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3 Dimensional Chat / Sci-fi Model Pack (Help Needed)

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The crazy
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Posted: 1st Jun 2009 09:33 Edited at: 1st Jun 2009 09:34


Hi all, you may have seen my other post about coming back to the forums, and in it I mentioned getting out this model pack of mine. These models were made over the past month for my unreal class final. I figured now that it's all over, I might as well give them out. Unfortunately, I no longer have dark basic so I am unable to know if they work or not.

There are about a dozen models, and 4 tileable textures, each with a diffuse, normal, specular, and on some, an emissive map. I want to give these away but I need help testing my models and making sure they work in darkbasic. If possible, I think it'd be really cool to get them working for fps creator as well.

Just throwing it out there, if anyone would like to lend me a helping hand, I'm a truly garbage programmer. Unfortunately I can't pay anyone, seeing as I'm making no money off these myself. I'd just like to come back being helpful to the community.

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The crazy
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Posted: 1st Jun 2009 09:40 Edited at: 1st Jun 2009 09:40

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The crazy
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Posted: 1st Jun 2009 09:41 Edited at: 1st Jun 2009 09:41

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The crazy
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Posted: 1st Jun 2009 09:41 Edited at: 1st Jun 2009 09:42

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The crazy
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Posted: 1st Jun 2009 09:42 Edited at: 1st Jun 2009 09:43

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The crazy
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Posted: 1st Jun 2009 09:43 Edited at: 1st Jun 2009 09:43

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The crazy
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Posted: 1st Jun 2009 09:44 Edited at: 1st Jun 2009 09:45

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The crazy
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Posted: 1st Jun 2009 09:47 Edited at: 1st Jun 2009 09:47

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Sid Sinister
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Posted: 1st Jun 2009 10:54
I don't have DB installed either, but I took my unreal class last semester. Are you in an animation program too Crazy? I get my animation degree in two weeks!!! We'll have to swap unreal secrets. Actually, check out the dev blog in my signature. A buddy and I have been working on a capstone project together and we're blogging our progress. We're going to revisit things in the summer though and hopefully make everything look and play much better! We'll also be switching to Source SDK (most likely), as anything non-deathmatch is difficult to figure out with Unreal.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
Azunaki
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Posted: 2nd Jun 2009 02:47
im not a very good programmer but i can load em up. and see if they work for ya. (don't see any reason they wouldn't)
The crazy
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Posted: 2nd Jun 2009 08:39
That's awesome that we're learning the same thing Sid! I'm actually planning on creating a Hoth themed level next just to continue my practice at Unreal. My problem is that the hardest part for me is creating a fun design for the level

Azunaki, that'd be great if you can try them out! I just have never had much luck applying normal maps correctly in dbp and wouldn't know where to start with speculars and emissives. I've converted most of the larger objects to be roughly the same size and then exported in .obj and .x with all the textures. They are here: (will insert link) I would appreciate if any others might test them as well.

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The crazy
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Posted: 2nd Jun 2009 08:49
trying to upload the rar. It's 35 mb but I should be able to upload that right?
Sid Sinister
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Posted: 2nd Jun 2009 08:59 Edited at: 2nd Jun 2009 09:00
Been meaning to write you Crazy, these last two weeks of classes are really busy though. You'll hear from me eventually. Hoth as in Star Wars Hoth? Would it be deathmatch? I'm thinking an ice cave right off the bat. If outside I think design problems with it being so flat. Of course you could do a mountain base sort of thing. That could be interesting. That one level from halo 2 that is up in the sky(ish?) is what made me think of that.

EDIT: I've never added bloom or HDR to an unreal map. That would be essential for bright icey areas.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
The crazy
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Posted: 2nd Jun 2009 17:57
Aye, indeed I'm planning to make it in the caves. Kind of like lvl 2 in shadows of the empire for n64 if you've played that.

I can't seem to upload the rar on here. It's 35 mb which should be okay right?

Btw I added you to aim, feel free to send me a message my sn is 'coreydrake'
Sid Sinister
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Posted: 2nd Jun 2009 20:33
Nope, never played it. Yeah 35 MB should be fine, I wonder what the issue is? Added, see you online. Man, I haven't been on AIM in forever

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 05/06/09)
Azunaki
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Posted: 3rd Jun 2009 01:59
hmm.... you could always upload to a different site and give a link i guess.
The crazy
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Posted: 3rd Jun 2009 03:21
trying now...
The crazy
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Posted: 7th Jun 2009 00:39
http://www.megaupload.com/?d=RWGH31MQ

There's the link for the majority of the models, Azunaki. Thanks a lot!
Azunaki
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Posted: 7th Jun 2009 01:15 Edited at: 7th Jun 2009 01:23
ok im downloading them now. I've had a small dbp program set up for about a week now waiting for you to get these downloadable... lol any way i'll tell you how they work in about an hour or so.

ok so ive downloaded them looked at them and two questions whats a .ase file...and whats a .mtl file....
BiggAdd
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Posted: 7th Jun 2009 03:09 Edited at: 7th Jun 2009 03:11
In future, you could always download the DBPro demo.

Nice models though, very Halo-esque

The crazy
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Posted: 7th Jun 2009 04:19
@Azunaki: Sounds great. An .ase is a model format for unreal ed and .mtl is a material file that exports along with obj when I take it out of maya. I did include the .x files did I not? It's showing me they are there in the folder before I rar'd it.

@BiggAdd: Ah of course. Totally forgot about that. One thing I remember though is when I used to apply normal maps they would make my geometry go all all different directions. Do you know why that happened? And thanks, halo is where the inspiration came from.
Azunaki
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Posted: 7th Jun 2009 05:08
so you want me to upload it.
The crazy
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Posted: 7th Jun 2009 05:16
Upload what? If you mean the test then sure I'd be glad.
Azunaki
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Posted: 7th Jun 2009 05:36
ok. i renamed some of your files so i'll need to upload the while thing.
The crazy
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Posted: 7th Jun 2009 05:39
Ok sounds good. In that other thread I think you were talking to me. What exactly were the processes you encountered?
Azunaki
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Posted: 7th Jun 2009 05:43 Edited at: 7th Jun 2009 06:04
you will noice it when you open up the file and run it.[href]null[/href]


http://www.megaupload.com/?d=ESEX2V00

there you go.
Blobby 101
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Posted: 7th Jun 2009 23:24
looking nice Crazy! how did you do those glowing bits? is that just a Bloom/HDR shader or something else?


The crazy
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Posted: 7th Jun 2009 23:32 Edited at: 7th Jun 2009 23:41
Quote: "looking nice Crazy! how did you do those glowing bits? is that just a Bloom/HDR shader or something else?
"


Those screenshots are from unreal editor 3. I took whats called an emissive map (anything i want to glow is white) and channeled it through a colored multiply filter for the color, a blur filter, and another multiplier for intesnity, as well as some other little tweaks. It's a node based system so I have no idea how it will look in DB, hence Azunaki's help.

@Azunaki: Alright thanks man I'll check it out

[EDIT] Wow that's a great program Azunaki thanks so much for your help! It looks to me like you got the spec maps functioning as well. I might be imagining it but if so great job!
Azunaki
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Posted: 8th Jun 2009 03:41
actually i didn't that's the default lighting in DB... (it looks pretty good) and ive never heard of a glow map referred to as an emissive map....
The crazy
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Posted: 8th Jun 2009 04:18
Quote: "and ive never heard of a glow map referred to as an emissive map.... "


An emissive map isn't necessarily for glow :p I just used the data from the map to tell unreal where to make it glow.
AndrewT
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Posted: 8th Jun 2009 04:20
Quote: "ive never heard of a glow map referred to as an emissive map.... "


I've never heard of an emissive map referred to as a glow map.

i like orange
BMacZero
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Posted: 8th Jun 2009 05:09 Edited at: 8th Jun 2009 05:15
I'd be willing to try to get these into FPS Creator for you. I'm downloading now...

They look very nice, by the way! You should probably seek help from our resident shader expect Green Gandalf for that glow effect. I have some bloom/HDR shaders, but I'm not sure how you would apply those one to one object...



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
The crazy
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Posted: 8th Jun 2009 05:33
That'd be great if you could BMac! As Azukani said, The pivots on some of the objects are messed up but I have included .obj as well as .x in my upload so hopefully fixing that won't be a problem. I made the pivots correctly in maya it seems something may have gotten lost in translation when i converted from obj to x through deep exploration.
BMacZero
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Posted: 8th Jun 2009 05:36
Thanks for the warning - I'll keep that in mind!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Azunaki
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Posted: 8th Jun 2009 05:45
bmac you downloading what i did or what crazy posted?

(mines actually an edit of something else)
BMacZero
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Posted: 8th Jun 2009 05:47
Just The Crazy's. Did you change anything with the models or textures? Otherwise it shouldn't matter.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Azunaki
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Posted: 8th Jun 2009 05:49
ok. (no only the names so it was easier to put in)
BMacZero
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Posted: 9th Jun 2009 03:11 Edited at: 9th Jun 2009 03:11
Yay, got the normal and spec maps working...



This completes the battery, which is set up to explode when you shoot it and can be pushed around. I'm almost done with the floor segments and the centersupport object.

I think you might need to bake the emissive maps onto the textures, I'm not sure FPSC is capable of using them without custom shaders (which surely could be made, but you'd have to find someone who knows shaders pretty well).



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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The crazy
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Posted: 9th Jun 2009 04:39
Oh, wow! That's great! You have no idea how much I appreciate this.

As for the objects with emissive, I made them so its not necessary to have the emissive map on the object. ie there's still texture beneath it.
BMacZero
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Posted: 9th Jun 2009 16:22
Quote: "I made them so its not necessary to have the emissive map on the object. ie there's still texture beneath it."

That's true, but they look so much cooler with the glowy sections on them .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
The crazy
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Posted: 9th Jun 2009 22:05
Agreed
BMacZero
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Posted: 10th Jun 2009 17:34
Okay, they're all pretty much done except for some collision problems with the Warp Generator and the Ramp, unless you want to use new texture maps with baked emissive.

The generator has to be my favorite, check out the attached shot.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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Azunaki
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Posted: 11th Jun 2009 00:52
very good. i like the emmisive backed on more then i like it without it at all.
The crazy
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Posted: 11th Jun 2009 06:46
Quote: "very good. i like the emmisive backed on more then i like it without it at all. "


If you're referring to that picture, that is the texture without emissive XD

@BMac: You have no idea how much I appreciate your help with this
Azunaki
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Posted: 11th Jun 2009 07:34
...im meant baked ..not backed...
BMacZero
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Posted: 11th Jun 2009 16:04
Quote: "...im meant baked ..not backed... "

That screenshot still doesn't include any emissive at all, though

Quote: "You have no idea how much I appreciate your help with this "

No problem, I like free stuff as much as the next guy .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Azunaki
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Posted: 11th Jun 2009 16:43
...oh ok i read your post wrong...
Dar13
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Posted: 16th Jun 2009 04:03
BMac, CoZ might help you make a shader for FPSC that uses the emissive map.

BMacZero
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Posted: 16th Jun 2009 16:14 Edited at: 17th Jun 2009 16:20
I may e-mail CoZ about that then...

- 100% - Battery
- 95% - Center Support Pillar
- 85% - Warp Generator
- 95% - Generator
- 90% - Pillar
- 100% - Ramp
- 85% - Ring

- 95% - Circle Metal Floor
- 95% - Floor 1
- 95% - Floor 2

- 95% - Entrance Doorway + CSG Cutter



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
BMacZero
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Posted: 17th Jun 2009 16:28
Okay, pending a positive response from CoZ, I've got these about wrapped up.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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