Tremulous Forum
Community => Off Topic => Topic started by: zaishaza on September 19, 2008, 05:54:39 pm
-
hi, i'm a blender modeller and i'm interested in modelling for computer games, especially ones based on the ioquake3 engine. i've done a little work for urbanterror, but they have a very strict anti-modding policy which limits what i can play with. i took a look at openarena but the forums seem to be a pretty unfriendly place. so when i found out that tremulous was (pretty much) ioquake3 based and had a chilled out view on modding i was really pleased.
here's some links to the stuff i did for urbanterror...
-tank (http://forums.urbanterror.net/index.php/topic,12132.0/topicseen.html)
-streetlight (http://forums.urbanterror.net/index.php/topic,11976.0.html)
-valve handle (http://forums.urbanterror.net/index.php/topic,11972.0.html)
-bell (http://forums.urbanterror.net/index.php/topic,12267.0/topicseen.html)
nothing amazing, but it's early days still.
hopefully i'll be able to make some nice stuff for tremulous. :)
-
Make us happy with some Tremulous styled models, I'd say.
Oh yeah, welcome! This is not Open Arena!
-
I'm sure that handle will come in handy :-\ Well, someone had to...
-
I don't quite get the style of Tremulous. Humans have bandages on their head(rambo?) They spawn nearly naked(terminator?)
They have Can-Tech structures(they look like cans of food, yummy). But Aliens look very lethal and awesome.
I assume that tremulous style refers to the style used in aliens. ???
-
would be nice to see tremulous cell shaded :)
-
it's spellt "celshading", it took me a while to figure out what you meant
anyway, http://www.gcc.ht.cx/tremulous/Screenshots/TremFusionNiceScreens/Mara-UberFlyer.jpg
look around the forums, there are serval modificatinos of trem which allow you to use celshading(globally, on your decision)
-
Ah, ok ill check it out, tf2 kinda got me thinking about it so. . .
-
ok. i've got gtkradiant working with tremulous now. i've made a simple map which has a long corridor connecting two rooms. at first i only had a team_alien_spawn and a team_human_spawn and it didn't work, but then i added an info_player_start and it's ok now.
(http://img02.picoodle.com/img/img02/3/9/28/t_shot0000m_ee773c2.jpg) (http://www.picoodle.com/view.php?img=/3/9/28/f_shot0000m_ee773c2.jpg&srv=img02)
now i've got gtkradiant set up to make maps for trem i can start making map components in blender and assembling them in gtkradiant.
-
Zaishaza I'm glad you want to contribute! Let's see if your maps are good, because there are soooooo many maps already and only a few are really playable :/
-
Ellohir - hate to disappoint you mate, but my maps will almost certainly be the most unplayable you've ever seen in your life. i just like to dabble with stuff that looks good. practicality and gameplay just aren't my thing. on the plus side i tend to license everything i make as public domain, so mappers that actually know what they are doing can take my stuff and find their own uses for it.
-
Welcome to tremulous, Cant wait to see what you cook up!
-
here's something i'm tinkering with.
(http://img33.picoodle.com/img/img33/3/10/1/t_Screenshot3m_a094da8.png) (http://www.picoodle.com/view.php?img=/3/10/1/f_Screenshot3m_a094da8.png&srv=img33)
i've knocked this model up in blender and i'm going to build a map around in it gtkradiant then tinker with lighting.
-
You may want to consider optimizing a bit. Tremulous is not the most advanced game in the world and a map with lots will probably cause a considerable fps drop.
-
You may want to consider optimizing a bit. Tremulous is not the most advanced game in the world and a map with lots will probably cause a considerable fps drop.
hate to disappoint you mate, but my maps will almost certainly be the most unplayable you've ever seen in your life. i just like to dabble with stuff that looks good. practicality and gameplay just aren't my thing.
:)
-
(http://img34.picoodle.com/img/img34/3/10/1/t_shotm_3733ea1.png) (http://www.picoodle.com/view.php?img=/3/10/1/f_shotm_3733ea1.png&srv=img34)
changed it a little. it's made of two quad based models which both have 1024x1024 textures. the little pink (highlighted) things are the lights. i used the subsurf modifier on both models to give a smooth surface when generating the textures. then i did a full render bake. now i've got some very smoothly lit skins for the models. i might stick them in a map now.
-
i made a little map with it in gtkradiant and compiled it. download the pk3 here (http://www.mediafire.com/?xjbnyruldtz) and then run from the console with /devmap cave-0001
it seems to work ok. since i've already done the lighting in blender i made a small shader script to stop gtkradiant attempting to light it. the map looks pretty flat, but that's not a bad thing since that's what i was aiming for. maybe next i'll start adding some more details and seeing what it looks like when stuff starts casting shadows.
-
Umm.. interesting. :D
-
Umm.. interesting. :D
interesting, but impractical right? :)
the main aim here was to shift the lighting stage from gtkradiant to blender. gtkradiant seems ok with lighting simple stuff,but complex meshes seem to give it massive problems, whereas blender handles them with ease. i'm aware that using quad based meshes with subsurf won't always be practical when mapping, so this technique has limited application, but the way around that is to use normal maps. i'm aware that tremulous doesn't use normal maps, but they could be used in blender during the lighting stage.
i could make a map and do all the usual optimization stuff to keep the polygons low, then i could make a highpoly model which could be used to generate a normal map for the lowpoly model. i could then bake the lighting into the texture like i've done above. i'd have a lowpoly mesh suitable for the game that would look like it was really high poly due to the effects of the normal map in the baking stage. this could have some really nice results.
-
i've been playing around with this and i'm not exactly sure why this isn't casting shadows on itself. i've made the two parts into a single model and uvmapped them both to the same uvmap and repeated the process, but there is still no shadow being cast on the parts of the model that should be obscured. maybe this is a limitation of blender's texture baking, i'll ask some questions on the blender artist forum.
-
this is my favorite quake3 map. (http://lvlworld.com/review.php?id=1624)
it's chartres cathedral made as a quake3 map. amazing stuff, i'm going to take some screenshots.
-
hmm, i'm not actually getting any mapping done here. any chance a mod could move this thread to the off-topic forum? thanks.
-
thankyou. :)
-
(http://img145.imageshack.us/img145/7296/shotof3.th.png) (http://img145.imageshack.us/my.php?image=shotof3.png)(http://img145.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
i've been playing around with ioquake3's anaglyph function. this is a shot of the chartres map in quake3 running on a svn build of ioquake3. beautiful stuff.
-
If you do not stop spamming the shit out of your own thread, a thread which everybody seems to ignore, I will lock it. I suggest you start a blog, so people can seemingly ignore that.
-
hmmm. i thought this forum was a bit more relaxed than the openarena one. perhaps i was mistaken.
-
This forum is not a place for everybody to host his blog. This has nothing to do with Open Arena at all, but everything to do with the fact that this is a forum, and not a blog of any kind. If you feel the unstoppable need to inform people of your every n#2 you take, a blog is the way to go.
-
Sextuple-posting is generally frowned upon in this forum.
-
Syntac -
I had been worrying about whether this thread had become a bit "bloggish", which is why i wanted a Mod to move it from "Mapping Questions" to "Offtopic, (at least until I'd actually come up with something halfway useful). I had no problem with the point that Lava Croft was making, but I (perhaps mistakenly) felt that the manner in which he addressed me was a little on the abrasive side.
Lava Croft-
I realise that I have probably been a tad over-sensitive here. I'm an old fashioned Englishman and I sometimes forget that the English language is used by different cultures in very different ways. I realise now that your comment was almost certainly written in good humour and I'm just being a silly old fool. Please accept my apologies for making a scene over what was, I'm sure, simply a cultural misunderstanding.
-
*Tries to find the words, but, doesnt quite* CULTURE!!! *There we go...*
Haiyo, youve done some pretty good work there, I personally dont understand the blender interface. Good for you, anyway, toodle-oo, gotta go back to being inactive now.
-
Blender models imported into Tremulous? Intresting.....
So the maps your making are for eye-candy purposes?
-
ShadowNinjaDudeMan- thankyou.
Hendrich- i'm not sure that i've got the patience to make a complete map, but yes, blender can be used to make some nice details for maps. a nice trick is to do the bulk of the map in gtkradiant, compile it, decompile the map's bsp to an ase model and load that into blender to use as a guide. this enables you to make models that line up perfectly with maps.
-
Blender models imported into Tremulous? Intresting.....
So the maps your making are for eye-candy purposes?
What?
Ok, it goes something like this:
Blender - Blender to MD3 - MD3 imported into GtkRadiant
Nothing special.