Transports in MP - Creating New Models, GPMs, UI & SFX ?
- Goth Zagog-Thou
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
*dance* THose are very, very, very nice
Awesome work, Jorzi. :cheer:
- Rman Virgil
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Ditto that.Goth Zagog-Thou wrote:*dance* THose are very, very, very niceAwesome work, Jorzi. :cheer:
Also looking forward to shooting Machinima featuring these pups.
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Attached the .pie and .3ds, as well as the needed textures.
Since WMIT doesn't yet support connectors, I had to write it in after exporting, approximating the coordinates visually, which may not give optimal results.
Since WMIT doesn't yet support connectors, I had to write it in after exporting, approximating the coordinates visually, which may not give optimal results.
- Attachments
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- mtransport.7z
- (1.39 MiB) Downloaded 228 times


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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
I can export it to pie2, if you want..Jorzi wrote:Attached the .pie and .3ds, as well as the needed textures.
Since WMIT doesn't yet support connectors, I had to write it in after exporting, approximating the coordinates visually, which may not give optimal results.
Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Yeah... well, I strongly prefer floating-point vertex coordinates...
Maybe I should try updating the script, since I know a bit of python, and my programming skill has improved quite a bit since I took two courses of java at the university...
Maybe I should try updating the script, since I know a bit of python, and my programming skill has improved quite a bit since I took two courses of java at the university...


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- Goth Zagog-Thou
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
blender 2.49b's pie plugin chokes on this.
importing .3ds wont let me unwrap for some reason to add the texture.
importing .3ds wont let me unwrap for some reason to add the texture.
Re: Transports in MP - Creating New Models, GPMs, UI & SFX
hmm... the 3ds file should have all the uv-coordinates it needs...
Anyway, I'm uploading a compressed .blend with all you need
Anyway, I'm uploading a compressed .blend with all you need
- Attachments
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[The extension blend has been deactivated and can no longer be displayed.]


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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
does it have the same size the origianal transport has?Jorzi wrote:hmm... the 3ds file should have all the uv-coordinates it needs...
Anyway, I'm uploading a compressed .blend with all you need
Re: Transports in MP - Creating New Models, GPMs, UI & SFX
unfortunately not...
I made this one without any reference, so its scale is totally arbitrary...
I scaled it to 32 in WMIT, so that the body is approximately 1 square wide.
I made this one without any reference, so its scale is totally arbitrary...
I scaled it to 32 in WMIT, so that the body is approximately 1 square wide.


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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
wmit doesn't apply scale transformation when exports to pie. (SaffetyOff hasn't finished the main functions yet)Jorzi wrote:I scaled it to 32 in WMIT, so that the body is approximately 1 square wide.
Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Wait, what? 
Too bad, wmit would be the ultimate pie export tool if it only was finished...
Too bad, wmit would be the ultimate pie export tool if it only was finished...


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- Goth Zagog-Thou
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Thanks for the packed .blend file Jorzi. That model looks AMAZING up close and live. Finally got me to install Blender 2.57 
Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Glad you like it 
Blender 2.57 is indeed a great package, although the model should work quite well on 2.49, too. I mainly used 2.49 on my home desktop computer, since it has everything needed for game asset creation, but now that I work on another computer I've started using 2.57. It has some improvements mainly for texturing, like improved brushes for 3d paint as well as much faster baking/rendering, thanks to its improved raytracer. The interface is also simpler and more flexible than 2.4x, althoug it takes a little time to adjust for it.
Blender 2.57 is indeed a great package, although the model should work quite well on 2.49, too. I mainly used 2.49 on my home desktop computer, since it has everything needed for game asset creation, but now that I work on another computer I've started using 2.57. It has some improvements mainly for texturing, like improved brushes for 3d paint as well as much faster baking/rendering, thanks to its improved raytracer. The interface is also simpler and more flexible than 2.4x, althoug it takes a little time to adjust for it.


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- Rman Virgil
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
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Wondering if anyone has gotten a .pie of Jorzi' new transport running in game yet ?
I ask because I'd like to start creating a test Machinima using it sometime next week (a change-up for me from voice-over & music efforts). This is to determine the viability of using WZ machinima at least as one component in making the Mission Briefs for Goth's CAM 4..
Thanks, Rman.
.
Wondering if anyone has gotten a .pie of Jorzi' new transport running in game yet ?
I ask because I'd like to start creating a test Machinima using it sometime next week (a change-up for me from voice-over & music efforts). This is to determine the viability of using WZ machinima at least as one component in making the Mission Briefs for Goth's CAM 4..
Thanks, Rman.
.
- Goth Zagog-Thou
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX
Rman, I believe it's working (mostly) in the newest version that has the new shading stuff and Jorzi's patch. Not sure if it's even on the nightlies yet.