Cargo Crate/Game Model

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Cargo Crate/Game Model // Image Gallery

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Post by KeithC // Feb 28, 2006, 12:06pm

KeithC
Total Posts: 467
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I just finished this an hour ago. Let me know what you think. I've finally got time to finish my pack off. That's how I'm spending my Spring break.


-Keith

Post by hemulin // Feb 28, 2006, 12:07pm

hemulin
Total Posts: 1058
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Great as long as they stay at that high-res in the game

Post by KeithC // Feb 28, 2006, 12:27pm

KeithC
Total Posts: 467
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The pack is getting sold with 512x512 textures (to save on the download time), but the 1024x1024 textures are being prepared as a separate download (with the UV Maps).


-Keith

Post by hemulin // Mar 1, 2006, 3:03am

hemulin
Total Posts: 1058
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Aah, I see; not doing a CD version then?

Post by KeithC // Mar 1, 2006, 4:17am

KeithC
Total Posts: 467
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That would drive the cost up, I'm afraid. If the pack contained a LARGE number of models, I might offer the choice. But then I'd have to contract out with a company to create the CD's, etc. It's probably best to keep the packs small, and possibly interchangable; that way the customer isn't forced into buying a pack when they can only use 4 or 5 of the models. But that's getting ahead of myself; I need to concentrate on getting this one done (it should have been done a month ago).


Right now I will be offering the 1024 texture, the UV Map (in .PNG format), and the .U3D (Ultimate Unwrap 3D) files; as a separate download package (free), for those that want it. IT will be set up at the store so that you can download the 'for-pay' pack with the extra files, or download them separately. I'm just trying to make things as easy as possible for the customer.


-Keith

Post by hemulin // Mar 1, 2006, 8:59am

hemulin
Total Posts: 1058
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What sort of game play is it going to be, FPS - I presume, single player - storybase?, or mulitplayer?

Post by KeithC // Mar 1, 2006, 9:15am

KeithC
Total Posts: 467
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Currently I am making these for people who use the FPSCreator Game Engine. I'll then convert them for Torque users, followed by general users. I suppose people could use them for whatever they want.


I'm trying to figure out why TrueSapce/GameSpace uses different scaling than everybody else. For example, this Cargo Crate (scaled to fit the engine) makes the TS grid look like the size of a piece of paper. However when I import the same item into Torque, it's the size of a skyscraper. It must be the different game engines. The problem I have run into, is that if I don't scale them to correct size before doing the UV map and texture; the texture comes out blurry.


When I took that same model above, and scaled it with the texture placed on it in TrueSpace, the texture began to distort a bit (depending on the texture's resolution...512 or 1024). I'm just looking forward to figuring this out and getting an actual process down that works. The artist who did all the work for the stock models in FPSCreator used 3DS Max, and they were the correct scale on Max's grid. It's a bit frustrating.


-Keith

Post by Alien // Mar 1, 2006, 10:32am

Alien
Total Posts: 1231
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Sounds like the different engines are using different units [eg metres, inches, etc]. Have you tried playing around with the options in the Object info panel?

Post by KeithC // Mar 1, 2006, 11:13am

KeithC
Total Posts: 467
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That's got to be it; for some reason I never bothered with that, I've just been "eyeballing" everything. I'll have to mess around with it.


-Keith

Post by KeithC // Mar 6, 2006, 8:03am

KeithC
Total Posts: 467
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Here's a few in-game screenshots of the Cargo Crate (along with other various models of mine.....note: no characters are of my creation). I had to remake the Cargo Crate as an enclosed object do to problems with the game engine when trying to enter it. The first picture is of a group of medium crates on top of a pallette (not an in-game shot). I sized all the medium crates to be able to stack 4x4 on the large pallette. The texture on the barrels is just a placeholder. This pack is nearing completion, and will be one of the few media packs out there for sale (that I know of) made in TS/GS.


-Keith

Post by KeithC // Mar 7, 2006, 6:31am

KeithC
Total Posts: 467
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Here's one more in-between some of my cement barriers.


-Keith

Post by Norm // Mar 7, 2006, 7:23am

Norm
Total Posts: 862
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Looking good so far Keith.

Nice work dude.

Post by KeithC // Mar 7, 2006, 9:46am

KeithC
Total Posts: 467
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Thanks Norm. I'm hoping that this will show the Indie Gaming Community (when it's done and being marketed) that you can make commercially viable game media with TS/GS.


-Keith
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