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3D Models

Mon, 09 Jul 2001 02:19:00

kendrome

Hello to everybody, I'm Kendrome and I'll be doing all I can to make orignal 3D models. I had an accident ealier this summer which which left me with only one hand aviable for a time. but now I have most of the functioning aviable back, so I'm going to try to get busy with stuff. I have two models I've been trying to work on. First is fixing the models of the roofs in the town. I had been working on that before the accident, so if I can find those models I'll see what I have left to do on that. The second one is a mage tower for the town. This one I remeber having a little trouble with. Something that might help is if somebody gave me floor plans or drawings with ideas. Oh yeah, something I want to start working on is the final boss (c; The thing I need to know is more about the limitations of the Korax, and does anybody know how I can implement motion in 3D models? I have someone else that knows how to make 3D models that will start helping me out. Give us some input on what ya'll think need to be in the game. I can make simple 3D models pretty easy, so if you think of something like a mug for the tavern, or other small things I can get those out quickly.
Mon, 09 Jul 2001 03:55:00

RambOrc

Hey Kendrome I'm mightily glad you showed up... [img]images/smiles/icon_smile.gif[/img] Hope your arm's going to be full OK in the near future. As for the roofs, the sooner you send anything the better (even if it's not a VERY special roof model) because nobody can really evaluate the town's look as long as all houses are missing a roof... [img]images/smiles/icon_wink.gif[/img] The tower wasn't the Tower of the Magi, it was about the tower in the Keep (the keep is the fortress-like building in the center of the town, next to the church). For a starter, could you create a simple wooden slab (with a wood texture from Hexen), with the dimensions 64x64x32 (so that it can be easily put together into larger bodies) so that I can start experimenting with it? Once I see how it does look, I'll be able to tell what exact 3D models I need. It's once again something I've only in my head and can't put into something others can see so I'd like to make a first draft with those boards. For the final boss, I think it's not really time for that before we're able of telling what exactly the engine will be capable of (ie. how many polygons that monster can have at max, etc.).
Mon, 09 Jul 2001 07:16:00

kendrome

I'll get the roofs taken care of really soon. I was always a little confused about what you wanted me to do, hehe, I think I had the wrong impression. I'm not entierly sure what you mean by the slabs, a little more detail would be nice. Oh, and when I was talking about what the engine was capable of, I meant along the lines of movement and animation of 3D objects. I have no idea on how to get that to work in the game. It'd be nice to know for other modelling also. Oh, since the town is going to be a big part of the game, what about actually having people walking around the town? I think it's really a good idea to have a large town like you've been talking about. [ July 09, 2001: Message edited by: Kendrome ]
Mon, 09 Jul 2001 16:49:00

RambOrc

As for the slabs, imagine a cube whose sides are all 64 units long. Then cut it in 2 in the middle so that now it's only 32 high (but the other dimensions are still 64). I hope I was able to explain it more understandably now... [img]images/smiles/icon_wink.gif[/img] For engine capabilities, it's Camper's call but maybe he isn't in clear with it any more than I am... the problem is, 99% of this part has been programmed by SkyJake for his JHexen/JHeretic/JDOOM projects and we just build upon his source code in the 3D engine part... I sent him a mail about this internal forum but I never got an answer, I don't even know whether he got the mail at all... [img]images/smiles/icon_sad.gif[/img] As for the people walking around, yes that's planned, it'll be most probably done by Sylon. He already a made a not-yet-animated NPC, the innkeeper (see the Korax page, history version 0.5).
Wed, 08 Dec 2010 20:38:01

Rolls

Hello everyone. I have long been very busy and could not participate in the forum. I have been studying 3D for a long time, and I think now I could make new 3D models and continue my cooperation in 2D art. Since I've been a long time without getting into the forum, I'm afraid I do not know what you need, or have priority. Now I will download the new version of the Mod, I can´t wait to try it <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 09 Dec 2010 09:12:26

RambOrc

Needed 3D models are primarily objects for scenery that don't exist yet, e.g. street lights, advanced furniture, foliage, etc.
Fri, 10 Dec 2010 00:20:16

Rolls

Ok <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> tell me specifically objects and the number of polys that I can use for each object. You need normal maps too?
Fri, 10 Dec 2010 08:53:37

RambOrc

A few variations of beds, trunks, shelves, banks, chairs, tables would be nice (there are a number of chairs, tables and banks imported from Hexen II / Heretic II so those are not necessary), as well as some doodads to put into and on those pieces of furniture like pillows, plates, mugs, cauldrons etc. Poly counts don't need to be high, I'd rather have a dozen of these objects in a room with a less chiseled look then on per room with high detail. Actors are still low-res sprites so too high detail 3D models would look out of place anyway.
Fri, 10 Dec 2010 20:25:20

Rolls

Ok <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> I go to model that things <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sat, 11 Dec 2010 16:38:51

Rolls

Something very basic like that? Or with more polys? I must to texture it, what´s your opinion? A greeting!
Sat, 11 Dec 2010 17:21:13

Rolls

I make a preview with textures based in HeXen style, I upload a screenshot
Sun, 12 Dec 2010 10:55:59

RambOrc

They look just about perfect, final test is to see them in-game.
Sun, 12 Dec 2010 12:37:51

Rolls

I´m glad you like it <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> Then, can I upload it? I export the models in .OBJ format?
Sun, 12 Dec 2010 16:44:05

RambOrc

Firebrand should have the info on what format the engine uses.
Mon, 13 Dec 2010 18:57:57

Firebrand

Model format must be MD2 (if you tell me which tool you are using to obtain .OBJ files I could try to help you find a way to convert them <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->), skins (textures) for models can be JPG or PNG files. If you upload completed models I can create the definitions for them to be used in-game, I'll work on documentation on this and post it to the wiki ASAP. If you need anything else, let me know, I'll be around <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 13 Dec 2010 19:28:14

Rolls

Hi Firebrand. I´m working with Maya 2011, but I don´t know how I can to convert the .Obj in .Md2 format. For these previews I use a automatic UVs from Maya, but I must to make a good UVs for make a better texture. I´ll upload the new previews when I´ll finish <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Tue, 14 Dec 2010 03:24:23

Firebrand

Sounds good, they look nice so far! Keep up the good work <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> As for converting from OBJ to MD2, I've tried to look for an easy way to do it, but it seems that so far there's no way of working MD2 files directly on Maya 2011, you might need to get Blender, and import the OBJ files there, then export them as MD2 files, I really don't know if it might have any problems with triangle numbers or texture mapping, if there might be any problems, let me know and I'll try to investigate if there's a way to fix it. BTW, you can get blender from here: [url:2pxvzdbt]http://www.blender.org/
Wed, 15 Dec 2010 19:25:54

Rolls

Ok <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) --> I have Blender now, I´ll try to convert the objects to .md2 <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D -->

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