Transports in MP - Creating New Models, GPMs, UI & SFX ?

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Goth Zagog-Thou
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Goth Zagog-Thou »

*dance* THose are very, very, very nice :D Awesome work, Jorzi. :cheer:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Rman Virgil »

Goth Zagog-Thou wrote:*dance* THose are very, very, very nice :D Awesome work, Jorzi. :cheer:
Ditto that. :3

Also looking forward to shooting Machinima featuring these pups. :wink:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

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.
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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

Post by MaNGusT »

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.
I can export it to pie2, if you want.. XD
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

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...
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Goth Zagog-Thou »

blender 2.49b's pie plugin chokes on this.

importing .3ds wont let me unwrap for some reason to add the texture.
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

hmm... the 3ds file should have all the uv-coordinates it needs...
Anyway, I'm uploading a compressed .blend with all you need
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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

Post by MaNGusT »

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
does it have the same size the origianal transport has?
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

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.
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by MaNGusT »

Jorzi wrote:I scaled it to 32 in WMIT, so that the body is approximately 1 square wide.
wmit doesn't apply scale transformation when exports to pie. (SaffetyOff hasn't finished the main functions yet) :(
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

Wait, what? :P
Too bad, wmit would be the ultimate pie export tool if it only was finished...
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Goth Zagog-Thou »

Thanks for the packed .blend file Jorzi. That model looks AMAZING up close and live. Finally got me to install Blender 2.57 :lol2:
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Jorzi »

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.
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Rman Virgil »

.

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. :)
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Re: Transports in MP - Creating New Models, GPMs, UI & SFX

Post by Goth Zagog-Thou »

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.
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