Page 7 of 10

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

PostPosted: 03 Sep 2014, 22:03
by Danimal
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

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

PostPosted: 03 Sep 2014, 22:08
by Bertram
Don't really know:
- New forge models?
- Wall training models?

A start on a new room?

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

PostPosted: 03 Sep 2014, 23:07
by Danimal
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.

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

PostPosted: 04 Sep 2014, 12:31
by Bertram
Cool, looks fine. :)

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

Rest regards,

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

PostPosted: 04 Sep 2014, 12:53
by hwoarangmy
Btw, when you will have time, new beds for creatures would be welcome :)

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

PostPosted: 04 Sep 2014, 15:46
by Danimal
the spike trap is already in repository since long;

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

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

PostPosted: 05 Sep 2014, 10:28
by Bertram
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

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

PostPosted: 05 Sep 2014, 10:55
by charlie
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. :)

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

PostPosted: 05 Sep 2014, 11:46
by Akien
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... :-)

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

PostPosted: 05 Sep 2014, 12:02
by Danimal
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.

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

PostPosted: 05 Sep 2014, 12:54
by Danimal
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

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

PostPosted: 05 Sep 2014, 14:13
by Bertram
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,

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

PostPosted: 05 Sep 2014, 19:26
by Danimal
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

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

PostPosted: 06 Sep 2014, 09:56
by Bertram
Great! :D

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

PostPosted: 09 Sep 2014, 16:24
by Danimal
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"

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

PostPosted: 10 Sep 2014, 10:20
by hwoarangmy
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 ?

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

PostPosted: 10 Sep 2014, 11:39
by Danimal
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.

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

PostPosted: 10 Sep 2014, 15:14
by Danimal
Updated TrainingDummy1, now with png texture; i wish i had something big to report, but no... :cry:

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

PostPosted: 10 Sep 2014, 19:42
by hwoarangmy
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 :)

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

PostPosted: 10 Sep 2014, 22:21
by Danimal
I checked before uploading by changing name with training dummies, and animation of spike trap works fine.

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

PostPosted: 10 Sep 2014, 23:42
by Danimal
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)

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

PostPosted: 11 Sep 2014, 08:44
by hwoarangmy
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 :)

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

PostPosted: 18 Sep 2014, 18:19
by Danimal
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

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

PostPosted: 19 Sep 2014, 08:40
by Bertram
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,

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

PostPosted: 19 Sep 2014, 23:55
by Danimal
working on the lamp, probably ready tomorrow afternoon