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Offline vedrit

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Re: NEEDED MODELS
« Reply #45 on: February 18, 2009, 06:48:31 am »
is that what you guys are using? Whos done the most work with animations?

Offline Mattn

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Re: NEEDED MODELS
« Reply #46 on: February 18, 2009, 06:52:55 am »
it's up to you what you are using - you just have to make sure that you can export into md2 or md3

the animations were done by rasta - but he has left the active work around ufo quite some time ago. so currently we don't have an animator.

Offline vedrit

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Re: NEEDED MODELS
« Reply #47 on: February 18, 2009, 06:56:10 am »
I see. Well, I'll do some research, and see if I cant help to supliment his spot. (Cant really animate with Blender...havent figured out the keyframes)

Just a question, but why that model type?
« Last Edit: February 18, 2009, 07:00:52 am by vedrit »

Offline geever

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Re: NEEDED MODELS
« Reply #48 on: February 18, 2009, 10:22:00 am »
Because q2 engine supports that (natively?), AFAIK. (Ufo:ai may support some more but most of our models are md2.)

-geever

Offline Universalwarrior

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Re: NEEDED MODELS
« Reply #49 on: September 06, 2009, 03:58:41 am »
I made this, dont know if you can use it or not lol.

TIC angle 2:


I call it the T.I.C. (tactical Ion Cannon) im going to use it as a prop in a little CGI movie that
im making :p sadly i have not done the projectiles yet. Im still learning lol and this is my first
attempt at a weapon.


the TIC:


This next picture is my very very first model, i was just thinkin of making an alien structure on mars. In my little CGI film it belongs to the Ancients... :p


martian structure:
« Last Edit: September 06, 2009, 10:17:54 am by bayo »

Offline bayo

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Re: NEEDED MODELS
« Reply #50 on: September 06, 2009, 10:18:59 am »
Hi. I edit your message to remove HTML and use BBCode.

Offline Universalwarrior

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Re: NEEDED MODELS
« Reply #51 on: September 07, 2009, 02:24:13 am »
haha as you can probably tell, im not a master when it comes
to this stuff :p thanks for the editation XD

Offline sinister

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Re: NEEDED MODELS
« Reply #52 on: November 17, 2009, 03:27:38 pm »
Hi all
I'd like to contribute some how, but where is valid todo list? First post (is it updated?) or may be somewhere in wiki?

Offline Mattn

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Re: NEEDED MODELS
« Reply #53 on: November 17, 2009, 06:32:27 pm »
hi

thanks for your offer - help is always welcome.

we need models for alienbases - we always need things like cars, trees and plants.

http://ufoai.ninex.info/wiki/index.php/TODO/2.3#Models_.26_Particles

here is a small list, too (SAM Site model for 3D geoscape)

Offline geever

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Re: NEEDED MODELS
« Reply #54 on: November 18, 2009, 12:31:26 am »
http://ufoai.ninex.info/wiki/index.php/TODO/2.3#Models_.26_Particles

here is a small list, too (SAM Site model for 3D geoscape)

I've updated that list.

-geever

Offline sinister

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Re: NEEDED MODELS
« Reply #55 on: November 19, 2009, 08:01:44 pm »
sorry for offtop
anyone who use blender or maya, please, PM to me
(its about importing/exporting md2  :-[)

Offline Destructavator

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Re: NEEDED MODELS
« Reply #56 on: November 20, 2009, 01:42:54 am »
sorry for offtop
anyone who use blender or maya, please, PM to me
(its about importing/exporting md2  :-[)

I've been using Blender quite a bit for some time, and at some point soon I'm going to put a tutorial in the wiki for using Blender to make MD2 models for UFO:AI, including how to attach the TAGs and other related files for animations, etc.

I'm working on several things at once as well as real life issues, but I'll get it done when I can.

In the meantime, is there anything specific you're stuck on with import or export of MD2 (with Blender)?

Offline sinister

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Re: NEEDED MODELS
« Reply #57 on: November 20, 2009, 12:36:24 pm »
No, i have tried only import (md2->blender->maya  :))
importind goes with error "AttributeError: 'NoneType' object has no attribute 'relative'"
but model imports ok


Offline Destructavator

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Re: NEEDED MODELS
« Reply #58 on: November 20, 2009, 02:12:08 pm »
No, i have tried only import (md2->blender->maya  :))
importind goes with error "AttributeError: 'NoneType' object has no attribute 'relative'"
but model imports ok

If you want to load an existing model from the game you may have better luck grabbing the original source model before it was exported to MD2 for the trunk.  You can find the original project files for those in the data_source folder in the SVN (separate from the trunk folder).

http://ufoai.svn.sourceforge.net/viewvc/ufoai/ufoai/data_source/

Offline sinister

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Re: NEEDED MODELS
« Reply #59 on: November 20, 2009, 06:09:14 pm »
hm.. symbols in 3d geoscape should be in the same style as current (firs variant) or something less flat (second)?

i think that such  antenna will be easy  to recognize (through it is not absolute correct)
sorry for my bad English :-\
« Last Edit: November 20, 2009, 06:13:17 pm by sinister »