Props, weapons, armor: make a request

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ok, here's a corner tower and a short and long piece of wall.



I have also made a gaurd tower (front gate)



so the count of objects is as follows (the stone base is a seprate object, but there is one there is one for each object):

single wall piece
3 wall piece
curved wall piece (3 tiles)
mid tower
corner tower
guard house

Is this what you where looking for?
 
Wow totally amazing, I didn't ask for myself so much (although I would use them) but for the countless other people who are sure to use them, Such a great job Jik! You deserve a medal!
 
kool. Yoshiboy, you still interested in making the the BO collisions? I haven't gotten around to using what Fisheye put together. The BO meshes should be pretty simple. The hardest part would be the windows and door on the guardhouse. maybe the tops of the tower. I would recomend building the BO meshes instead of using the actual models I have for the BO since some of them have extra faces for visual effects (and the 3 piece wall would have 3 times more!) Anywayz, let me know and I'll email out the models so you can do your thing.

The only thing I'm missing is the door for the gatehouse. I can make this a seperate object... is it possible to make a battle event that causes it to disapear? Well I'll wait to hear from Yoshiboy. Also, I've made the pieces as modular as possible. all sizes are based off the single wall piece. The towers are equal to 1 wall piece, the gate house is equal to 2 wall pieces. This way it should fit together easily. I did the 3 piece wall piece to make building longer walls easier.
 
crustyrustyaphid 说:
amazing! by the looks of things soon we will have someone making a Braveheart mod.

Heh I haven't tried it yet, but if the map editor is within my range of skills I could do a map of scotland during that period, and with some contributions in the form of models and textures etc I could possibly put something together. Definitely gonna need some help though.

I'd really like to get town sieges working if we were to do that though, battle of stirling bridge for example, if that could be made possible. Not sure how we'd get the english to march over the bridge and not into the water though :p
 
jik 说:
kool. Yoshiboy, you still interested in making the the BO collisions? I haven't gotten around to using what Fisheye put together. The BO meshes should be pretty simple. The hardest part would be the windows and door on the guardhouse. maybe the tops of the tower. I would recomend building the BO meshes instead of using the actual models I have for the BO since some of them have extra faces for visual effects (and the 3 piece wall would have 3 times more!) Anywayz, let me know and I'll email out the models so you can do your thing.

The only thing I'm missing is the door for the gatehouse. I can make this a seperate object... is it possible to make a battle event that causes it to disapear? Well I'll wait to hear from Yoshiboy. Also, I've made the pieces as modular as possible. all sizes are based off the single wall piece. The towers are equal to 1 wall piece, the gate house is equal to 2 wall pieces. This way it should fit together easily. I did the 3 piece wall piece to make building longer walls easier.

ok, send it over: [email protected]
 
Hey jik, can you make this thrust and cut sword? ty.
yhst-11953112663999_1874_7565771.jpg
 
Ok, I passed the stuff on to Yoshiboy. It may take him a while with the doors and planks. (sorry)

Trippin, I can make that, but the problem doesn't lie with creating it. With that much smooth looping curves in the hilt, there will be alot of wasted polies. Either that or it will look blocky (not soo smooth).

I'll make it but don't have a whole lot of them on the battle field...

Also Just a reminder, please use thumbnails for large pics. A lot of page space is wasted with large images.
 
Gerec,

I can't seem to find the post (but only looked back to page 25), but for now no to any armor. I've already reworked 3 body meshes (2 aromor, one actual body) quite a while ago. One was for n008, and he said he had a way to get it into his mod, but he and his mod are no where to be seen.

Until some type of importing of animation support is created/released, I'm going to stay away from working animateable meshes. If I build something for you and the import tools can't use it, I'll have to rebuild it again. I have no problem with doing some armor, but not before the proper tools and info are available.

I have a feeling (much like when I did character meshes for Freedom Force) that when those tools are out, I'll be doing a lot of modelling and possibly animating... :smile:
 
The post is the 2nd on page 33 :wink:

I wouldn't need anyone to do any animated stuf or anything, just a skin to make it look like studded armor. I think the scale armor would be a good base for it. But I have no idea how this stuff works.
 
Sorry Gerec, I'm no skin master. I think there is another thread on skins and GUI that's stickied here. Check with them I'm more a modeller than a texture artist.

As to the fancy rapier(?):


now, this is a low poly version. That said, it is over 1000 polys. To smoothen out the rings would probably push the polys up to around 1500. Just so you know, the average weapon is about 200(basic swords)-400(complex like crossbows) polys. So on the battle field this sword would require 5x more processing to use. But I did it.


I'm gonna finish up the Palisade stuff, and then pass on what Yoshiboy needs to create the collision BOs. Whom ever will be using them, please PM me when you have a scene built with them... I'd like to see that!
 
Well, basically, this:

photo.musket.cen.full.jpg


Seeing as firearms appeared in this last update (the flinlock handgun), could it pe possible, perhaps, to make a musket? I don't know about coding+skinning, i'm just asking... :wink:

Cheers
 
Wow! your fast jik! anyway i like it but you made it look kinda short. actually i like the shortness as there arent enough short swords out there for archers and the such.... now all i have to do is find out how to import it into my game..... thanks jik i like it.
 
I'm gonna finish up the Palisade stuff, and then pass on what Yoshiboy needs to create the collision BOs. Whom ever will be using them, please PM me when you have a scene built with them... I'd like to see that!

Will definitly do that!
 
Trippin, I can lengthen the blade. Actually the hand grip is a bit longer than a one handed grip. The blade is a touch longer and a touch wider than the rapier I had previously made. It's had to judge length without a person standing next to the sword... :???: Without scales, my sizes are sometimes off.

I've used my own DDS texture for this sword, and will release it later in the week as an addition to my current weapons/gear pack. If you've played with that then you should have no problem adding it to the game.

Back to the Palisade. Got the stuff for the gatehouse to Yoshiboy today, so I'll wait and see if that will work. Just a quick question. The supports for the walkway can possilby be passed under (soldiers could go under the walk way). To make this possilbe, the BO would also have to have that space open. Do you think people will want to go under the walkways?

Problems that can arise from this are:

1. A lot more polys in the BO. And with the long piece, quite a bit more than would be needed other wise. I think a waste of processing.
2. the AI could get stuck under it. The paths under it are narrow, and (by size) a single man could pass under it, but could easily get stuck.

If you use the rock bases with the palisade walls, then there is no possibility of passing under it, so in that case it would be even more waste...

But, if you really want it, I can do it. I can also adjust the long pieces supports to give more room. Let me know soon or I'll just block it off.
 
No, walking underneath is not important, and I agree it would hamper the Ai considerably. So don't both about going to the extra work just so you can walk underneath the walls.
 
Well,

We're having problems creating the BO files... I'm checking with Fisheye on the usage of the OBJ>BO tool he has since it doesn't seem to like the mesh files I have provided (event the straight box ones...)
Hopefully I will hear from him soon...
 
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