New model shapes
Moderators: jelco, bert_the_turtle
New model shapes
I`ve made a couple of shapes now. I`ll put them here as I make them.
Previews at bottom of my page here.
http://www.cyberdyne.homecall.co.uk/darwinia_mod_lv1.htm
------------------------------
Shapes:
Recogniser.shp
http://www.cyberdyne.homecall.co.uk/recogniser.shp
Ufo.shp
http://www.cyberdyne.homecall.co.uk/ufo.shp
Ufo_2x.shp (twice the size)
http://www.cyberdyne.homecall.co.uk/ufo_2x.shp
Bridge.shp (144kb)
http://www.cyberdyne.homecall.co.uk/bridge.shp
Previews at bottom of my page here.
http://www.cyberdyne.homecall.co.uk/darwinia_mod_lv1.htm
------------------------------
Shapes:
Recogniser.shp
http://www.cyberdyne.homecall.co.uk/recogniser.shp
Ufo.shp
http://www.cyberdyne.homecall.co.uk/ufo.shp
Ufo_2x.shp (twice the size)
http://www.cyberdyne.homecall.co.uk/ufo_2x.shp
Bridge.shp (144kb)
http://www.cyberdyne.homecall.co.uk/bridge.shp
Last edited by Cyberdyne on Wed May 11, 2005 4:58 pm, edited 1 time in total.
These aren`t final version yet. I`m unable as yet to add the material strip Gunmetal which is used for collision detection. And these are just very low poly examples as I`m not very good at 3d modelling. Progress has been very slow but now since Nihil made the first shp converter we should see loads of new models within a couple of months. (I`m imagining at least 20 new models for the Project: Contagion mod).
Edit:
I don`t think Gunmetal strip is for collison anymore, I`ve been investigating.
Edit:
I don`t think Gunmetal strip is for collison anymore, I`ve been investigating.
I`ve just finished compiling this alphabetical list of Markers that are found in the shape files.
http://www.cyberdyne.homecall.co.uk/markers.txt
I`ll do another list with all the shapefiles and the markers they contain soon. Hopefully will be useful when replacing shapes.
http://www.cyberdyne.homecall.co.uk/markers.txt
I`ll do another list with all the shapefiles and the markers they contain soon. Hopefully will be useful when replacing shapes.
I have mentioned this in another thread, but it seem appropriate here too. I think that there ought to be some kind of building type that can be used kind of like a StaticShape, but that can also have markers (i.e. MarkerPort, MarkerEntry, &c.). I am willing to bet that much of the behavior of these markers is hardcoded into the engine and can only easily be applied to what they have already been applied to, but I would really like to be able to create a building that is DG operated, but is not one of the buildings that is already used.
xander
xander
Phew! I`ve been busy trying to make this page now I`ve finished it.
http://www.cyberdyne.homecall.co.uk/shape_index.htm
All markers found in shapes here, at the bottom of the menu you can download the menu including the marker files. Please note, these are not intended to directly replace your .shp files. I`m going to use them for templates to my own shapes/models.
And yes xander, I totally agree. There should be a new DynamicShape as well as a StaticShape, that reads for markers. And I suppose if we did get something like that, then we`d want a way to create new units as well, then animations, sprites, particle fx, Virtual Reality helmet and glove extensions.............oops, getting carried away.
http://www.cyberdyne.homecall.co.uk/shape_index.htm
All markers found in shapes here, at the bottom of the menu you can download the menu including the marker files. Please note, these are not intended to directly replace your .shp files. I`m going to use them for templates to my own shapes/models.
And yes xander, I totally agree. There should be a new DynamicShape as well as a StaticShape, that reads for markers. And I suppose if we did get something like that, then we`d want a way to create new units as well, then animations, sprites, particle fx, Virtual Reality helmet and glove extensions.............oops, getting carried away.
-
- level1
- Posts: 50
- Joined: Sun Apr 24, 2005 5:28 pm
- Contact:
if anybody wants to include new shapes in their mod, you can get a converter here
http://www.nihilesthetics.info/darwinia-modding.htm
Hey, is there any chance I could get a link to this site from TheNextGame
N
http://www.nihilesthetics.info/darwinia-modding.htm
Hey, is there any chance I could get a link to this site from TheNextGame
N
nihilisthetics wrote:if anybody wants to include new shapes in their mod, you can get a converter here
http://www.nihilesthetics.info/darwinia-modding.htm
Hey, is there any chance I could get a link to this site from TheNextGame :)
N
Nifty. You have some rather neat stuff there. When will it all be done?
xander
-
- level1
- Posts: 50
- Joined: Sun Apr 24, 2005 5:28 pm
- Contact:
- trickfred
- level5
- Posts: 1691
- Joined: Sat Jul 24, 2004 5:01 am
- Location: The Great White North, Eh?
- Contact:
Here's a question - and I know nothing of perl, and not much about 3d modelling, which is why I ask - would it be possible to write a script to convert the other way - say, convert the spider.shp to a .ase, so I could alter it in 3dsmax?
I can get my hands on 3dsmax from the wife's work, which is why I ask - that, and I'm really hating editing the default .shps by hand!
I can get my hands on 3dsmax from the wife's work, which is why I ask - that, and I'm really hating editing the default .shps by hand!
-
- level1
- Posts: 50
- Joined: Sun Apr 24, 2005 5:28 pm
- Contact:
Ive been asked that question before The problem is that converting from ase to shp is basically an exercise in stripping out parameters, because Darwinia doesnt need them all. If you do it the other way round, from shp to ase, you are therefore generating parameters, which is more complex, because you need to figure out what those parameters need to be to import correctly in max ( also, I dont think you can directly import ASE files into max, which is very strange if you ask me. But a program called 3D model converter will convert from ASE to 3DS, so it cold be done that way, if a shp to ASE converter were possible ) Besides, the models in Darwinia are basically low polygon affairs ( presumably for performance reasons ), and you can get much better models in game by doing your own.
Having said that, I will look into how easy its likely to be and if its possible, Ill maybe do one.
By the way, you can get a fully functional 30 day trial version of 3ds Max from the Discreet website.
Having said that, I will look into how easy its likely to be and if its possible, Ill maybe do one.
By the way, you can get a fully functional 30 day trial version of 3ds Max from the Discreet website.
-
- level1
- Posts: 50
- Joined: Sun Apr 24, 2005 5:28 pm
- Contact:
Not at all. Its a perfectly valid question and I can understand why you asked it. Max isnt really a program you can just pick up and use. It does have a steep learning curve. My advice, is you want to get your models into Darwinia, and dont have the time to play with 3ds Max, is to find a model on the web, of which there are thousands of free ones, that is close to what you want, and tweak it slightly, or just use it as-is. Then convert.
N
N
Who is online
Users browsing this forum: No registered users and 11 guests