Author Topic: Blaster  (Read 11112 times)

Wyvrn

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Blaster
« on: May 31, 2010, 06:52:40 pm »
Hey, one day I was bored and decide to make a blaster. Never finished it though. Took me about 30 mins...or less...

verts: 530
very simple...and incomplete..
so comment as you wish, but keep that in mind. And if your gooing to suggest somthing, dont expect me to do it, cuz im probably not going to work on it anymore.
The .blend:
http://uploading.com/files/9854b1m3/Blaster10.blend/

My real question is, what model should I make? Any concept ideas?
Above all else, guard your affections. For they influence everything else in your life.
Formerly, Dreamz.
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Conzul

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Re: Blaster
« Reply #1 on: June 02, 2010, 03:37:12 am »
You could try your hand at a Swarmer alien concept model. I've gotten a bit stuck on mine recently.

Hindenburg

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Re: Blaster
« Reply #2 on: June 03, 2010, 07:38:38 am »
I actually think this could be kinda cool. If you're okay with it, could I play around with it?

Firstinaction

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Re: Blaster
« Reply #3 on: June 03, 2010, 11:00:04 am »
Hay nice model. You should make more. I have improved it aka adding a scope and a longer part too it making it into like a second rifle for Trem. Looks good, at-least I think. Tell me what you think...

Hindenburg

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Re: Blaster
« Reply #4 on: June 04, 2010, 12:26:03 am »
That's awesome! Just one question, you said it was 530 verts right? I exported it from blender to a file type I could use with a program I was used to, and the verts jumped up to 1900+.

Weird thing is, after I welded the verts down to 528, I still got an error saying that there were nearly 3000 verts.

Also, I noticed that you used quad's instead of tri's, but it didn't affect the vert count. Anyway, I can't seem to get into Tremulous.

In any event, I'm having a bit of a problem with my blender at the moment. Damn computer won't let me add the md3 import/export plugins. I'll try more with the vert problem when I get the other problem sorted out.

Firstinaction

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Re: Blaster
« Reply #5 on: June 04, 2010, 12:36:46 am »
That's awesome! Just one question, you said it was 530 verts right? I exported it from blender to a file type I could use with a program I was used to, and the verts jumped up to 1900+.

Weird thing is, after I welded the verts down to 528, I still got an error saying that there were nearly 3000 verts.

Also, I noticed that you used quad's instead of tri's, but it didn't affect the vert count. Anyway, I can't seem to get into Tremulous.

In any event, I'm having a bit of a problem with my blender at the moment. Damn computer won't let me add the md3 import/export plugins. I'll try more with the vert problem when I get the other problem sorted out.
Hay Hindenburg, hay if you export the model out of blender with that md3 export thing you said, how will you be able too patch it into Tremulous and see your own model??

Hindenburg

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Re: Blaster
« Reply #6 on: June 04, 2010, 01:42:20 am »
I do it this way:
1) copy the data1.1.0.pk3 file, put the copy anywhere you can get to it.
2) rename it to data1.1.0.zip and extract(if you're running windows. If you're running linux, like me, you can probably just extract it as is.)
3) you will probably end up with the .zip as well as the extracted folders, so you can delete the .zip.
4) for this case, go into models/weapons/blaster and put your model there. Make sure that the model is in md3 format.
5) open the weapon.cfg, at the very top it should give a file path ending in blaster.md3. Change the model file name to (your_model_name_here).md3. Again, make sure the model is in .md3 format.
6) now go back out so you're looking at the folders that you extracted from the .zip. select the folders and and zip them up into a zip archive.
7) change the extension from .zip to .pk3. For recognition purposes, I change the name of the zip also (I usually go with data1.2.0.pk3 just for kicks 8))
8-switch out the new pk3 for the original and run the game. If done right, the game should start normally.

I usually use /devmap to start a game when switching out models. This allows the use of cheats, this makes it easy to test models when using models for weapons that require credits. Let me know if you have any better luck. Also, if it works for you like it works for me, the folders that you extracted in the beginning will remain there after you create the archive. I recommend saving these, it makes it easier to make additional changes.

Firstinaction

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Re: Blaster
« Reply #7 on: June 04, 2010, 02:00:52 am »
I do it this way:
1) copy the data1.1.0.pk3 file, put the copy anywhere you can get to it.
2) rename it to data1.1.0.zip and extract(if you're running windows. If you're running linux, like me, you can probably just extract it as is.)
3) you will probably end up with the .zip as well as the extracted folders, so you can delete the .zip.
4) for this case, go into models/weapons/blaster and put your model there. Make sure that the model is in md3 format.
5) open the weapon.cfg, at the very top it should give a file path ending in blaster.md3. Change the model file name to (your_model_name_here).md3. Again, make sure the model is in .md3 format.
6) now go back out so you're looking at the folders that you extracted from the .zip. select the folders and and zip them up into a zip archive.
7) change the extension from .zip to .pk3. For recognition purposes, I change the name of the zip also (I usually go with data1.2.0.pk3 just for kicks 8))
8-switch out the new pk3 for the original and run the game. If done right, the game should start normally.

I usually use /devmap to start a game when switching out models. This allows the use of cheats, this makes it easy to test models when using models for weapons that require credits. Let me know if you have any better luck. Also, if it works for you like it works for me, the folders that you extracted in the beginning will remain there after you create the archive. I recommend saving these, it makes it easier to make additional changes.
OK cool thanks. I will try. Hay I have a mac and do I need anything for this too work just asking. Well all I have right know is 3d blender, tremulous a md3 export script for blender I will try and figure out how too work it, and my modeling skills. What do you think?????? I do have a pc but its slow so please tell me... thanks

Wyvrn

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Re: Blaster
« Reply #8 on: June 04, 2010, 03:24:12 am »
Hay nice model. You should make more. I have improved it aka adding a scope and a longer part too it making it into like a second rifle for Trem. Looks good, at-least I think. Tell me what you think...
Nice! Very good improvments!

I actually think this could be kinda cool. If you're okay with it, could I play around with it?
Sure :)

That's awesome! Just one question, you said it was 530 verts right? I exported it from blender to a file type I could use with a program I was used to, and the verts jumped up to 1900+.

Weird thing is, after I welded the verts down to 528, I still got an error saying that there were nearly 3000 verts.

Also, I noticed that you used quad's instead of tri's, but it didn't affect the vert count. Anyway, I can't seem to get into Tremulous.

In any event, I'm having a bit of a problem with my blender at the moment. Damn computer won't let me add the md3 import/export plugins. I'll try more with the vert problem when I get the other problem sorted out.
Ya, check at the top of blender when u have it open, look up at the top right and there u will see stuff like the vert count and stuff.
O and in ur program, if you can try to do remove doubles.
Try this method for import/export:
http://tremulous.net/forum/index.php?topic=13556.0
Above all else, guard your affections. For they influence everything else in your life.
Formerly, Dreamz.
http://www.dreamcrafterz.com/
http://forum.dreamcrafterz.com/

Firstinaction

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Re: Blaster
« Reply #9 on: June 04, 2010, 03:49:19 am »
It dosnt work when I followed all that it opens then closes and says:Can't load default sound effect sound/feedback/hit.wav
Any ideas? :basilisk:

UniqPhoeniX

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Re: Blaster
« Reply #10 on: June 04, 2010, 08:19:18 am »
To replace a file in data-1.1.0.pk3, just make the same folder/subfolder structure to wherever you need to place the modified files, and zip only that up, then rename it to something that comes alphabetically after data-1.1.0.pk3.
For example z-mymodel.pk3 containing only models/weapons/blaster/blaster.md3. It will be loaded after data-1.1.0.pk3 and will 'overwrite' the original blaster model for Tremulous.
Just don't modify the original data-1.1.0.pk3 itself.

Hindenburg

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Re: Blaster
« Reply #11 on: June 04, 2010, 10:36:20 am »
To replace a file in data-1.1.0.pk3, just make the same folder/subfolder structure to wherever you need to place the modified files, and zip only that up, then rename it to something that comes alphabetically after data-1.1.0.pk3.
For example z-mymodel.pk3 containing only models/weapons/blaster/blaster.md3. It will be loaded after data-1.1.0.pk3 and will 'overwrite' the original blaster model for Tremulous.
Just don't modify the original data-1.1.0.pk3 itself.
Meh, it works for me, I just keep the original around for when I actually want to go online.

EDIT* Okay, I managed to work out enough kinks to get it into the game. The thing is it completely dominates the first person view, but is normal sized if not somewhat tiny in third person. I'll load screenshots later, my computer is spazzing out on photobucket.
« Last Edit: June 04, 2010, 10:59:02 am by Hindenburg »

Firstinaction

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Re: Blaster
« Reply #12 on: June 04, 2010, 11:18:15 pm »
To replace a file in data-1.1.0.pk3, just make the same folder/subfolder structure to wherever you need to place the modified files, and zip only that up, then rename it to something that comes alphabetically after data-1.1.0.pk3.
For example z-mymodel.pk3 containing only models/weapons/blaster/blaster.md3. It will be loaded after data-1.1.0.pk3 and will 'overwrite' the original blaster model for Tremulous.
Just don't modify the original data-1.1.0.pk3 itself.
Meh, it works for me, I just keep the original around for when I actually want to go online.

EDIT* Okay, I managed to work out enough kinks to get it into the game. The thing is it completely dominates the first person view, but is normal sized if not somewhat tiny in third person. I'll load screenshots later, my computer is spazzing out on photobucket.
AHAHHA garbage computer LOL JK. But I will try that UniqPhoeniX. I will give my fedd back later 

Firstinaction

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Re: Blaster
« Reply #13 on: June 05, 2010, 12:31:32 am »
AAAAAAAh!!!! whatever I tried everything and nothing works. If you guys make a video tutorial of how to put any model you create in the Tremulous game I will subscribe whatever you ask, because Im a more visual learner so. Thanks for the help. but I will just try coding my model into trem some other time whenever I get a tutorial.... PLZ... :-[

DraZiLoX

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Re: Blaster
« Reply #14 on: July 06, 2010, 11:29:10 pm »
Where does the bullet come out...?

Crava_Loft

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Re: Blaster
« Reply #15 on: July 07, 2010, 02:42:20 am »
[deleted]
« Last Edit: August 11, 2010, 12:25:27 pm by Crava_Loft »

Wyvrn

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Re: Blaster
« Reply #16 on: August 07, 2010, 11:24:58 pm »
Where does the bullet come out...?
just like the original, the barrel is in the texture.
Above all else, guard your affections. For they influence everything else in your life.
Formerly, Dreamz.
http://www.dreamcrafterz.com/
http://forum.dreamcrafterz.com/