project-navigation
Personal tools

Author Topic: New models  (Read 36429 times)

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: New models
« Reply #90 on: February 14, 2010, 07:38:11 am »
Cool! Thanks a lot for this.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #91 on: February 22, 2010, 11:28:29 am »
sitters, thanks for helping here, your models are great !!!  :D

To the developers: I think sitters is allowing the UFO: AI project to use all of his models ( http://www.md2.sitters-electronics.nl/:o
I think it would be a great idea to integrate many of them into UFORadiant (prefabs). I would do it, but I do not know how  :'(
I think sitters' models would be a valuable addition to the prefabs of UFORadiant & very helpful for the mapbuilders...
If someone could give me a detailed step-by-step instruction how to update UFORadiant with the models I would be glad to do it...


Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New models
« Reply #92 on: February 22, 2010, 01:16:50 pm »
we are already using a lot of them - but here is a small tutorial on what must be done for adding new prefabs: http://ufoai.ninex.info/wiki/index.php/Mapping/Prefabs

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #93 on: February 22, 2010, 01:31:22 pm »
Thanks for the tutorial. I've already read this.
But how do I get a *.map file, when I have a *.md2 or *.obj file, with the texture in a *.bmp file with the same name !?

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New models
« Reply #94 on: February 22, 2010, 03:21:18 pm »
you have to create a map with the md2 file - see the mapping section in the wiki - look for misc_model and actorclips, weaponclips and nodraw.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #95 on: February 22, 2010, 04:15:51 pm »
Okay, I think I've got it.  8)
First I have to check out that the *.obj file has its texture in *.jpg, *.tga or *.png.
Then I have to copy the files into the ufoaisrc folder under base/models.
Then I have to open UFORadiant.
There I have to go to entities & doubleclick misc_model & wait.
Now I can choose my new model, which should be displayed with the correct texture.
After clicking ok, I have the new model in UFORadiant.
Now I can save the new model as *.map & can copy this *.map file into UFORadiant-1.5/prefabs.
After Relaunching UFORadiant I have a new prefab  :o

Some problems still remain:

1. How can I check if the prefab has the correct texture in UFORadiant, the preview window only shows the wireframe ?

2. Some objects seem to get holes here & there when applying the texture in misc_model !?
If I have a model as *.md2 & *.obj with a texture in *.jpg or *.tga, in misc_model only the *.obj will get textured, but sometimes with errors (holes), but the *.md2 will be displayed correctly, but without the texture ?! How can I correct this or what is my error ?

3. Which is the quickest way to generate the 128x100 preview pictures of the prefabs ?

Thanks for your patience with me !

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New models
« Reply #96 on: February 22, 2010, 04:30:20 pm »
you can use the md2.pl script from trunk/src/tools to change the skin name - the guideline here is to change the skin to ".texturename" (starting with a dot - not extension. after that md2 files will have skins, too

i've done screenshots and cut the stuff with gimp to the final size. there is automatic way to do this yet.

preview window only shows them in wireframe?

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #97 on: February 22, 2010, 05:14:59 pm »
UFORadiant shows only the wireframes with some red color where the textures should be when I use any of the prefabs ?!  :'(
But when I load a *.map all the textures are displayed...
When starting UFORadiant it complains about libgcc_s_dw2-1.dll missing, but then it starts & seems to work okay. Maybe the 2 problems are somehow connected ?!

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #98 on: February 28, 2010, 02:08:23 pm »
Okay, I see that there is no time for stupid questions to get answered here, I understand that  ;)
The red color in UFORadiant shows the selected brush of course  :P - I am still a newbie here  :-[

Still do not know why UFORadiant complains about libgcc_s_dw2-1.dll missing - Can anyone help here ???

Other question: Wouldn't it be nice for the leveldesigners & mappers to expand the prefabs database in UFORadiant & to build a new UFORadiant-package !? Sitters models are awesome & there should be more of them integrated in the mapping tool !!!  ;D

I am not suggesting more work for the developers here, but would be pleased to integrate sitters models into UFORadiant if the developers agree that this would be helpful for the project ?! What do the developers & mappers think about that ?

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: New models
« Reply #99 on: February 28, 2010, 02:21:19 pm »
Please, be on-topic, your questions not for this topic.

You don`t need to use prefabs only, you can add models manually via RMB in sideviews.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #100 on: February 28, 2010, 04:16:15 pm »
Please, be on-topic, your questions not for this topic.
I will ask my question about UFORadiant somewhere else, sorry 'bout that !

You don`t need to use prefabs only, you can add models manually via RMB in sideviews.

Thanks for the information, I thought this was possible only through misc_model. Seems you are a real mapping-expert, Kildor 8)

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: New models
« Reply #101 on: March 01, 2010, 09:18:56 am »
Yes, this (adding models to maps) is possible only via misc_model. But you are able to add misc_model manually, without prefabs. Just don`t forget about clipping brushes (nodraw, actor|weapon- clips), model flags and so on.

Offline sitters

  • Squad Leader
  • ****
  • Posts: 291
    • View Profile
Re: New models
« Reply #102 on: April 05, 2010, 12:55:38 pm »

sometimes I must exercise my modelling skills.

I make two  characters a man and woman,  maybe you can use it.




Willem

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: New models
« Reply #103 on: April 05, 2010, 01:40:49 pm »
if you could provide some skin(s) for them .... ;)

i would do the animation.

Offline MCR

  • PHALANX veteran
  • ******
  • Posts: 1244
    • View Profile
Re: New models
« Reply #104 on: April 05, 2010, 02:16:14 pm »
Hey sitters, or should I write Willem  :-\ ?!
I love your models & just wanted to say a big thanx from my side for all the time you have invested in this project already.

THANK YOU VERY MUCH !!!

I have looked @ all the models you offer to download on your homepage & have to tell you a thing that you probably already know of:

You really got some skills, man ! ;D
« Last Edit: April 05, 2010, 02:18:31 pm by MCR »