Gas Canister

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Post by KeithC // Jan 27, 2006, 7:37pm

KeithC
Total Posts: 467
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Just wanted to be the first one to post a picture here. It's a game model.


-Keith

Post by mrbones // Jan 27, 2006, 7:52pm

mrbones
Total Posts: 1280
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Looking good Keith! I wouldnt spark that up If I were you. Not around there anyways!:eek:

Do you have TS7? I think your models would benefit greatly from Normal Mapping.
That does look real enough to be dangerous though.
I take it if you shoot them in the game, they blow up?

Post by KeithC // Jan 27, 2006, 7:59pm

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Total Posts: 467
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I don't have TS7; I'm one of those "I need a demo first" guys. Right now it's a toss-up between Lightwave, and TS7. I have my reservations, but the sooner a demo comes out, the sooner they can be put to rest. I really don't want to learn a new program, but I have to move forward.


Looking forward to a FULL demo:D


-Keith


I agree on the maps, by the way.


Yes, the scripting calls for massive damage if you happen to be leaning on it when she goes:)--no smoking in the A.O.

Post by mrbones // Jan 27, 2006, 8:04pm

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Total Posts: 1280
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Here is a demonstration video of something quite extravagent made by one of the beta testers (David Bokon.) Let me know what you think. 16 meg wmv

Dance Club! (http://www.callingmarvin.com/movies/DanceClub4.wmv) Its not a rendered animation, Its a realtime animation. No waiting.
Cause I know you hate to wait. I think you would like TS7 better than Lightwave. Really I do and thats a totally unbiased opinion.:eek:

I Would like to see more of your work here.

Thanks for sharing and Cheers

I don't have TS7; I'm one of those "I need a demo first" guys. Right now it's a toss-up between Lightwave, and TS7. I have my reservations, but the sooner a demo comes out, the sooner they can be put to rest. I really don't want to learn a new program, but I have to move forward.

Looking forward to a FULL demo:D

-Keith

I agree on the maps, by the way.

Yes, the scripting calls for massive damage if you happen to be leaning on it when she goes:)--no smoking in the A.O.

Post by KeithC // Jan 27, 2006, 8:11pm

KeithC
Total Posts: 467
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16 Meg is a bit heavy for us dial-up users:cool: I'll check it out tomorrow though, thanks for posting it.


-Keith

Post by KeithC // Jan 28, 2006, 9:06am

KeithC
Total Posts: 467
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Looks good, and that was a pretty bitchin' soundtrack too.


-Keith

Post by mrbones // Jan 28, 2006, 9:09am

mrbones
Total Posts: 1280
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Thanks Keith, Im glad you liked it. Dbokon put it all together.
I hope he can tell us how he recorded it, it looks very clear.!
More to come soon!

Now we need a whole thread dedicated to animation. Norm?


Looks good, and that was a pretty bitchin' soundtrack too.

-Keith

Post by noko // Jan 28, 2006, 7:24pm

noko
Total Posts: 684
Thanks mrbones,


I just attached a DVD recorder to my computer and played a whole bunch of variations of this scene, fiddle with the procedural type animations and it went rather quick. The best part was no render time needed. Make adjustments and instantly you can see changes.


I had like an hour of animations after only like two hours of fooling around. Since file size was paramount I just choosed a couple of clips out of many, edited and added music I bought from shockwave.com. Not too hard in the end.


Thanks for postive comments Keith.

Post by mrbones // Jan 28, 2006, 7:46pm

mrbones
Total Posts: 1280
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Hey Noko Im thinking of moving this thread over to animations.


By the way do you use the vb or js recorder to record the animation script?


Its procedural because you can combine the recordings right?

Post by Délé // Jan 28, 2006, 7:47pm

Délé
Total Posts: 1374
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ah...Dbokon = Noko, lol. Don't know why that didn't register. :confused:


Yeah, that video is sweet! Good job! Thanks for sharing how you recorded it too Noko. :)

Post by noko // Jan 28, 2006, 7:55pm

noko
Total Posts: 684
Hey Noko Im thinking of moving this thread over to animations.


By the way do you use the vb or js recorder to record the animation script?


Its procedural because you can combine the recordings right?


I used vb recorder for the scene but the animations is a combination of the Recorder playing vertex animated characters in which procedural animations (flying spinning tables) added to the recorded animations. TS7 is so very powerful!!! Does sound like a good idea to place this in the animation section as a thought.

Post by mrbones // Jan 28, 2006, 9:02pm

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Total Posts: 1280
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Sounds good Noko,
Im going to be trying this. I still dont fully understand how you did it, It all seems like magic to me.:D TS7 is so powerful I feel like the soccerers apprentice.

Post by KeithC // Jan 29, 2006, 7:57am

KeithC
Total Posts: 467
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Here's the Oxy Tank that goes with it.


-Keith

Post by mrbones // Jan 29, 2006, 8:14am

mrbones
Total Posts: 1280
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Looks good Keith.:) those oxygen tanks are nastier than the propane.

Post by KeithC // Jan 29, 2006, 8:20am

KeithC
Total Posts: 467
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I've had to go for an 'in-between' texture, as far as making it dirty. I've had people telling me to make it dirtier, and some saying that it should be less dirty. So I'm going for a 'worn' look on all textures. It would be easier for someone to add dirt to the texture, rather than try to make it look less dirty.


The 2 cylinders together with a yet to be determined model (probably a case of exposed artillery shells) are being bundled up into a pack to give away to the community for free. I have an upcoming pay pack (you saw the ammo case and crate at the old forums) that I will be selling; this way they can be sure that everything imports correctly and works in the game engine, without spending a dime. I often make models to give to the community, it's good practice anyways:)


-Keith

Post by noko // Jan 29, 2006, 8:22am

noko
Total Posts: 684
Some flames coming out of them would be cool, a missile coming at viewpoint :). Accumulate all of these neat game models and put them in the player would make a very game like atmosphere. Add physics, camera collision (TS7 has) some scripts. . .

Post by KeithC // Jan 29, 2006, 8:31am

KeithC
Total Posts: 467
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Well, if anyone here wants any of my free models, just let me know what format you want them in, etc.; and I'll be happy to post them. Our site will eventually host them all so you can grab them there then.


-Keith

Post by mrbones // Jan 29, 2006, 8:36am

mrbones
Total Posts: 1280
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Better yet, If you would like tyo post one, I will normal map it up and show you what it would look like in the DX9 player window. That way your clients will know what it will look like in the game engine closer. Thanks for sharing, Cheers.

Post by KeithC // Jan 29, 2006, 8:49am

KeithC
Total Posts: 467
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Alright, here's the oxy tank; the model is in .X, and the texture is in .tga (512x512).


-Keith

Post by mrbones // Jan 29, 2006, 9:10am

mrbones
Total Posts: 1280
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Thanks Keith,


Do you have this as an untesselated model?


The direct-X one has ridges that are unsmoothable.


Alright, here's the oxy tank; the model is in .X, and the texture is in .tga (512x512).


-Keith

Post by mrbones // Jan 29, 2006, 9:14am

mrbones
Total Posts: 1280
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Ok Heres what I did rather quickly. About 5 seconds to repaint and normal map. No render time as this is a realtime view.

Now you see what I mean about ridges...

I want it to be smooth and round like your pics below.

P.s. Rendered in dx9 with one spotlight. Canisters are normal mapped.

Post by KeithC // Jan 29, 2006, 9:24am

KeithC
Total Posts: 467
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If you mean one that isn't triangulated, them I'm afraid not.


Because of the limitations of some people's computers, you have to keep the number of faces (tris) low. Otherwise it slows down the game. The trick is to make up for it in the texture. Unfortunately one of the game engines I am marketing to (FPSCreator) cannot use more than one texture map. (as far as anyone can figure out).


-Keith

Post by mrbones // Jan 29, 2006, 9:26am

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Total Posts: 1280
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Hmm, That shouldnt matter. I think its a direct-x thing. Try sending as a .cob or 3ds. I can unteselate a model if I have too.
Just doesnt work on direct-X files for some reason, Wait I got it.. I saved as 3ds and reimported. that did the trick. more screens soon. Thanks

If you mean one that isn't triangulated, them I'm afraid not.

-Keith

Post by mrbones // Jan 29, 2006, 9:46am

mrbones
Total Posts: 1280
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Heres the better ones. What do you think? Do they look improved to you? Less amp on the normal?

Post by KeithC // Jan 29, 2006, 9:57am

KeithC
Total Posts: 467
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The bumps on the skin look pretty good. The unfortunate thing is the decal, it shouldn't be bumped out like that. However your demonstration has given me some ideas. I like the lighting as well. Here is an example of a few things I made in the actual game engine (note the character is not my creation).


-Keith

Post by noko // Jan 29, 2006, 10:57am

noko
Total Posts: 684
Mrbones, that looks good, that would probably import into Doom3 with new plug-in and look just like that. What do you think?

Post by mrbones // Jan 29, 2006, 10:59am

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Total Posts: 1280
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David, Yes I think it would. In fact it has a doom 3 look to it kinda already.


Keith, Can I try one of your barrel models too?


Mrbones, that looks good, that would probably import into Doom3 with new plug-in and look just like that. What do you think?

Post by noko // Jan 29, 2006, 11:29am

noko
Total Posts: 684
ah...Dbokon = Noko, lol. Don't know why that didn't register. :confused:


Yeah, that video is sweet! Good job! Thanks for sharing how you recorded it too Noko. :)



ahhh, I missed that one, thanks Délé. Now putting some of your stuff in next version would be cool :banana:.

Post by KeithC // Jan 29, 2006, 11:30am

KeithC
Total Posts: 467
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That particular one has a different purpose; but I have another one that is similar. I'll have to go dig it up (I'm on a different computer).


When I get my freebies ready to put on our site, you guys can download them all and use them as placeholders for your libraries I suppose. It'd be fun to mess around with anyways.


That reminds me; while I'm looking for the barrel, if you go to our site now (click on the forums...I don't believe you need to register) I have a few models ready to download now. They are FPSCreator ready, so there are a few irrelevant files. You will need a converter for .dds textures though (I know they have them on the net for free). Otherwise I plan on having them all in a seperate section with the normal filetypes later.


-Keith

Post by KeithC // Jan 29, 2006, 12:37pm

KeithC
Total Posts: 467
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Here's a barrel you can mess around with (with 2 textures), this one's in .cob format.


-Keith
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