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New Map Models - More?

by _Fanatic on 06/02/2004 12:43, 115 messages, last message: 01/25/2005 01:40, 67108 views, last view: 05/05/2024 13:03

I'm working on a new castle type map for Cube and I absolutely love the new map models, and the ability to add them via the menu too. They add so much atmosphere!

Whomever made them, can you make more plantlife models, and possibly some medieval type items, like wall torches, torches on a pole, wooden barrels, carts, etc.?

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#96: ..

by tentus on 01/14/2005 23:03

write something that say "if team red, use ogro, if team blue, use ratamahatta"

say... there wouldn't happen to be a way of telling cube to resent monstermodels, would there Aard? i'm looking at the source and nothing jumps out at me, but perhaps i've overlooked something obvious (it wouldn't be the first time)

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#97: Re: ..

by Aardappel_ on 01/14/2005 23:32, refers to #96

you could use any model you want for multiplayer, but I don't see the point. You simply shoot at anything unless it is colored blue, how simple can it get?

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#98: ..

by tentus on 01/15/2005 04:28

i'm asking, what command would i use? i was expecting something along the lines of

reset monstertypes[NUMMONSTERTYPES] =
{
{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1, "an ogre", "monster/ogro" },
{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1, "ratamahatta", "monster/rat" },
};
if ((team red) monstertype=0 )
if ((team blue) monstertype=1 )

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#99: Re: ..

by Aardappel_ on 01/15/2005 18:39, refers to #98

there's little point in trying to make a mod if you don't know C++

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#100: ..

by tentus on 01/15/2005 21:59

that's why i'm having to teach myself c++, from scratch. everything i know about computers is self-taught: the closest thing i've ever gotten to a formal education in computers is specific advice people toss in my direction.

And Death Illustrated managed to get away without significant change to code. Point of fact, I can't tell that Topher changed anything, but rather made good use of Pushplay's menus.

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#101: models

by tentus on 01/21/2005 00:49

Returning to the original subject of this thread, I've whipped together a few models for my mod, to be used as ammo. In retrospect however, I realized that they could feasibly be used in a stage like the aforementioned castle, littered about in rooms, towers, perhaps some sort of armory. You can get them by downloading the recently released patch for my mod, at ftp://152.7.65.230/LOZ-Cube/
The models are ~ 50 to 70 vertices each, and small enough to be stepped over. Here are some screens of the models:

I made a simple bomb (someone my want to make a new skin for it, I don't like the current skin at all):
http://www.zeldalegends.net/gallery/categories/userpics/10048/bomb.jpg

A magic pot that could be any thin necked container:
http://www.zeldalegends.net/gallery/categories/userpics/10048/bullets.jpg

Some large nuts to be eaten or thrown:
http://www.zeldalegends.net/gallery/categories/userpics/10048/dekunut.jpg

And of course, the prevading quiver.
http://www.zeldalegends.net/gallery/categories/userpics/10048/quiver.jpg

Remember that all these were intended to be ammo, so they're pretty low-poly. Also remember that anything else i make for LoZ:Cube can be freely used by the Cube community.

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#102: Re: models

by makkE on 01/23/2005 03:09, refers to #101

check your mail, tentus ;)

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#103: Re: models

by tentus on 01/23/2005 16:26, refers to #102

thank you very much makkE, the new skin for the bomb is fantastic. you're good at this. Anyone else that want to help out would be the man too.

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#104: ..

by jellywerker who forgot the email used to recreate his cookie on 01/24/2005 02:18

What program are you using for you models tentus? 3ds max? I want to do some work in blender or wings, would that work?

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#105: ..

by makkE on 01/24/2005 02:48

I´ll answer that, if you don´t mind..
hehe 3dsmax is for millionaires. Blender´s a big mighty thing that´ll need like a month to get into.It does much more than modelling..
I assume you use linux, as far as I know wings is the program that suits easy low-poly modelling needs well.
Mm3d (to be found on sf.net) is a nice and easy modelling program aswell, supporting ms3d, md3 and md2 as well as a native format.
You should choose what´ll offer best md2-export support. Blender has some probs with it, afaik.

In case you use windows, Milkshape3D + lithunwrap (or better UltimateUnwrap3D) is the #1 choice..

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#106: ..

by makkE on 01/24/2005 02:52

oh and..
mm3d is the only programm I know that can export md2´s without that ugly vertex compression...

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#107: Re: ..

by tentus on 01/24/2005 03:49, refers to #104

I personally use q2modeller, a very simple and easy (windows) program to learn, and free/ small download. It doesn't have hardly any vertex lossage, at least none that I've expirienced. But hey, I've only made a few dozen models, so I'm not completely sure. point of fact, my only two beefs are
a) it has to export to md2, it uses a seperate kind of quake model natively, and
b) it takes some effort to skin in. But this can be overcome with some ease.

Check out polycount.com and read their pages on quake2 modelling. it's interesting reading, and informative. they also have a huge collectio of md2 sprites, though Cube certainly doesn't need any beyond what it has. :)

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#108: well..

by sinsky on 01/24/2005 13:12

It's always about money and how much you're ready to give. If you're narrow-minded like me or if you just want to see how free guys do stuff (not all of us are narrow btw), then be my guest.

First things first. Md2 is not something you want to throw between programs, it is the format you use last, when you export to Cube. For conversion better use Wavefront OBJ. Of course you can't export an entire md2 animation with it, just frames. And, here's a short description of how I do the stuff. Three stages, like Orb:

1. Use Blender and Wings 3D to make a model and texture it, use OBJ format to convert between these programs. And while you do that, keep checking if it can survive "the free md2 path" (stages 2 and 3). Blender 2.25, the last commercial version of Blender, still available at blender3d.org, has better "bounds" uvmapping. Actually I don't know if it's better, it just works for md2 while later ones don't. So if you want to do such mapping in Blender, do it with 2.25, then continue your work in a newer version.

Stage 2 is a tough one, you have to get used to the stuff, and try not to blame me if it doesn't work, please, all I know is it worked for me - now let's skip to stage 3. The first thing we need are the import-export md2 scripts for Blender. The site they're hosted at was down for a while (or I couldn't get there) but it's up again:

http://bane.servebeer.com

Get the .py files, browse to the Blender folder and put them in .blender/scripts. Export an md2 file, open it with the md2 modeller and save it to a new md2 file. Now there's a pretty good chance this file will work with Cube. There are many versions of the md2 modeller and in case you want to use exactly the one I used, I uploaded it here:

http://geocities.com/sdsinsky/cube/mdl

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#109: Re: well..

by sinsky on 01/24/2005 14:11, refers to #108

Oh, and I forgot the most important thing:

"Always triangulate the surface, Luke. This is the way of MD2.. the way of the force."

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#110: Re: well..

by tentus on 01/24/2005 15:42, refers to #108

fascinating. that's quite an elaborate setup you have there, sinsky. of course, you're the one making those incredibly detailed (or just really high poly) models for Orb, so it makes sense. But for something simple like what I do, doing everything in one fell swoop should do the trick, no conversions nescessary, just one Ctrl+E after an hour or so of modelling and skinning.

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#111: Re: well..

by sinsky on 01/24/2005 17:55, refers to #110

I know probably no one will need this but I'd like to continue nonetheless, I want it to be available in the forum database for reference later. I have only one thing to add, or more like, correct. I wrote that Blender 2.25 is needed to use bound uvmapping. As some of you may know, Blender 2.36 is out and it is said to be the most powerful and bug-free Blender release to date. I just found out it does the UV mapping fine so nothing else is required. Note that this is not how I did and uvmapped enemies in Orb, theirs was blind luck while extruding, bridging and doing other Wings 3D stuff. Also I'd like to note that these operations are simple from a user's perspective, I wasn't doing anything complex (like a human model, for example).

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#112: Sinsky...

by Pxtl on 01/24/2005 19:34

Would you be interested in posting that guide into Quadropolis? We're trying to get the site jumpstarted, and helpful guides like that would be really nice to have.

http://Cube.snieb.com = Quadropolis.

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#113: Re: Sinsky...

by sinsky on 01/24/2005 21:08, refers to #112

This is not exactly a guide, just some reference and "may the force be with you" :)

OK, I'll make a guide.

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#114: Re: Sinsky...

by sinsky on 01/24/2005 23:31, refers to #113

OK here we go:

In this small tutorial I will try to explain how to use Blender v2.36 with the Quake 2 modeller to produce and texture a simple mesh for use with Cube.

Disclaimer: I can't guarantee that the tutorial will be of any use to anyone. If you arise damages from the tutorial, I don't want to know about it.

What we need:

=> Blender 2.36 and the Blender md2 import/export scripts by Bob Holcomb
(script files must be put in the .blender/scripts folder in order to work)
=> The Quake 2 modeller by Phillip Martin and Jaimi McEntire (hopefully v0.91b)

First let's start by creating a cube in Blender. I assume you have some basic knowledge on how to use this program, otherwise from now on it may be a little hard to follow. Place the cursor in a 3D View window, hit spacebar and select add=>mesh=>cube. In edit mode, press A to select all if needed (not needed in our case, but good to know anyway), then click the Mesh menu and select faces=>convert quads to triangles. Use keypad 1, 3 and 7 or SHIFT + the latter to change top and side views. Keypad 5 switches between perspective and orthogonal view. Once you've chosen a view enter UV face select mode and press U. Choose Bounds to 1/1 or experiment with other options. When you've made your choice enter the UV/Image editor window, select an image, go back to 3D view, enter Object mode and press ALT+Z to see your model textured. If you have difficulty with all those hotkeys look for corresponding commands in the menus, personally in most cases I find it more convenient to use a hotkey.

After you export the mesh, open the .md2 file with Quake 2 modeller. You need to have UV mapped the mesh in Blender even if you didn't select a texture, otherwise it may not load properly. Select, move, scale, manage frames, export to md2 and try with Cube.

This way of producing Cube model data is not very reliable. Nonetheless, I think the information presented here or parts of it may be useful to Cube people.

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#115: ..

by jellywerker who forgot the email used to recreate his cookie on 01/25/2005 01:40

I am quite competant in wings and blender, and yes, 3ds max is for rich people. I just wanted to know what he was using, I have some prior experience with low poly modeling, and I think I may want to make some models for cube, which I love although I can't play it because my graphics card is too wimpy. (it's an nvidia riva tnt2 m64 32mb) Also, I do use linux, red hat 9 to be exact.

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