Project Showoff

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Endoperez
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Re: Project Showoff

Post by Endoperez » Sat Jun 04, 2011 1:29 pm

Here's something that's still being worked on: a set of war hammers.

Image

If you'd like to try your hand at texturing the middle one, download the .zip file and have a go at it. In the .zip, there's the .blend Blender 3D file, and OBJ export of the model, and two image files (image of the UV unwrap and an image with the object's Ambient Occlusion map baked into it).

I'd love to see what people do with this. If you have any problems with the model's geometry or its unwrap, please tell me.

EDIT:
It's been brought to my attention that the warhammer is HUGE if it's brough into Overgrowth. As in, it's thicker at it's base than Turner is tall. It's still a perfectly usable weapon, mind you, but I'll upload a smaller version of it any way. :D Here's a quick untested placeholder hammer, for Sed who noticed it. I'll release better versions later.

EDIT 2:
I have now resized and rotated the warhammer, and replaced the previous package with a new one. Just extract the Custom folder over your Overgrowth/Data (you should get a prompt about a folder of the same name already existing there). Once you're done with the texture, save it over warhammer_2_colormap.png, open Object Browser in OG, and go to /Data/Custom/Endoperez/weapons and choose W_warhammer_2.xml. Then it should work. But it might not. If it doesn't, I probably screwed up something! :D

Some references:
http://www.liveauctioneers.com/item/8673719
http://www.swordsantiqueweapons.com/s474_full.html
http://www.oriental-arms.com/item.php?id=4650
http://www.oriental-arms.com/item.php?id=4335
Attachments
warhammer_repack.zip
zip package, ver 3
(1.03 MiB) Downloaded 297 times
Last edited by Endoperez on Sun Jun 05, 2011 5:22 am, edited 2 times in total.

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Silverfish
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Re: Project Showoff

Post by Silverfish » Sat Jun 04, 2011 5:22 pm

Oh sweet, giving out finished UV mapped models to get textured? I'd do it right now if it wasn't so late! :D
Perhaps I'll try doing that tomorrow...

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Endoperez
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Re: Project Showoff

Post by Endoperez » Sun Jun 05, 2011 3:01 am

For some reason, I don't get my weapons to appear as weapons in Overgrowth, they just hang there as static objects. I'll try getting the latest alpha, but if that fails, I've got no idea what I'm doing wrong. I've got the OBJ, the hull OBJ, the XML file and the textures - but the weapon doesn't become a weapon and isn't affected by physics. :(

EDIT: Haha, problem solved. It turns out there's one folder for "Items", and another for "Objects". I kept stubbornly referencing the "objects", instead of "items". :D

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Aaron
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Re: Project Showoff

Post by Aaron » Sun Jun 05, 2011 3:59 am

After looking at some of the cool stuff ZramuliZ has posted lately, I decided to mess around and make something. After getting some suggestions on the IRC, I decided to work on creating an in-game piano.

Image
Image
Image

If you step on a key, it will play the corresponding note (I've only set up one octave of the piano).

If you want to create your own music setup, simply load one of the "note" objects (located in the Data/Objects/Piano folder). I've created a little something to show how this could be useful. Try loading up my custom level and running along the gray blocks next to the piano!

I'm currently out on a trip, so unfortunately I don't have access to a computer powerful enough to record a video. You'll just have to try it out for yourself ;)

Download

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Endoperez
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Re: Project Showoff

Post by Endoperez » Sun Jun 05, 2011 7:28 am

I maded a sword:

Image


There's some problems with the normals, but once I figure them out I'll probably release the weapon. I might wait until I've got a few of them though, we'll see.

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xXPsIXx
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Re: Project Showoff

Post by xXPsIXx » Sun Jun 05, 2011 10:51 am

Tried my best so far with the texturing. Not finished though.
Image

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Endoperez
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Re: Project Showoff

Post by Endoperez » Sun Jun 05, 2011 11:22 am

I fixed some problems I had with the longsword's normal's. It's a bit silly having the big sword take only half of the available space on the texture maps, so I guess I'll have to do another big sword to take up the rest of it! :D

Here's the fixed longsword model (thanks for the hosting Anton!). In the Zip file there's a folder called "Endoperez", and subfolders. But the 'Endoerez' folder under your Data/Custom/, and load the item W_longsword_1.xml in the item editor. Then proceed to slaughter everyone. :D

Edit: it seems like I managed to misalign the sword so that it was grabbed from too high up. I fixed that and the zip should now have the fixed version.

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xXPsIXx
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Re: Project Showoff

Post by xXPsIXx » Mon Jun 06, 2011 6:46 am

Finally finished the texturing:
Image
(Tools used: Photoshop CS5 and CrazyBump)

And here are the files:
http://psi-works.com/img/Warhammer/war_hammer_Diff.png
http://psi-works.com/img/Warhammer/war_hammer_NRM.png
http://psi-works.com/img/Warhammer/warh ... ec_map.png


P.S.: There're some problems on the model I think, on the edges, where the model was unwrapped.

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last
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Re: Project Showoff

Post by last » Tue Jun 07, 2011 1:00 am

Here is this week Blood mod.
Now hand to hand combat has blood driping.
blodmod a134.jpg
Blood mod a134.rar
(45.04 KiB) Downloaded 228 times
if you don't know how to install this mod here is the link to help you
viewtopic.php?f=13&t=7006&start=285#p132222

Also give me a feedback.

Illuminares
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Re: Project Showoff

Post by Illuminares » Tue Jun 07, 2011 2:55 am

last wrote:Here is this week Blood mod.
Now hand to hand combat has blood driping.
blodmod a134.jpg
Blood mod a134.rar
if you don't know how to install this mod here is the link to help you
viewtopic.php?f=13&t=7006&start=285#p132222

Also give me a feedback.


i love your blood mods so far. Great work! I really hope there will be dismemberment :mrgreen:

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Endoperez
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Re: Project Showoff

Post by Endoperez » Tue Jun 07, 2011 12:16 pm

I continued the war hammer/ war-pick theme, and made some farm tools. The shape is so close to the war hammers I did earlier that they can all share one set of animations. Except, of course, that war hammers have no animations yet. :(

Image


Next, I should start texturing these. I have more weapons ideas already, and I'll probably start working on them once I finish these.

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last
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Location: Estonia

Re: Project Showoff

Post by last » Wed Jun 08, 2011 3:36 pm

Here is my custom map i make. its still work in progress.
To load up my level type WhaleArena.xml
It has alot of objects so this level takes longer time to load up than usualy.
Also if you see an error just click ok its something with sky texture is'nt right size.

This level also fixes Whalemanstatue.xml file so that whaleman uses now correct shader.
WhaleArena.jpg
http://ogmods.antonriehl.com/downloads/whalearena.rar

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Black_Stormy
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Re: Project Showoff

Post by Black_Stormy » Thu Jun 09, 2011 2:03 am

Endoperez wrote:I continued the war hammer/ war-pick theme, and made some farm tools. The shape is so close to the war hammers I did earlier that they can all share one set of animations. Except, of course, that war hammers have no animations yet. :(

Image


Next, I should start texturing these. I have more weapons ideas already, and I'll probably start working on them once I finish these.
You need to have a look at your AO settings, I can't tell about the passes on that small image but it looks like you've got it set to the default (4 or something) which gives you grainy AO images. Under your environment buttons there is an AO tab, set "samples" to at least 16, that's the lowest number I've found that gives good smooth AO bakes. Also fiddle with the raytrace and bias settings to see of you can get rid of those edge shades, you can see the lines going down the edges of the cylinder in the UV map, it's hard to totally get rid of those, in fact blender has sucky AO options, but you can make them less obvious. Once you have the object textured you probably wouldn't notice anyway, but it's more professional to fix it up.

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Endoperez
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Re: Project Showoff

Post by Endoperez » Thu Jun 09, 2011 11:33 am

Black_Stormy wrote:You need to have a look at your AO settings, I can't tell about the passes on that small image but it looks like you've got it set to the default (4 or something) which gives you grainy AO images. Under your environment buttons there is an AO tab, set "samples" to at least 16, that's the lowest number I've found that gives good smooth AO bakes. Also fiddle with the raytrace and bias settings to see of you can get rid of those edge shades, you can see the lines going down the edges of the cylinder in the UV map, it's hard to totally get rid of those, in fact blender has sucky AO options, but you can make them less obvious. Once you have the object textured you probably wouldn't notice anyway, but it's more professional to fix it up.
Thanks a lot! I've learned Blender on my own and haven't really had anyone points these kinds of mistakes to me.

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Saedz
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Re: Project Showoff

Post by Saedz » Fri Jun 10, 2011 11:24 am

Ohai everyone, now you can test out my new map...WITH LETHAL AREAS AND CHECKPOINTS! :)

Image

[*]footpillows works as a checkpoints
[*]red kind of rock is lethal area
[*]added a working dogspear (now)
[*]the entrance is the bottom one and finish is on the top of the building
[*]changed some checkpoint stuffs
[*]added arrows not to avoid confusion

[*]Finally added the spawn point :P

included the Linear level kit in the file so you can install to get the lethal areas and checkpoints work.
http://ogmods.antonriehl.com/downloads/sedeadly.zip

if skyboxes don't work download this
http://ogmods.antonriehl.com/downloads/ ... sk.tga.zip
__________________________________________________________________________

Also i made some .xml files so you can hold Easter, eggs but i need somebody make me a proper hold animations.
and little resize would be good too :)

Image

http://ogmods.antonriehl.com/downloads/eggs.zip

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