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 Model requests
Regalis
Posted: Apr 23 2012, 04:50 PM


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A topic for all the modelers who want to do something for the game, here's a list of some of the models I need. Just post here if you want to make any of these, so that we don't have many people making the same model.

Class Ds and guards
See the topic for more accurate descriptions. Atomicsneakers is apparently making the Class Ds, but no-one's making the guard model yet as far as I know.

SCP-106
The current SCP-106 model is actually some free ninja model with a new texture and some small adjustments. It could definitely use some more work, especially the animations. A completely new model would be great, but if someone wants to improve the current model, you can download it here:

SCP-106.3DS
SCP-106.obj

SCP-860 and SCP-860-1
The first one should be fairly easy, just a simple blue key.

SCP-860 (the key) DONE

user posted image
The forest is probably a bit more tricky. Here's a sketch I made to give an idea of what I have in mind. The forest doesn't have to extend far from the path, because the mist won't let the player to see very far anyway. I think the should also so be so much trees that the player won't be able to go far from the path.

Security camera
The different colored parts should be separate so that I can make the cameras move.

DONE

Eye drops
Just a simple bottle of eye drops, you can probably guess what these will be for.

DONE

QUOTE ("Regalis")
Technical stuff:
- blitz supports .x, .3ds and .b3d formats, but I have converters for most major file types so the files don't necessarily have to be in these formats
- textures should be .jpeg, .png or .tga
- blitz unfortunately doesn't support specular or normal mapping (it does now, with the new graphics extension))


QUOTE
Poly/Triangle Limit, so we can make the most aesthetically pleasing models that are optimized for your engine

Even the 173-model with 17,000 polygons didn't seem to cause any problems, so I don't think the amount of polys is a major issue. Anything less than 10,000 should be ok for the NPCs, but random prop stuff and items should have less than a few thousand polys.

QUOTE
Texture Size (Or give us a current texture for another model that has unused UV space, and allow us to map onto there. Two models one texture!)

1024x1024 is used in most textures atm, but I think 512x512 or 256x256 is enough for smaller models (like the key or stuff like that)

QUOTE
Preferred File Format .objs seem to be the most universal, but perhaps you have reasons to select another

.obj, .3ds or .x

QUOTE
A Scale Reference File: A model file (.obj?) that has a box that is as high, wide, and deep as a character, so that all modelers can start from there, to lessen conversion on your side.

http://poeregalis.com/playersize.obj
Here's a rough approximation of the size of the player character.
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GamerEntitlement
Posted: Apr 23 2012, 05:24 PM


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I can do the camera.

If the watchable screen is a material I could also make a monitor with a separate screen material.

I also have a tree and some grass I'll add to my dropbox, it'l probably have to be reworked to fit into 860.

If there's anything blitz specific I should do for a blinking red camera light, let me know. Same with masking for leaves and such, for now masks are in the diffuse alphas.
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Regalis
Posted: Apr 24 2012, 11:51 AM


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QUOTE
If the watchable screen is a material I could also make a monitor with a separate screen material.

Yeah, the current monitor model is pretty horrible so a new one wouldn't hurt. You can just leave the screen empty because the watchable screen is just a sprite placed on the monitor.

QUOTE
If there's anything blitz specific I should do for a blinking red camera light, let me know. Same with masking for leaves and such, for now masks are in the diffuse alphas.

The blinking light needs some coding to work, but won't be a problem. I think the easiest way to do it would be making a light map texture that I can put on the original texture.

The masking should be done by using a .png-file with transparency or some specific masking color.

QUOTE
dude you do know that using the mental.b3d file from SCP-087-B fixes the D-class's AND 106 right? i just made an appropriate texture for them if you need them! i also made a post about my texture.

I know it "fixes" the Class Ds, but 106? The UV coordinates on 106's face are made for the oldamanface.jpg-file, so I'd assume that it's face will be messed up if you replace the model with mental.b3d.

I actually left the Class D models that way on purpose, to make it more obvious that it's a placeholder and not just a shitty model. They'll hopefully be completely remade anyway.
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Guest
Posted: Apr 24 2012, 05:42 PM


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Well ok but are you going to retexture as well? I hope so cause when I swapped the model files the class ds looked terrifying. :3
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Ketran
Posted: Apr 24 2012, 07:43 PM


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I can get the key done for you if you want. DIBS! I'll be making it in Autodesk 3DS Max. Is that ok? It'll be 2010 edition.
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GamerEntitlement
Posted: Apr 24 2012, 09:40 PM


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Camera is done and in my dropbox (signature), along with a set of 4 lights.

I'm sort of guessing the scaling based in unreal units.

I'll be doing the monitor next, then I'll fix some sloppy lightmaps before dumping my pipe/tank prop set.
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Regalis
Posted: Apr 25 2012, 12:33 AM


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QUOTE
Camera is done and in my dropbox (signature), along with a set of 4 lights.

I'm sort of guessing the scaling based in unreal units.

I've been using milkshape3d to convert the models to .b3d but it doesn't seem to import .max and I couldn't get the .FBX-files open either. So could you convert all of them to .3ds? Great work anyway, those look perfect.

QUOTE
I can get the key done for you if you want. DIBS! I'll be making it in Autodesk 3DS Max. Is that ok? It'll be 2010 edition.

Yep it's ok, just use .3ds format.
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Regalis
Posted: Apr 25 2012, 02:17 PM


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Sorry Hexadecimal, I accidentally pressed edit instead of quote and ended up writing my response in your post.

Anyway, no-one is making the bottle of eyedrops yet as far as I know so go ahead!
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GamerEntitlement
Posted: Apr 25 2012, 04:16 PM


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QUOTE (Regalis @ Apr 25 2012, 12:33 AM)
QUOTE
Camera is done and in my dropbox (signature), along with a set of 4 lights.

I'm sort of guessing the scaling based in unreal units.

I've been using milkshape3d to convert the models to .b3d but it doesn't seem to import .max and I couldn't get the .FBX-files open either. So could you convert all of them to .3ds? Great work anyway, those look perfect.

QUOTE
I can get the key done for you if you want. DIBS! I'll be making it in Autodesk 3DS Max. Is that ok? It'll be 2010 edition.

Yep it's ok, just use .3ds format.

Added copies in .3DS, not sure if max's 3DS is the same as your 3ds, so theres copies in .obj too.
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GamerEntitlement
Posted: Apr 25 2012, 06:51 PM


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Monitor's done, in the dropbox along with the pipe/storage tank set.
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Just another guy
Posted: Apr 26 2012, 03:55 AM


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If nobody takes the guards for a few months, I might take a shot at it. I need something challenging...
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Whatsamagiga
Posted: Apr 26 2012, 06:07 AM


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Edit: sorry i dont have enough time to do the guard right now
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Kiory
Posted: Apr 26 2012, 11:18 PM


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I'm not registered but I may do if certain things could be clarified for me, also I would help out with assets.

I saw a lot of people playing this game and it looks like a riot, I'm impressed with what is done so far, however I need to know a couple of things before I could lend my help with assets.

Does this engine support normal maps, or any sort of pixel shading etc? If not, is there any plans on doing so, because it would be a pain if you planned to implement it later on and then having to redo assets, I suppose you could just make normal maps out of the textures but that's just sloppy.

It's possible that you do have normals in the game, but I didn't see it, the lighting seemed pretty basic. (I'm not bashing your work I know it's very early on)

Actually I guess my main concern is the normals, I could always ask you about the others later on. smile.gif
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GamerEntitlement
Posted: Apr 27 2012, 04:43 AM


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QUOTE (Kiory @ Apr 26 2012, 11:18 PM)
I'm not registered but I may do if certain things could be clarified for me, also I would help out with assets.

I saw a lot of people playing this game and it looks like a riot, I'm impressed with what is done so far, however I need to know a couple of things before I could lend my help with assets.

Does this engine support normal maps, or any sort of pixel shading etc? If not, is there any plans on doing so, because it would be a pain if you planned to implement it later on and then having to redo assets, I suppose you could just make normal maps out of the textures but that's just sloppy.

It's possible that you do have normals in the game, but I didn't see it, the lighting seemed pretty basic. (I'm not bashing your work I know it's very early on)

Actually I guess my main concern is the normals, I could always ask you about the others later on. smile.gif

The engine used in the alpha doesn't support normal/spec maps. If I read right there's pixel shading but it's basic.

Though those limitations might be gone with the new engine upgrade

http://z13.invisionfree.com/Regalis/index.php?showtopic=89
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RichardULZ
Posted: Apr 27 2012, 09:45 PM


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Well, im gonna try and tackle the forest, im not brilliant with 3dsmax but i think i can get the main path worked out.

I highly suggest that we find a way to sort of randomize the forest, in length, wiggling of path, perhaps even a randomized split that has a 1/10 chance, (cobblestone leading to somewhere else, or even an abandon house in the forest). ill work on making every 10-20 meters or so go back to the same joining standard path (path centered, hill's and ground smoothed into it.

If you cant get it randomized (bugs such as viewing glitches between rooms) i or you can merge it into one big long forest (aiming about 30m wide, 100m long (taking real files into account), this is one big forest, can shorten.

one more thing, how detailed should the mesh be? I don't want it to take up loads of room, but i cant use normal/spec maps yet! (game engine)
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