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Work in Progress / Open Source Community FPS Project

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Deadwords
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Posted: 4th Jan 2006 20:18
Hehe Math89, it's a little Paint-Like
Anyway thanks i can texture it

Skalex - Nobody can ear you scream ... you're on a forum!
Math89
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Posted: 4th Jan 2006 20:21 Edited at: 4th Jan 2006 20:22
The model is completely finished so I try to retexture it, it's really better :p. DBp say it's 1200 polygons.


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Deadwords
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Posted: 4th Jan 2006 20:26
Nice job! Do the texture is made with Paint? If yes...

Skalex - Nobody can ear you scream ... you're on a forum!
Math89
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Posted: 4th Jan 2006 20:37
No it's not, I use photoshop 6, but I'm not really good at 2d .
Deadwords
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Posted: 5th Jan 2006 03:16 Edited at: 5th Jan 2006 03:16
Oh you finally got something better than teh bad 'ole Paint

Skalex - Nobody can ear you scream ... you're on a forum!
Jack
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Posted: 5th Jan 2006 13:50 Edited at: 5th Jan 2006 13:53


... ... Download ===>

[/center]

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Megaton Cat
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Posted: 7th Jan 2006 23:30
Hi guys

Made a level design tutorial here - so if anyone wants to make levels for this project but is confused about the way to go, give it a read if you want.

http://forum.thegamecreators.com/?m=forum_view&t=69033&b=1


Model packs found on "Web" icon bellow.
Hamish McHaggis
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Posted: 8th Jan 2006 23:06
We have three new character models by the looks of things. Nice! We'd better make sure to give them all different texture jobs.

Cheers Megaton, that tut looks pretty good. If only I had CShop, 3DWS or Giles, then it might have been of some use to me. I guess there's no chance you'll have any time to make any more level/s for this project? I seem to remember you were involved in a different project, so it may be out of the question.

Great gun Alpha Zero. Certainly will be useful. I like the last mod most myself.

I have been playing with character fx animating stuff, and I came up with a pretty cool animation which I'm pretty pleased with. Unfortunately I can't show you all because character fx has a bug which means .x objects are exported wrongly, so the anim is screwed in DBPro. And also character fx doesn't like fraps, so I can't show that. I can upload the .cfx file if anyone has char fx and wants to see? But the main thing is we have a hand rigged properly.

Unfortunately I'm not sure the end of January will be a good target for a demo, as I have some exams coming up in a few weeks (as maybe will a few others in the team). My parents are kind on at me to do revision, so my time on the computer (and my spare time) is kind of limited.

However, I think it would be a good idea to come up with a list of MAIN things we need for the demo release, not just tiny bits of code, I have them on my todo list.

IF YOU HAVE MORE IDEAS TELL ME AND I WILL ADD THEM TO THE LIST.

Misc Elements
1. Game with online gameplay (being done by me)
2. Menu system (being done by CPU)

Sounds
- Footsteps on generic surface (snow surface done, but needs cleaning up)
- Explosion
- Player getting hurt sound
- Splash sound
- Bullet hitting surface
- Reload weapon (done by Professor)
- Underwater ambient sound
- Ambient sound

Weapons
- I propose three (all done):
- Pistol (Glock)
- Rifle (p90)
- Sniper Rifle (Either one, any preferences)

Animations
- Fire, reload, replace, draw animations for all weapons
- I volunteer (Hamish) to rig and animate all weapons, once the hand model is completely finished.

Models
- Hand needs a skin
- Any special physics objects people want?

Levels
- I propose two levels (hang on, we only have two):
- Casbah - Filled with objects
- Storage - Filled with objects

Characters
- One character (Minkey, done). We need skins for the others that are done, but this is just for the demo.

Music
- One menu music (by OpticalR)
- Two music sets for each level (may compose of up to 3 songs)

Website
- We need to generally improve the content of the website, downloads, more screens, updated team page, etc.
- It'd be good to have a jobs page, where you can upload media and a description of what needs to be done to it. I'm thinking more along the lines of people putting their models up to be skinned/animated, but it could be used for anything (noisy sound clips, any raw material that other people may be able to clean up or improve). It could be used really as a depository for all the media, where everyone can access it. Password access to upload stuff would be essential, but anyone could download stuff. What do you say mm0zct?

New Thread
- A more precise and empty first post. We should put more content on the website. I will do.

Alkaline
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Posted: 9th Jan 2006 05:16
great tut megaton

768 DDR pc3200||ATI 9600xt 256mb||330 GB hard drive||Amd XP 3000+
Professor
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Posted: 9th Jan 2006 18:31
I tried cleaning up (Iang?)'s sound of foot steps, but it sounded to much like somone eating a salad, so i gave up. Sorry (Iang?) i cant remember his name. Oh well.

Hawkeye
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Posted: 9th Jan 2006 18:48
Quote: "Levels
- Casbah - Filled with objects
- Storage - Filled with objects

...

Music
- One menu music (by OpticalR)
- Two music sets for each level (may compose of up to 3 songs)"


Cashbah is the desert base looking one, and storage I presume is some dark warehouse? Hmm, better get back to work on this...


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
gamesmad
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Posted: 9th Jan 2006 22:42
Hawkeye are you a music artist?? If you are then we would love to have you at Cyrain, we are really missing some music from our game. You may remember it from a while back, you said it had sex appeal...

Will

Team leader of Games Mad! and 3D designer, modeller and animator for Cyrain Studios.
Deadwords
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Posted: 10th Jan 2006 01:44
Quote: "Hand needs a skin"

is it UV Unwrapped

Skalex - Nobody can ear you scream ... you're on a forum!
Hamish McHaggis
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Posted: 10th Jan 2006 17:45
Yes, but I have to re-rig for character fx related reasons. Will post it up when it is done.

s0l1dsnak3123
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Posted: 10th Jan 2006 18:17 Edited at: 10th Jan 2006 18:19
http://forum.thegamecreators.com/?m=forum_view&t=67738&b=10&p=2

Hi guys. Nice game folks.

I am also in the process of an open source game, but in DBC (link above, here ( http://forum.thegamecreators.com/?m=forum_view&t=67738&b=10&p=2 ) and below.)
could you email me with some tips on how to manage the operation?

Thanks and all the best for your game,
s0l1dsnak3123
http://forum.thegamecreators.com/?m=forum_view&t=67738&b=10&p=2

[edit] could you also give me some tips on making cool banners like yours[/edit]
new programmer
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Posted: 10th Jan 2006 19:08
i should start my own FPS proj...

Professor
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Posted: 10th Jan 2006 20:48
@Hamish, Ok ive been thinking about an icon for the game and came up with this. Let me know if we can use it. Also i can change it around a bit since i made in it 3ds max.

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IanG
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Posted: 10th Jan 2006 23:22 Edited at: 10th Jan 2006 23:24
@pro. i like that, might be best changing the lights to blue to match the logos

dumbo does that comment really have any input into the thread? no, and if you notice how long this project has been going on you will realise it isnt a "i shud do that sum day", it takes commitment, which i must say well done openfps people, you rule

also at dumbo, what is with the mod icon as your display picture, you have to work to get the right to have that, and i believe you haven't, and i also think the mods and rich will frown heavily on you using it


amd athlon xp 2600+,1280mb,FX 5200 128mb,200gb,xp pro sp2
Professor
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Posted: 11th Jan 2006 03:12
@Hamish, Can you get that level working ingame? Please let me know what i need to change cause im out of ideas.

@Math89, How is that character model coming?

@IanG, Ill see how it looks. But the red is from the light going over the letters. The letters are realy Silver-ish.

Math89
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Posted: 11th Jan 2006 10:35 Edited at: 11th Jan 2006 10:36
It's finished, I had to remake the uv map

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Vlad
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Posted: 11th Jan 2006 16:49
Hi guys.

First, congratulations on everyone working on this, looks like a cool project.

Second... I posted on the DarkGame SDK forums that I'm working on a music loop manager. Nothing big or complicated, but in C++.

Check the thread here, please: http://forum.thegamecreators.com/?m=forum_view&t=69328&b=22

I was pointed towards this thread. My question is, do you have sorted this out? Since I'm working on it with DGSDK, it would be easily ported to DBP. If you sorted it out, would be nice to know if you had some ideas that you'd like to see implemented, et cetera.

Good luck with the project!

V

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Professor
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Posted: 11th Jan 2006 18:55 Edited at: 11th Jan 2006 19:01
Heres some more guns that still need textured! Please someone take on this job!! (Im hopeing this will inspire some one .)



EDIT: Is the m9 texture completed? I dont think i have the latest texture for it, if it is done. Im just going to assume that its not.

C&c Welcome

Hawkeye
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Posted: 11th Jan 2006 19:39
automag (?), mac-10, m4, funky grenade launcher, and stationary gun... looks cool to me


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
Professor
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Posted: 11th Jan 2006 20:49
@Hawkeye,

M9, mac-10, m4, Grenade Lancher, 50. Cal.

Man dont be busting on my grenade launcher .

But they look alot cooler with textures on them .

Professor
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Posted: 12th Jan 2006 19:08
Ok ive spent some time on my newest character model trying to make it easyer to skin, Ive added polys at the arms and legs. Ive attached the file so please download the latest verson if your going to skin it.

C&c Welcome.

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Professor
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Posted: 16th Jan 2006 03:44
Ok ive reached a model count of 40. Most of them level peices. Please any ideas help alot. Anyone else have some updates? been a while since someone posted.

Megaton Cat
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Posted: 16th Jan 2006 04:09
I think you guys should ease up on the modelling and let some texture guys catch up - what good is 50 fancy guns if they're all grayscale.
Professor
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Posted: 16th Jan 2006 17:45
Doesnt matter to me. But its realy up to hamish.

Hamish McHaggis
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Posted: 17th Jan 2006 17:53
Well, I look at as, if the modelling people couldn't be doing anything else, then why stop? Maybe they won't all get used in the end (ideally they will, but inevitably that won't be the case), but if people want to make more models I'm not going to stop them. My exams finish next Wednesday, so I'll be able to start thinking about this stuff again then. I can probably UV map some simple stuff so we can get some textures done. However, guns aren't that simple, so I'll probably be relying on someone else to do them. We need to colaborate to get some decent media into the game, and I'll do my best, I'll just take a break from coding.

That icon looks good Professor. Not much more I can say about a 32x32 picture, but it looks good . Also I've put your picture on the front screen (do you mind me directly linking?)

Math, Prof - Thanks for the models. I'll download and add them to the media collection.

Professor
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Posted: 17th Jan 2006 20:35 Edited at: 17th Jan 2006 20:38
@Hamish, What do you mean directly linking? But i probably wont .

EDIT: Should i start focusing on other types of models, simple to texture like level decorations? Please let me know.

Glog
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Posted: 19th Jan 2006 15:48
hi there! got a little break on this week end , on my own dbp game , and my school as well , so i can do some boring 3d tasks if you need , are professor's uzi and m16 textured ?
i'd like to texture those, if somebody is on it , tell me what i could texture and where i could get it

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Deadwords
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Posted: 19th Jan 2006 23:36 Edited at: 19th Jan 2006 23:37
This is the only thing i wait for since what... 1 month?

Nobody can ear you scream ... you're on a forum!
Professor
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Posted: 20th Jan 2006 02:26
@Glog, No there not , But we would love for you to do it!! Ill uvw map the uzi, im leaving tomorow and wont be back till the 23rd. So i might not be able to finnish the m4. (Its very complicated.) But let me know and ill send it over once im done .

Professor
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Posted: 26th Jan 2006 18:16
Sooooo... Just to make sure,

Where not dead Right?!?!?!?

Deadwords
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Posted: 26th Jan 2006 23:42
I'm still waiting for UV Maps...

Nobody can ear you scream ... you're on a forum!
Milkman
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Posted: 27th Jan 2006 01:48
is this project still alive?

"Genius is 1% inspiration and 99% perspiration"
Professor
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Posted: 27th Jan 2006 04:38
@Skalex, For wich guns?

@xMilk, Hi, im the 3d modeler and im hoping so. But hamish runs this hole thing and im waiting for a reply from him.

More than likely he has text/exams right now, And will post ASAP

Glog
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Posted: 27th Jan 2006 11:49
i don't think the project is dead , but such a project can't involve everybody at 100%
all the time , and on top of that , the most of the work is on the code now .
anyway prof, if you don't do the m4 , i still can uvw and texture it
i can give you a women model as well , i'll post screenies tonight
i can't do anything else cuz of my work and own db project

i got some questions about this project anyway :

* where is the level editor ??? hard to code a game without a level editor
*how does it work ? is it DBO collision ? BSP ? other ??

* what softwares are you using to model ?
blender ? 3dsmax ? XSI ?
its important especially with animated characters , to get a proper organisation


* what is the state of the characters ?? i saw 2 great models but no textures , no animations and no game screen with it
(i can texture them instead of the m4 if you want )

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Megaton Cat
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Posted: 27th Jan 2006 16:55 Edited at: 27th Jan 2006 16:56
Just found this map entitled "Noob's Island" I started ages ago. Might re-start work on it when the updated exporter is released...



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Deadwords
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Posted: 27th Jan 2006 17:57 Edited at: 27th Jan 2006 17:58
Quote: "where is the level editor ??? hard to code a game without a level editor"

witch game needs a level editor to work?

Quote: "@Skalex, For wich guns?"

Any model... i want to do something...

Nobody can ear you scream ... you're on a forum!
Professor
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Posted: 27th Jan 2006 18:17 Edited at: 27th Jan 2006 19:14
@Glog,

Quote: "if you don't do the m4 , i still can uvw and texture it "


Well personaly i think that one of the player models would be more important, Attached are to of mine. Select either one you want to texture .

Quote: "where is the level editor ??? hard to code a game without a level editor "


Hard to code a level editor . Well realy im not sure whats going on with that. I think hamish let someone else do it and they sorta droped off the face of the earth..

Quote: "how does it work ? is it DBO collision ? BSP ? other ??"


Im not sure, thats somting for hamish to answer.

Quote: "what softwares are you using to model ?"


What im using is 3dsmax, It cost alot more but if you know what your doing you can make it pay off, I dont recommend it for beginners (Because of its cost.) As far as the animation goes, thats mostly mmozts, (I can never get his name right) correct me if ive got the wrong person.

Quote: "what is the state of the characters ?? i saw 2 great models but no textures , no animations and no game screen with it"


There are 5:
Minkey (Textured) (UnRigged/Animated)
Swat (Untextured) (UnRigged/Animated) - Might be rigged.
Jack's (Untextured) (UnRigged/Animated)
Army Joe (Untextured) (UnRigged/Animated)
Math89's (Textured) (UnRigged/Animated) - Might be rigged.

And only the Minky is ingame. Ive made the swat and "Army joe". You will need WinRar to extract these models.

Thanks for your help !!

@Megaton Cat,

That could prove usefull , Looking forward (If you start it again) to some more professional work!

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Professor
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Posted: 27th Jan 2006 18:24 Edited at: 27th Jan 2006 18:27
Ok ill hook you up with the grenade launcher .

EDIT: Let me UVW map it then ill attach it, im working on it now

Professor
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Posted: 27th Jan 2006 19:11 Edited at: 27th Jan 2006 19:24
Ok here you go.

Edit: Heres the image so you dont have to extract it or self.



@Glog, Do you need them in another format? I will upload it again with some .x format.

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Hamish McHaggis
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Posted: 27th Jan 2006 19:46
This project is not dead. I have had exams for the last couple of weeks, as I explained several time, but now I am finished I should be able to give some of my time to this project again. This project is really just in my spare time, so other stuff comes first.

Quote: "
i got some questions about this project anyway :

* where is the level editor ??? hard to code a game without a level editor
*how does it work ? is it DBO collision ? BSP ? other ??

* what softwares are you using to model ?
blender ? 3dsmax ? XSI ?
its important especially with animated characters , to get a proper organisation


* what is the state of the characters ?? i saw 2 great models but no textures , no animations and no game screen with it
(i can texture them instead of the m4 if you want )
"


The level editor code is old and not compatable with the current engine code. It either needs to be re-written or converted (which is a time-consuming process). In the meantime I will probably just add some tools into the game to place various entities, and save level files. Not ideal, but it will allow levels to be constructed. A level editor is really a full time project, so I can't put too much time into it, and be expected to work on the game code.

The game uses mainly Newton physics engine for collision. This allows real-time physics and interaction. At current, the level files are simply calls to a console command to load object files and place them at a 3d world position. Objects are stored in individual files, and comprise of any amount of bodies, and joints connecting bodies (joints at current can only connect bodies in the same .boo file). Here is an example of a .boo (BlackOut Object) file:



What people use to model is completely up to them, so long as it can be saved as any of these formats: 3ds, x, obj, dbo. I am using CharacterFX to animate, so the formats for that need to be either milkshape ascii, 3ds or obj. I am happy to animate any weapon model that is textured.

The characters indeed need to be textured, but then I think mm0zct can rig and animate them with character shop.

MY PROPOSAL:

We need to get some sort of feature on the website where people can upload their media, or at least link to it, and state what needs to be done. This would be the best way of allowing people to contribute, and organize the media. Mm0zct, if you could work on something like this it'd be great, otherwise if anyone else has suggestions I'm open to hearing them.

Megaton - Would indeed be great.

Glog
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Posted: 27th Jan 2006 20:34 Edited at: 27th Jan 2006 20:42
ok , here is the women model i talked you about



a model that i use from my own project . lets share !
it was builded with the MeshSmooth modificator , whitch explains that the geometry is a bit " edgy " , it should be ok with a good texture , some gouraud shading , and some bullets passing near it

but it seems there is already enough game models ! so i can give it to professor and then rig another model ,

@professor : if you want , i got the character studio version , fully rigged with cs , but untextured (good luck
i usually don't use bitmap textures on my models , thats why
so tell mi if you want it and if yes , its yours!
grenade launcher is cool , thanks for the bitmap , but right here , i got a problem to download the file , i'll try tomorrow
but i'm already catching photo refs ,to warm myself , i'll give you some good pixels ,

so i can do
- Glauncher tasks
- one model rigging /texture , next month ( one piece at time , like in the song )


@ hamish : i think that you had the better idea about the level editor , and your idea gave me another one :
why don't you guys model levels in 3d packages , and then use some game functions to parse logic on it
like , in an *.x file , you'd have :

the level mesh ( displayed in 3d )
the collision mesh ( physics , collisions , blabla )
some bones with 1 limb each ( points then) with entities names
like " player_start " , "env_sound" etc...
then the game just scan the file for limbs and implements objects in place of limbs
easier to implement , and easier to build levels with !

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Glog
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Posted: 28th Jan 2006 15:24 Edited at: 28th Jan 2006 15:28
oops , i misunderstood what you said professor , then i do :

- glauncher texturing
- models of yours texturing/rigging

i'm on it , and i'll post things as soon as possible !!

@hamish , i do think that character FX is cool but i frankly doubt that you can animate propers things with it , i tryed it for my last game , TheOne , and it was pure pain to get something out of it , and it was really bad stuff . don't know if current versions are better , but i really recommand you blender .

rigging on blender is a bit more difficult than in max , but later , i can do it with no problem , besides , blender is now fully compatible with *.x fileformat

anyway , when i'll start to rig prof models , will i rig them
- for blender ?
- for max ?
- for cFX ? ( )

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Posted: 28th Jan 2006 16:41 Edited at: 28th Jan 2006 16:53
That woman model does indeed look kind of spikey. I don't know if you could improve the geometry a bit to make it smoother, but if you think it will look better after a texture then that's ok.

Note that ALL the weapons models will be combined with the hand model, and then animated. I haven't found character fx too bad, there are just some issues with the exported models, but I can fix that easily. Attached is a .cfx file with a test animation I made using Alpha Zero's hkump model, and a hand model I made in Wings, and rigged in cfx. Set the play speed to 1/2, and the frame interpolation to linear before playing the animation. I find cfx perfectly easy to use for rigging and animation. I need to rig the hand again for various reasons, but if you think you can rig the hand in Blender to deform properly, then that'd be good. Blender is definitely more flexible that cfx. Rigging gun models is a fairly straight forward process, as they don't require weighting the vertices (unlike organic models).

Can you get Blender models to export to .x with full material, uvw, bone and animation data? We need all of the above if we are going to use Blender as our main animating program. I haven't had much success with exporting from blender and importing to DBPro, but if you have then that changes the matter entirely.

Here is how I think the weapons should be rigged generally (this may change if the weapon is a special type of weapon maybe). The weapon is attached to the right hand, as most of the time the weapon will be held solid in this hand. If anyone disagrees or knows more about animation in Blender (maybe therefore a different technique would be preferred), please speak up, as I have only really had much experience animating in cfx.



If you want the hands I have made, please post, and I will upload the uv mapped version of a single hand. We need a generic pair of rigged hands, to which any weapon can be attached. The hands should deform as well as they can be made, as overlapping faces, and odd sticking-out vertices could look very odd. I may even delve into animation in blender if I get some time.

Vive le Blackout! Lets get some stuff done .

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Glog
19
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Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 28th Jan 2006 22:17 Edited at: 28th Jan 2006 22:27
here is the women model in 2 versions
1 - .3ds , compatible with all
2 - .Max , rigged with character studio , compatible with >Max7

link1
http://www.freefileupload.net/file.php?file=files/280106/1138482981/BlackoutGirl_Mesh.3DS

link2
to professor only , gimme an email adress or something.
filesize is 1,00mo

EVERYBODY
feel free to use the model , or pieces of it to create models for
blackout only , i count on you .
to me , it would be better to focus on the 5 existing models anyway

oh by the way , to each " @+[name]" please read" @+[name]+[everybody]" of course

@ prof , ok i got all the models right now , and i'm starting to texture the Glauncher , but i really need to know in witch software you want me to rig your models ! to earn time the big way ,i'd like
you to set a software for us all and then i could rig everything
in it

@ hamish
its ok !! the animation works just fine ! but i bet you had a lot of time working on it ! i looked very closely and even at 1/4 speed , its really cool , thats really good job

but everybody would earn A LOT of time simply with using ONE skeleton , that could be skinned on each character
and to use faster and powerfull 3d packages

about softwares , i did'nt tryed each one enough to say who is the best , but its a thing that i'm going to do when i'll had more time.

An INDISPENSABLE SOFTWARE :::::
right hemisphere's deep exploration .
it permits to convert everything to *.x models , so everybody can animate with his own little soft , and then , provide medias in proper format.

what i know about softwares so far is :

- Character FX exports fine , but its terribly long to do fine animations with it , no IK , no helpers , no animation curves
but seems you can do cool hand animation with it , so it don't need to be changed

- Blender is free and easily downloadable so everybody can get it .
its stable and it became pretty appealling since 2.35 , all modern
animation tools , curves , helpers , morphing and so on
with this , everybody could share the same files , the same UVW data
the same rigs and so on . a guy could do all the rigs , another one
all the uvw , lot of guys doing textures , more people doing
models and on top of that , you could use a kind of MISC skeleton , skinnable on every character .
and do you imagine the pleasure if you'd use this as a level builder ?

- wings 3d is all right , but a bit less ergonomic than blender , especially with polygon slicing

-3dsmax offers GREAT rigging and UVW solutions ( pelt mapping , character studio ) that could make things go as far as lightspeed
and you can use it freely as long as you don't do commercial stuff
with it , whitch is the case of this project so far


but according to the project , the best would be to have the "patched " version of 3dsmax 7 for everybody

but the most important , for me , is to choose ONE software , to make ONE GREAT skeleton in it , and to uvw/skin each model in it as well.


right now , i'll texture the glauncher , and later , when professor will have decided of what software to use , i'll do a skeleton in it
for hands , for characters , boys , girls , cats , and the us president if needed

@ professor

what do you think ? blender ? max ? maybe both ?

vive le blackout , t'a bien raison !
but i'm reeealy angry for the demo , and i'm not the only one

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
Hamish McHaggis
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Location: Modgnik Detinu
Posted: 28th Jan 2006 22:47
I agree that Blender would be better for rigging and animation, as it is more commonly used, and has better tools. But I just want to get one thing straight: Does it export a format that is compatable with DBPro, with: uvw, skeleton, materials, and animation? In which case, could you provide details of the plugin and export settings? 3ds max seems to be able to export meshes perfectly for use with DBPro, so I don't see why that can't be used alongside blender. But maybe we should use Blender for animations and rigging only (apart from character shop for the characters, unless of course someone can create some good, original animations with Blender).

Wings is fine for simple meshes. It is no good for UV mapping, just modelling, and is perfectly compatable with Blender. It is my modeller of choice (Blender is too fiddly imo).

Hopefully the demo will come soon. I have pretty much finished all the online code for the game (save for a bit of tweeking), all that remains code-wise are pickups and the main menu. Pickups I am working on at the moment. But weapons, levels, and characters still remain on the media side of things.

Xenocythe
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Joined: 26th May 2005
Location: You Essay.
Posted: 28th Jan 2006 23:08
I could texture Professer's gun models... if you can give me a texture, I'll just UV map it on. But otherwise, if you have a name of the gun, I can find a texture myself. E-mail the guns to me in .3ds or .Obj format to rpgmakerx2@hotmail.com .

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire

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