models for a ruins-track

models for a ruins-track

Postby rubberduck » 13 Jun 2013, 21:07

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
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pillars.png
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Re: models for a ruins-track

Postby Uni » 13 Jun 2013, 23:08

You should have a go at refining the kart models. For instance Mozilla needs a fresh look.
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Re: models for a ruins-track

Postby rubberduck » 14 Jun 2013, 07:08

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
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Re: models for a ruins-track

Postby asciimonster » 14 Jun 2013, 07:51

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.
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Re: models for a ruins-track

Postby rubberduck » 14 Jun 2013, 08:03

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
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Re: models for a ruins-track

Postby Ludsky » 14 Jun 2013, 08:34

Rubberduck, i think you work on the object-collection ?

And, there are also SuperTuxMarket who was interesting project.
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Re: models for a ruins-track

Postby rubberduck » 14 Jun 2013, 08:55

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
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Re: models for a ruins-track

Postby Totoplus62 » 15 Jun 2013, 13:37

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)
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Re: models for a ruins-track

Postby betharatux1 » 16 Jun 2013, 06:13

nice, this is also can increase number of variation historical theme track :cool:
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Re: models for a ruins-track

Postby rubberduck » 16 Jun 2013, 20:56

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
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ruin-parts2.png
ruin-parts1.png
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Re: models for a ruins-track

Postby tavariz91 » 21 Jun 2013, 16:12

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 ;)
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Re: models for a ruins-track

Postby rubberduck » 21 Jun 2013, 19:35

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??
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Re: models for a ruins-track

Postby tavariz91 » 21 Jun 2013, 23:49

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
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Re: models for a ruins-track

Postby Auria » 21 Jun 2013, 23:52

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
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Re: models for a ruins-track

Postby rubberduck » 22 Jun 2013, 14:45

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
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