So I'd be for using the metal one for both in game and in the editor. But maybe with different scales.

Best regards,
User avatar
Bertram
VT Moderator
 
Posts: 1652
Joined: 09 Nov 2012, 12:26

Re: The "Lets get ready the rooms models" topic

Postby Danimal » 19 Sep 2014, 23:55

working on the lamp, probably ready tomorrow afternoon
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Who is online

Users browsing this forum: No registered users and 1 guest