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Importing models into eduke32?

User is offline   Nukester10 

#91

View PostTea Monster, on 08 May 2011 - 01:06 AM, said:

EDIT: Here is an excellent tut from the Katsbits site about how to model in Blender 2.49.
http://www.katsbits....-and-layout.php


Thanks, Tea Monster,

I just got finished reading the whole tutorial, Parts 1-6 and would highly recommend it to anyone interested in this area of modding.

Now that this tutorial is fresh in my mind I'd like to recap on a couple of things that popped out to me.

1.In an earlier section of this tutorial, the instructor mentioned first applying a "Material" THEN applying a "Texture"afterwards.Now I have to admit,I've seen other tutorials like this for example on,Youtube and these instructors never went as far as to add the "Material" BEFORE adding a "Texture".What are your thoughts on that?I mean is this the real way to do it and if it is why is it important to do it this way?Also most importantly,is it necessary to go this extra step,for mods in eduke32?

2.In the UV Maps and Optimization section,the instructor points out,

"The Golden Rule Of Optimizing" which is, "Less Is More"

Just by reading this part I can see in a game where this can be very important down the road,

Optimizing helps reduce overheads by limiting a game engine from rendering more information to screen that it really needs to. For example, the chair used in throughout this series, once triangulated and exported, originally used 148 triangles, after optimization that was reduced to 76, almost a 50% saving. The thing is, removing those additional 72 polygons mattered. Why? Because ten chairs means an extra 720 triangles being rendered to screen, that's almost another ten chairs in of itself that could have been placed in a scene had the object been properly optimized in the first place.

I was just wondering what you think about this,I mean I guess it would depend on how many mods you where going to create for your game?Because,this section of the tutorial is probably the most tedious and dangerous of all,as far as removing the unnecessary seams to increase optimization by using the tools provided but in turn also having to re-uvmap everything over again because you tend to break the uv-map when doing this according to the instructor?As far as being dangerous,if you remove the wrong part of the chair you could actually collapse it.

The instructor seemed like creating the mod according to "Grid Coordinates" or "Grid Snapping" was very important,I believe it's possible to create mods without being this precise on the Grid,what are your thoughts on that?I mean,as far as mapster32 goes,when your placing your assigned editart sprites on the map,it's not like they have to be placed within the map any precise way or "snapped"to the Grid in mapster32 in any precise kind of way in order for the mod to show up under,"Test Map"?

Speaking of that,is there any way to view the mod in "3D Mode" rather then having to press "Test Map"in order to find out whether or not the mod is actually going to show up in the game?


Oh Yeah,I wanted to ask you if you know how to change the "Gridsize" in Blender 2.49b?

Thanks Again,
For The Tutorial!

This post has been edited by Nukester10: 08 May 2011 - 10:26 AM

1

User is offline   Spiker 

#92

Of course you change the grid size in VIEW - VIEW PROPERTIES.
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User is offline   Nukester10 

#93

View PostSpiker, on 08 May 2011 - 11:59 AM, said:

Of course you change the grid size in VIEW - VIEW PROPERTIES.


Ok,I found it Thanks,

To add to that, for what reason should the grid size be changed anyhow?
Does this depend on how many vertices on going to be in your mod or what?
1

User is offline   Tea Monster 

  • Polymancer

#94

A material is like a shader. I'm used to adding a material to get the ability to add several different textures for next-gen models. For Polymer you need a specular skin, a normal skin and a diffuse (colour) skin to get your shader. Also, if you are working on it for a while, it saves having to keep loading the texture up into the UV Editor every time. You don't have to, I'm just used to doing it that way.

Optimization is important, but if I were you, I wouldn't worry about till later. Get the basics down first, then worry about optimizing.

You can move the grid coords, but I've only done it once, when I was making a model of a kitchen. You shouldn't have to mess with them for Duke models. The only time you really need to worry about the grid is making sure that your origin is on or about the center of the grid, which determines where your model will sit in game. Some people work with snapping, some people only move vertices by alterning coodinates, as if it were a CAD program. I don't work like that myself, I'm very freeform. I tend to model by the seat of my pants and that is what works for me. YMMV.

To view the model in Mapster, start it in 32bit mode. You'll see the model in the editor then. You can make a custom map to view the models. I usually do. Just to see if its OK. It can be much easier than firing up the map and having to dodge a lot of rockets to see if he works OK. Also, in Mapster, the animations cycle continuously, so it's easier to spot if you have a problem with a walk cycle or similar.
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User is offline   Nukester10 

#95

Posted Image

Tea Monster,a few questions if you don't mind?
I followed the tutorial and this is as far as I got so far.

Following the pic above,

In #1

What is that all about and why can't it be deleted?

In #2

What I was trying to do is to disconnect these two and create,"Separate Islands",
I cannot figure out how to do this and I've tried so many different commands?

In #3

Here,I'm just demonstrating how I ran the "Seam"on each leg according to the tutorial.
At one point,I'd created the Seam in the frontright leg of the chair then I Unwrapped it....by itself.

I know your probably wondering why I didn't, "Mark The Seam" to all 4 legs,THEN UV Unwrap all 4 at once?

The reason I stopped doing that is because everytime I did this,I can't create "Separate Islands"as they're called.

Oh Yeah, I could press the "H"key to hide what was already made but that didn't seem to amount to too much
and I'll explain why,

For example,from the beginning, making the seam on the first leg.Like I said,once I created the seam to the right leg,I pressed the "A"key to "Select All" THEN I Unwrapped it,ok.Next on the right side of the screen I pressed the UV button and went up top to where it says,"HIDE SELECTED FACES".And I pressed that button.Ok,so it hid the map of the right leg.

Next,I went over to the left leg and repeated what I did on the right leg.I wanted to deselect the seam I did on the right leg but I found out if you deselected ANY of the seams you made previously,it just wouldn't work.I believe the UVmap would disappear or something like that.

Anyhow,here we go,I'm running a seam on the left leg now and looking at the right leg,you can still see that the seam is still there.Next,on the left leg now after I've marked the seam,ok I press the "U"key to unwrap and guess what BOTH THE LEFT LEG AND RIGHT LEG ARE CONNECTED IN THE UVMAP?!

This is why,I said earlier that it got me wanting to do each individual piece,one at a time so as they wouldn't be CONNECTED in the end.

Btw,in relation to this,would you know if it's even possible to create parts/pieces of a map,one at a time?

And if this actually can't be done in Blender,yet.I was just wondering if you knew what the command was to separate these parts of the chair so as they'll all be separate islands later on?


EDIT: The Answer To The Question In The Last Paragraph Is, On The UVmap,Pressing
The "UV" Button and Next Pressing The "Unpin" Tab.Only After Highlighting The Vertices You Wish To Disconnect.

Beyond that they're are still some points of discussion in relation to other matters in this thread.If anyone
wants to discuss what they know about this,go ahead.

This post has been edited by Nukester10: 10 May 2011 - 09:39 PM

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User is offline   blizzart 

#96

Is there anywhere a link to blender 2.49? I recently installed the latest version and deleted all the old setup files.

Google always brings me to the latest versions.
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User is offline   Spiker 

#97

Are you blind or what?

http://download.blender.org/release/
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User is offline   Nukester10 

#98

View Postblizzart, on 10 May 2011 - 09:51 PM, said:

Is there anywhere a link to blender 2.49? I recently installed the latest version and deleted all the old setup files.

Google always brings me to the latest versions.


Yeah,it seems like it's getting harder to find a link for this one anymore,
this is for windows btw,

Blender 2.49b-windows.exe

Ahhhhhhhhhhh! Spiker beat me to it

This post has been edited by Nukester10: 11 May 2011 - 09:00 AM

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User is offline   Tea Monster 

  • Polymancer

#99

Unpin will do it if they are pinned. If you are having problems with it unwrapping and it keeps babbing up, then you can choose 'reset' from the UV menu.

Another thing you can do is to select the faces on one side of the chair, align your viewport so you are looking directly at the faces you have selected, and choose 'Project from View' which is like using one of those overhead projectors - What you see is what you get. This can be much easier for simple shapes like cubes (and chairs), also, it minimizes distortion of the UVs.

To create islands, in the UV editor, Select the square button with the dots on the corner (Sync UV Selection). Then, select face mode (the triangles). Then you can select a group of faces with the shift key and move them away from the others.

This post has been edited by Tea Monster: 11 May 2011 - 12:10 AM

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User is offline   Nukester10 

#100

View PostTea Monster, on 11 May 2011 - 12:10 AM, said:

Unpin will do it if they are pinned. If you are having problems with it unwrapping and it keeps babbing up, then you can choose 'reset' from the UV menu.

Another thing you can do is to select the faces on one side of the chair, align your viewport so you are looking directly at the faces you have selected, and choose 'Project from View' which is like using one of those overhead projectors - What you see is what you get. This can be much easier for simple shapes like cubes (and chairs), also, it minimizes distortion of the UVs.

To create islands, in the UV editor, Select the square button with the dots on the corner (Sync UV Selection). Then, select face mode (the triangles). Then you can select a group of faces with the shift key and move them away from the others.



That "reset" key is a bit tricky to find,I looked for it after pressing the "UV" tab,I looked all up and down that thing,it was hiding on me somewhere,then later on when I went to the left side of the screen and pressed the "mesh" tab and it appeared in there?!

In order for the "reset"tab to appear,do you have to have Blender in a certain mode or specific setting(s)?

The suggestion you made about,"project from view" under the "U" key was a really good one and that's what I went with on this pic,

Posted Image

I saved this as a ".blend" file.Now when I get back to it,I'm deciding on whether to "unpin" everything
and lay everything out nice and flat,which is what I'd prefer to do or I guess your supposed to do right?
I mean,I myself have never really seen any "UV" maps that had all the parts to the map laid
out like this before.I mean,does it even matter?

This post has been edited by Nukester10: 11 May 2011 - 07:42 PM

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User is offline   Tea Monster 

  • Polymancer

#101

'Reset' should be on the UV Mapping pop-up menu when you hit 'U' in the 3D Window.

You are right about fixing it. No offence, but that UV map is a mess. You need to:

1. Pack that better, so there is less open space in the UV Map. Sometimes you only have 512 pixels to use for a texture, if you map like that, you are wasting half your image size.
2. Unwrap it better. Where you haven't lined up the viewport to the chair properly, you'll get strange 'slanting' effects on the skin. It won't matter too much for a wood texture, but it is generally bad practice.

Don't be afraid to turn and resize stuff. Priority should go to the stuff that will be seen most. Thus, the Front and seat of the chair should be largest and the bottom of the legs can be shrunk down and stuck anywhere as nobody is going to see them, so if you shrink them, you can make something that will be seen larger (and thus, clearer).

In the UV window. Cntrl-L will select connected verts. Handy for selecting eyeballs in sockets in the 3D windows and islands in the UV Window.
H hides and Alt-H reveals.

This post has been edited by Tea Monster: 12 May 2011 - 04:46 AM

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User is offline   Nukester10 

#102

Finally!!!

Posted Image

View PostTea Monster, on 09 May 2011 - 07:04 AM, said:

Optimization is important, but if I were you, I wouldn't worry about till later. Get the basics down first, then worry about optimizing.

I guess I can say now, I have the basics pretty much down as far as creating a static mesh that's textured.
Even though,I probably accomplished this feat in the easiest way possible as far as adding the texture goes
but like you said,"Get the basics down first".

Getting back to what I stated about,creating the texture in "the easiest way possible".

The UVmap of the chair shown earlier is NOT what I went with,I ended up just using a simple "jpg" of a wood texture and in Gimp I made a copy of the original file and changed this new file to a "png" file.I did the same thing for the Table as well.

Yes,if you can't tell,both of these textures where created originally from the same "jpg" file, just named differently.


View PostTea Monster, on 09 May 2011 - 07:04 AM, said:

A material is like a shader. I'm used to adding a material to get the ability to add several different textures for next-gen models. For Polymer you need a specular skin, a normal skin and a diffuse (colour) skin to get your shader. Also, if you are working on it for a while, it saves having to keep loading the texture up into the UV Editor every time. You don't have to, I'm just used to doing it that way.


I'm still trying to grasp the concept of this.Going back to the tutorial on creating the Chair in Blender 2.49b
The author said,you needed to create a "Material" FIRST before you created a "Texture".The author
explained that,"The Material you create first is like a base coat.Like for example if you where painting a car,
truck,boat etc.THEN, later on,you would paint over top of this and THIS as far as where concerned here,
would be called,your "Texture" that you would add ONLY AFTER adding your "Material".

BUT,in this case,I DID NOT CREATE A "MATERIAL" FIRST.All I did was to add the "Texture" and yet as you can see in
the above pic,it still worked.Why though?

There are still once again,two problems I'm having here,

1. At certain angles I can jump on top of the table and chair and shoot at them,yes I pressed the "B" key and
set blocking,the sprites went from green to purple on the grid.Even though under these settings,at other angles,I can still run through the table and chair and I was wondering if there are perimeters you can set,that would increase the amount of blocking subjected to an object,"sprite"so as to keep this from happening?

2.I'm not really that thrilled by the way the texture ended up on both the chair and table.The original texture looks like this,

Posted Image

Well I mean,the chair doesn't look to bad I guess but as far as the table goes,the texture looks to me to be a bit
stretched.

I'm wondering if you know of an easy fix for this?

I did happen to stumble upon a tool in Misfit Model 3D called,"Create Projection".
With the table already textured,I noticed this had 3 settings to choose from,

Type,
Cylinder
Sphere
Plane

I chose "plane" and noticed right away if you placed your mouse cursor in any window except,"perspective".
You would notice a small "gui" that would expand as you held the "LMB" and moved your mouse around a bit.
You wouldn't want to click the "LMB" again because that would create another small "gui".

Anyhow,when you moved your mouse around, the "Texture" would move around also and you could make it larger
or smaller if you wished as well.Mind you,this was all being viewed on the model itself,not a separate window.

Earlier on,I thought I pretty much had the "Texture" looking the way I wanted it.I pretty much,moved it around and
tightened the grain up a bit.

I couldn't figure out how to turn off the small "gui" when I was finished editing though.

So what I ended up doing was just leaving the "gui" activated and saved the file as is.
At that time,that file ended up having,"errors"so I scrapped it,whether or not it was because the "gui" was
left turned on I don't know.

Tea Monster,are you familiar with this "gui" tool I just mentioned and if you are,what are the commands for it
and what's it all about?

This post has been edited by Nukester10: 15 May 2011 - 08:26 AM

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User is offline   Tea Monster 

  • Polymancer

#103

As I've said before, I'm not familiar with MM3D. If you look in the post above yours, I've addressed some of the problems you have there. As the UV Map is skewed and small on the map, you are only getting a portion of the grain and it's looking a tad distorted.

I've looked into that blocking thing. There is a way of having models blocked to the player, but blocked according to the model, not the sprite (so you can climb stairs and such), it's been added recently and I remember seeing the post, but I can't remember how its done or exactly where. I've checked the wiki and I can't see anything there. If someone else reading this can point it out, then please do so.

This post has been edited by Tea Monster: 15 May 2011 - 09:50 AM

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User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#104

View PostTea Monster, on 15 May 2011 - 09:48 AM, said:

If someone else reading this can point it out, then please do so.

Please check the spriteclip.txt and _clipshape0.map in the Samples folder of the snapshots.
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User is offline   Nukester10 

#105

View PostThe Commander, on 15 May 2011 - 11:42 AM, said:

Please check the spriteclip.txt and _clipshape0.map in the Samples folder of the snapshots.


I read, the "spriteclip.txt" page.It is filled mostly with textbook greeksalad and not really any practical hands on
information that one could sink they're teeth into in relation to the goal at hand.

As far as the ".map" >_clipshape0.map<

I really would have liked to have seen that map but I can't find it in ANY of the folders.
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User is offline   Nukester10 

#106

View PostTea Monster, on 15 May 2011 - 09:48 AM, said:

If you look in the post above yours, I've addressed some of the problems you have there. As the UV Map is skewed and small on the map, you are only getting a portion of the grain and it's looking a tad distorted.


No No No,I already said,I didn't use the UVmap your talking about in my last post!
I just used the,GRAIN TEXTURE ITSELF! That's It period!

That's why I got it done so fast.

Right now I have 4 files in relation to what I'm talking about and I compiled in Npherno,

3708_Chair1C.md3
3708_Chair1C.png

3711_Table1B.md3
3711_Table1B.png

I'm sure you can tell these are not the original files by the "C" and the "B"
Why it took me 3 steps to do the chair I don't recall but ironically it was the
first mod I undertook and the Table was second.So I guess I got a little better
on the Table,because I cut one step out anyhow. ;)

I don't know,maybe I'm limited to the way I went about just using the Texture alone,
WITHOUT using a UVmap on top of it!?
1

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#107

View PostNukester10, on 15 May 2011 - 12:35 PM, said:

I really would have liked to have seen that map but I can't find it in ANY of the folders.

Again, as I said look in the SAMPLES folder of the eduke32 snapshots.
If the folder is not there then you are using a very old version of eduke32.

Latest is always here: http://dukeworld.duk...ke32/synthesis/
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User is offline   Tea Monster 

  • Polymancer

#108

Commander - Cheers, I couldn't find that anywhere.

Nukester10 - Remember, what you see in the uv map window is what is going to get projected onto the model. If the grain looks too big, you can either re-arrange the UV Map to suit the chair so that the stretching isn't so pronounced (especially around the legs of the table, it looks like plywood edge-on).

The UV Map is the layout of the faces against the texture, it isn't the actual image you use. You can use oodles of different textures and not alter the UV Map.

Or you can get another, more to scale wood texture. If you check the one you have, it looks like its a close-up of a plank less than a foot across. Now imagine if you actually saw that knot the size of a chair seat - it would look strange. Google some wooden chair images and you usually can't see the grain that large on the chair. I found this image online after about 20 seconds of googling Try it out on your chair and see the difference (you'll have to crop it down to 2048 pixels in GIMP)

If you are still having problems, post a screenie of your UV Map.

This post has been edited by Tea Monster: 16 May 2011 - 06:32 AM

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User is offline   Nukester10 

#109

View PostTea Monster, on 15 May 2011 - 02:07 PM, said:

you can re-arrange the UV Map to suit the chair so that the stretching isn't so pronounced


Tea Monster,how do you personally go about doing this? In Misfit Model3D or Blender?

You know I'd still like to find out how to use that texture arranging tool In Misfit Model3D I told you about
last time but you wouldn't believe the lack of information available anywhere for this program.

View PostTea Monster, on 15 May 2011 - 02:07 PM, said:

Try it out on your chair and see the difference (you'll have to crop it down to 2048 pixels in GIMP)
If you are still having problems, post a screenie of your UV Map.


I'm a little confused here,you said in your last post about how big that knot of wood would look on
the chair and yet this texture you present here is at least 10 times bigger then the one I got,I don't get it?
1

User is offline   Tea Monster 

  • Polymancer

#110

Think of the UV Map as a window onto the texture. Imagine cutting holes into a sheet of card and viewing the texture through that card. The smaller the holes in the card, the smaller the amount of the image you will see, so it will look larger on the model. If you have a texture that shows more of the plank, you will see more of the image in "the window". Also, look how the UV layout is made. Its much neater and tidier and dosen't waste space. Think of it as a story. You have (say ferinstance) 512 pixels to tell a story about this chair. With a wastefull uv map like you posted earlier...
Posted Image
You are throwing away most of the pixels you have to 'tell your story'. The better the UV Map, the better it's going to look.

I did a test with that image I sent you. Actually the wood texture is kind of lost on this one, so you might want to change that.
Posted Image

I did one with your original texture. I turned the legs so that the 'grain' was going down the leg, rather than across, and that turned out pretty well. But look how my UV Map is layed out and how little space it wastes. I could get it better, but I'm doing this to show you how it's done.
Posted Image]

This post has been edited by Tea Monster: 22 May 2011 - 02:49 AM

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User is offline   Mark 

#111

Nukester10 in answer to your earlier question on texturing in MM3D:

Assuming you already have the faces grouped and a texture chosen this is a quick tutorial on adjusting the textures on the mesh in Misfit Model 3D.

1. Select the face you want to adjust. In this case I selected the front face.

2. Click on Materials at the top menu and select Edit Texture Co-ordinates. Another window pops up.

3. Since I selected the front face make sure that you choose FRONT from the Reset Co-oordinates button at the lower right corner. If you are working on a left,right,top,down face of the model be sure to choose the proper view from that button.

You will now see the selected face overlayed on the texture. Use the various mouse tool buttons to select and move the vertices. Either single or groups at a time depending on what you selected with holding down the left mouse button and dragging. You will see the changes on the model as you adjust things.

I hope this is enough because truthfully I do not have TeaMonster's patience to do detailed tutorials.

This post has been edited by Marked: 22 May 2011 - 11:45 AM

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User is offline   Mark 

#112

I'm trying to figure out how to replace a duke enemy with a custom one. I'm getting confused with frame names but I'll get to that later.

Just to try things out, I grabbed the md3 and texture from a zombie TC and put it in the proper folder of my project. I then cut and pasted the zombie def lines from that TC into my existing def file. I used the zombie that replaces the pigcop in that TC. Is there another step I am missing because in my project the zombie does not show. Just the pigcop. I triple checked the defs and folders for accuracy even though it was a copy and paste job and still the zombie does not show.

What did I forget to do? After searching the internet for almost an hour I never did find much of a detailed explanation on replacing enemies. Basically the best thing I found was a "sample" folder in one of my older backup Eduke copies that gives a example but no text explantions. And that is where I'm getting confused on all the frame names needed. But I figured if this "cut and paste" would work I could follow it when inserting my own model.

EDIT: Never mind. Someone told me elsewhere how much more is needed to code a new model into usefulness. Its beyond my abilities. If and when I finish mapping my latest mod I'll probably start begging someone experienced to join in and get some monsters installed.

This post has been edited by Marked: 23 May 2011 - 03:15 PM

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User is offline   Nukester10 

#113

Posted Image

Posted Image
A noticeable improvement I must say!

Especially the table!

I believe next I'd like to do some painting in, Misfit Model 3D.
I was just wondering though,how would you go about blowing apart
the table and chair when you shoot at it,if that's even possible to begin with?

Anyhow,

Thanks!

This post has been edited by Nukester10: 24 May 2011 - 08:45 PM

1

User is offline   Tea Monster 

  • Polymancer

#114

You'd need to assign the chair to a tile that has a 'destroyed' state. If it's a two-state tile (complete or blown-up), you make a second model, but in pieces, with damage on the skin, and you define that model as your 'destroyed' state.

Posted Image

If you have several differnent frames to play with, you could build your table in sections and animate them flying apart. You would then swap the skin out on the second frame of the animation in the def file.
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User is offline   Nukester10 

#115

View PostTea Monster, on 25 May 2011 - 12:44 AM, said:

You'd need to assign the chair to a tile that has a 'destroyed' state. If it's a two-state tile (complete or blown-up), you make a second model, but in pieces, with damage on the skin, and you define that model as your 'destroyed' state.


Offhand,you wouldn't happen to know where I could find a list that shows you all of the editart files that are in "destroyed state" would you?I remember seeing this list somewhere before but I can't recall where it was.

This pic you should recognize from before.I've pointed out my ideas for possible "Hit Point" locations.
It's too bad you can't show damage to the entire table and chair no matter where you shoot at them though,
or could you?I'm not really sure.


Posted Image

1.By shooting at the legs on both the table and chair,depending on where the crosshair is located when you shoot,
you could have 3 things happen,

a At one location of the leg for example, the entire leg would fly off and this would of course cause the table to lean over towards you.

Note: Say the leg flew off and landed somewhere else in the room? Is this even possible?
This might not look right,you would have the animation of the leg flying through the air, then a split
second later,you would see the leg randomly lying on the floor somewhere in the room.I don't know
if this would come off right,the delay might make the whole thing look kinda sloppy.But then on the
otherhand it would look better then not having anything happening at all.

Second Note: If your standing in front of the table and chair and an enemy is shooting at you,
how would it be possible to allow the enemy to cause damage to the table and chair as well?


b At another location you could cause part of the leg to not come off the table,but rather have a piece of wood chip off the leg instead.

c At the final location of the leg,you could cause a bullet hole to go through the leg itself.


2. By shooting at this location you could show,

a A chunk of wood flying off and damage to the table top.

b A bullet hole showing through the tabletop.

c This would look cool,the table cracking all the way across and collapsing upon itself.


3.Similar damage done as described in 1 and 2

4.Similar damage done as described in 1 and 2

"Chairleg damage similar as described in 1"
"Chairseat damage similar as described in 2"

I'm just wondering about all this because, I don't believe this type of thing has ever been done before for, eduke32
and I'm also wondering what the limitations would be for doing this kind of thing?

This post has been edited by Nukester10: 26 May 2011 - 01:43 PM

1

User is offline   Nukester10 

#116

View PostTea Monster, on 22 May 2011 - 02:48 AM, said:

I did one with your original texture. I turned the legs so that the 'grain' was going down the leg, rather than across, and that turned out pretty well. But look how my UV Map is layed out and how little space it wastes. I could get it better, but I'm doing this to show you how it's done.


Ok,your UVmap looks great but where would you go from here to make your texture look smaller?
I mean,can you do a quick fix to resize the texture while your still in Blender or at this point,would you have to fix
this texture down the road in Misfit Model 3D like I did?Because if I could fix it in Blender,I'd rather do that than have to go and fix it later on?

But to add to that,in contrast,by assigning different parts of the mod with the same texture like i did in Misfit Model 3D.This process may give the chair a more natural look,rather then just applying the whole texture in one shot.

This post has been edited by Nukester10: 21 August 2012 - 02:22 PM

1

User is offline   Mark 

#117

Thats one of the things I like in Misfit3D. That ability to use a same part of the texture for different faces of the model. I would assume Blender can accomplish it and our good buddy Teamonster will tell you how. :)
0

User is offline   Spiker 

#118

If you want to make faces share the part of a texture it's enough to drag them to the desired place in your UV. If you want to use 2 or more textures for one model then you have 2 options: you can create vertex groups and assign material there or split your mesh into separate objects (method that I prefer myself).

By the way here is something I've been working on recently. I've decided to model my own crappy car. I just need to create interesting background now.

Attached Image: 1.png

This post has been edited by Spiker: 27 May 2011 - 12:31 PM

0

User is offline   Tea Monster 

  • Polymancer

#119

As Spiker said, it's easy to dupe-up your textures in Blender as well. You just move one UV Island to cover another in the UV viewport and it will display the same part of the texture (remember the 'Window' analogy?).

To have the chair break apart, you'd have to animate it and assign it to a sprite that could handle animations. So the chair would be in one piece for frame 1, then frame 2 through frame whatever would be it flying apart. Or, you could have the 'together' chair as one model and then have the blown apart, flying apart chair as a second model. You would define the second model to take the place of the first one in the def file. Using two models would simplify having to stitch the broken one back together for the complete chair.

As to the texture, you've just got to fudge with it in GIMP. Blow it up, shrink it down etc, play with different grains for different parts of the model till you get it right. In Blender, you can export your uv map as a graphic, bring it into GIMP then paint different bits so that they match up with the UVs.
0

User is offline   Tea Monster 

  • Polymancer

#120

Xembie has updated his importer to work with Blender 2.57a. I've not had time to properly test it, but it will kick out an MD3 that will open up in Misfit. It's here
0

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