Models thread
#61 Posted 02 September 2011 - 06:38 PM
@Marked, Skins are my bane (I can't draw shit. Everything is cut and paste, then photoshop does the rest) Feel free to improve on anything I make.
@DT, The stacking problem was in my head, I kinda just hoped it would line up properly. I can make a seam in the middle and do a mirror on the texture there. Say Bottom rungs are left side of skin, middle rungs are right side, then reversed so that the top flows back to where the bottom started.
#62 Posted 02 September 2011 - 06:44 PM
Keep up the good work. I'll probably start a few models myself this weekend.
#63 Posted 02 September 2011 - 07:02 PM
Marked, on 02 September 2011 - 06:44 PM, said:
For what it's worth, if you do a google image search for "medieval ladder" the support beams in the pictured ladders are squared off, they are not rounded like in the model. In the sprites, it could go either way -- it's hard to tell if they are squared or rounded.
#64 Posted 02 September 2011 - 07:37 PM
I will change the ladder I made, keeping both of your suggestions in mind, and base the next one off of the final version.
PS. I wanted to make it square, it looked round to me at the time. It will be square next post. Tomorrow.
This post has been edited by Drek: 02 September 2011 - 07:58 PM
#65 Posted 03 September 2011 - 02:59 PM
That's what I came up with for a medieval ladder. What do you think? It's not the sprite, it looks different from front to back. The rungs are tied to the front of the stringers.
#66 Posted 03 September 2011 - 03:03 PM
Drek, on 03 September 2011 - 02:59 PM, said:
That's what I came up with for a medieval ladder. What do you think? It's not the sprite, it looks different from front to back. The rungs are tied to the front of the stringers.
I like it, except for the strings...the strings don't look good. Maybe it's just an issue with the skin, but they look someone drew white Xs on it.
#67 Posted 03 September 2011 - 03:30 PM
DeeperThought, on 03 September 2011 - 03:03 PM, said:
They look better in proper perspective, but yeah I am improving the skin now.
I could "nail" the rungs on. Let's see what I get with some work on the texture and a better unwrap. If it comes out good it may be usable.
This post has been edited by Drek: 03 September 2011 - 03:32 PM
#68 Posted 03 September 2011 - 03:33 PM
This post has been edited by Marked: 03 September 2011 - 03:37 PM
#69 Posted 03 September 2011 - 03:46 PM
Drek, after playing WG's maps, I have noticed that your chest model is slightly off center. It is set back a bit from the sprite, so that the back of the chest clips into walls if the sprite was close (but not touching) the wall. Also, it is off slightly to one side.
#70 Posted 03 September 2011 - 03:56 PM
ladders(2).zip (348.14K)
Number of downloads: 924
model "misc/ladders/3560-ladder.md3 " { scale 15 shade 0 // approx. skin { pal 0 file "misc/ladders/3560-ladderskin.png" } frame { name "FRAME1" tile 3560 flags 0 } }
#71 Posted 03 September 2011 - 04:00 PM
DeeperThought, on 03 September 2011 - 03:46 PM, said:
If I compare between 8-bit and polymost will I be able to see the difference, or should I turn models off in game? I need to know exactly where you want it, then I can fit it there. I think I will have to reanimate it again.
edit: I wish there was a xadd, and yadd for def code.
This post has been edited by Drek: 03 September 2011 - 04:03 PM
#72 Posted 03 September 2011 - 04:16 PM
Drek, on 03 September 2011 - 04:00 PM, said:
edit: I wish there was a xadd, and yadd for def code.
I usually check by turning models off/on in game. Try this: put the voxel right on a visible sector boundary where there is an edge or texture change. Then that border is a landmark and you can see exactly how it has moved when you switch back and forth. To make it appear as a voxel in mapster, either run mapster in 8-bit mode or comment out the model definition.
I really like the new ladder. The correct scale for it is 14.77 (I had to fire up mapster about 15 times and make little adjustments to get that, lol)
#73 Posted 03 September 2011 - 04:33 PM
Attached File(s)
-
chesttest.zip (314bytes)
Number of downloads: 849
#74 Posted 03 September 2011 - 04:38 PM
#75 Posted 03 September 2011 - 04:58 PM
DeeperThought, on 03 September 2011 - 04:16 PM, said:
How did you go about getting an exact scale? I got it close at least this time.
Quote
I will change the chest. I wanted to work on the skin for it too, just a few small tweaks on the side of the lid. That's what I get for working off of a picture.
#76 Posted 03 September 2011 - 05:33 PM
// CHEST MODEL BY DREK model "misc/chest/chest.md3" { scale 16.5 shade 0 zadd -0.1 skin { pal 0 surface 0 file "misc/chest/Chest.png" } skin { pal 0 surface 1 file "misc/chest/Chest.png" } frame { name "FRAME1" tile 337 flags 0 } frame { name "FRAME2" tile0 342 tile1 346 } anim { frame0 "FRAME2" frame1 "FRAME14" fps 12 flags 1 } }
chest.zip (11.43K)
Number of downloads: 928
#77 Posted 03 September 2011 - 06:13 PM
#78 Posted 03 September 2011 - 07:02 PM
DeeperThought, on 03 September 2011 - 04:16 PM, said:
Someone hasn't heard of r_pr_overridemodelscale
#79 Posted 04 September 2011 - 11:29 AM
#80 Posted 04 September 2011 - 02:54 PM
Micky, I borrowed your map for some testing. I hope you don't mind me posting this pic.
3561-ladder.zip (1.36MB)
Number of downloads: 900
// LADDER MODEL BY DREK model "misc/ladders/3561-ladder.md3 " { scale 14.77 shade 0 // skin { pal 0 file "misc/ladders/3561-ladderskin.png" } frame { name "FRAME1" tile 3561 flags 0 } }
#81 Posted 04 September 2011 - 03:21 PM
#82 Posted 04 September 2011 - 03:41 PM
I don't know if its actually better or not but since I already finished it I'll post a pic.
I also noticed his skin was a large 1024 x 1024 This one is 256 x 256 I never looked at the broken ladder sprite. Bones and leather to fix it. Cool.
This post has been edited by Marked: 04 September 2011 - 03:45 PM
#83 Posted 04 September 2011 - 04:07 PM
Marked, on 04 September 2011 - 03:41 PM, said:
I don't know if its actually better or not but since I already finished it I'll post a pic.
I also noticed his skin was a large 1024 x 1024 This one is 256 x 256 I never looked at the broken ladder sprite. Bones and leather to fix it. Cool.
Did you do a new UV map for that skin, or does it work for my md3? If so we can try to work it into the broken ladder. I made the first skin that size knowing I needed more space for the next one, I wanted to be able to easily change things after the fact between both. I like yours better, post it and I will work it into the other ladder, or just try it yourself, it should be just cut and paste.
DeeperThought, on 04 September 2011 - 03:21 PM, said:
Can you find a spot where anyone has previously used the broken ladder sprite. I looked but didn't come across it.
This post has been edited by Drek: 04 September 2011 - 04:11 PM
#85 Posted 04 September 2011 - 04:49 PM
Drek, on 04 September 2011 - 04:07 PM, said:
I saw it in a screenshot that Norvak posted for that map he was working on with the boulder chase. That's the only place I have seen it used.
#86 Posted 04 September 2011 - 04:56 PM
The barrels are close to being finished. My program doesn't do a real good job of wrapping a texture around circular objects. Lots of minor tweaking and alignment were needed.
ADDED: I also finished the gold chair. It has the blue cushions for palette changes.
This post has been edited by Marked: 04 September 2011 - 05:07 PM
#87 Posted 04 September 2011 - 05:12 PM
DeeperThought, on 04 September 2011 - 04:49 PM, said:
Well, take a look at it in game and let me know if it will replace the sprite. I can do something different, or make some tweaks. I would rather leave that one as is and start from scratch on replacing the sprite, if you want something closer to the original.
@Marked, the barrels are looking good.
This post has been edited by Drek: 04 September 2011 - 05:15 PM
#88 Posted 04 September 2011 - 05:51 PM
#89 Posted 04 September 2011 - 06:09 PM
Marked, on 04 September 2011 - 05:51 PM, said:
IMHO goblets belong in the category of small sprites that don't need to be models unless we are making an HRP. In other words I have no objection to them but I consider them a very low priority right now. An example of a high priority model would be the POWERPOD (tile 105) which I would like to see remade as a power gem or power crystal, and another model as a housing for it. Those are used a lot and the art for them doesn't go very well with the medieval theme, so a model that fits better would be much appreciated.
#90 Posted 05 September 2011 - 04:43 AM
With a glowing animation?
I guess I chose the goblets because they have a lot of use in my map.
ADDED: I was looking around for tile 105 in the maps and in the first one I see it being used a lot as a flat sprite over another flat sprite and in some cases mounted on another flat sprite. Making it a model could cause problems.
This post has been edited by Marked: 05 September 2011 - 05:31 AM