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OpenArena Contributions => Models => Topic started by: Noob Sauce on January 01, 2009, 03:50:26 PM



Title: Grappler/Invincibility models
Post by: Noob Sauce on January 01, 2009, 03:50:26 PM
Crossposting from the Development thread -

Invincibility pickup -
(http://img.imgcake.com/th/picture_5.png) (http://www.imgcake.com/my.php?image=picture_5.png)

Grappler -
(http://img.imgcake.com/th/picture_2x5.png) (http://www.imgcake.com/my.php?image=picture_2x5.png)

I don't know how to hook the mirrored face for the invincible powerup to the original face, aside from that and the fact i've forgotten how to do textures in wings3d they're ready - at least as far as I understand it.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 05, 2009, 06:19:15 AM
// Downloaded grappler and invincibility models from  development  thread "feature request: no self damage + rail-jump"

Hey Noob sauce, I noticed you're using Wings3d. I haven't tried that one yet. Do you know if it supports an md3 exporter?

Anyhow, I wanted to take a look at your grappler. I don't know Wings3d so I exported it to Blender via a .obj file. It seems to have come over alright except for the vertex coloring which appears to have disappeared.

So I did a quick UV map, scribbled on a texture, and exported it. I probably did this wrong but your grapple shows up and looks pretty good! Kind of reminds me of Metroid Prime.

If you want to try it out, just throw the zgrapple.pk3 in your in your baseoa and load a map with the grappling hook. I used Armageddon Man's am_mckinleyish which you can find in the maps forum.

//edit - Actually you'll need to rename zgrapple.pk3.zip to zgrapple.pk3 first.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 01:45:12 PM
I was afraid the vertex colors would do that. Anyone remember how to do textures in wings3d? It's a long, frustrating process - that nuch I do recall.

Nice textures, except I can't tell the metallic ridges from the rest of the gun.

I don't know if wings supports a .md3 function.

Also, I put the folder in and tried it in McKinleyish and it didn't show up

Any chance these might be included in the next release?


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on January 05, 2009, 01:59:36 PM
Remember that you should rename zgrapple.pk3.zip file to zgrapple.pk3. :P


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 03:21:37 PM
before or after unzipping? I've tried both.

edit i'm attaching the files here too


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on January 05, 2009, 03:28:40 PM
You don't unzip, after downloading the file zgrapple.pk3.zip, you rename that file to zgrapple.pk3 and put it in baseoa.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 03:44:04 PM
in the game folder or app support?


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on January 05, 2009, 03:47:57 PM
Game folder.
I always put pk3 stuff there.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 04:50:05 PM
Game folder.
I always put pk3 stuff there.

I tried both. It remains a zip file in spite of the name change.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 05:39:25 PM
Also, anyone know how to apply textures in wings3d? I've forgotten somehow. Also, I want to work up some new gibs next after playing nexuiz. Chickenbones are kind of goofy.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 05, 2009, 06:03:36 PM
Hey Noob Sauce, pk3 files are just zip files. When Q3a/ OA loads its assets, it looks for files with the ".pk3" extension, so you need to rename your ".zip" files ".pk3".

Hmmm ... so you renamed zgrapple.pk3.zip to zgrapple.pk3 and it didn't work? I seem to recall some operating systems hiding file extensions in order to be "helpful". ;) To work around that possibility, I've attached meow.zip. If you extract it you'll find a properly named zgrapple.pk3. Put that in your baseoa directory and you should be good to go.

I'd attach zgrapple.pk3 directly but the forum won't allow that extension. :(


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 05, 2009, 06:33:49 PM
I was afraid the vertex colors would do that. Anyone remember how to do textures in wings3d? It's a long, frustrating process - that nuch I do recall.

Nice textures, except I can't tell the metallic ridges from the rest of the gun.

Thanks. I must confess, the texture looks better in the pics than in game. I slapped it on so I could have a better at your grappler. If you submit it, the texture should probably be redone along with the uv map (it's a bit fscked ).

Any chance these might be included in the next release?

You should run it by fromhell. I'm sure she'll want to critique it/ polish it. As for now, it has a place in my /baseoa folder. :)



Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on January 05, 2009, 08:32:14 PM
If you want it to get into OA, you should put it into the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread.
BUT, you should wait until all the assets from Grapple (including Beam texturizing and sounds, which aren't done) are finished. And to be assured it'll be committed, I'll wait until fromhell says "start committing to SVN".

I guess it'll be in the next one because it looks great ingame. That pressurizes me to finish McKinleyish ASAP. :P
Or... we can include it in another map like Hydronex. :P
I guess I'll work on McKinleyish tomorrow.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 05, 2009, 10:51:16 PM
What I'm working on now - My first serious character model

(http://img.imgcake.com/th/grey.png) (http://www.imgcake.com/my.php?image=grey.png)

But nope, the damn program STILL unzips the PK3 file.

Anyway, I'm still desperately trying to recall how to apply textures in wings.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 06, 2009, 05:25:41 AM
What I'm working on now - My first serious character model

Cool.  Why don't you start a new thread for your  character model so people can track its progress more easily.

But nope, the damn program STILL unzips the PK3 file.

That sounds frustrating. You need to be able to see your models in game. There's no substitute.

If your computer unzips your pk3 files, you should be able to zip them back up and give them the appropriate name (just like you zipped up your "Grapple + Invul.zip" wings3d file).

If that doesn't work maybe one of us can replicate the behavior. What operating system are you running and what program are you using to unzip your files?

Anyway, I'm still desperately trying to recall how to apply textures in wings.

<conflict of interest>
If you can't remember maybe you could give it a try in blender. Simple textures are real easy. Just tell blender to uvmap your model and then paint directly on the mesh. It's kinda like mspaint.

Here's a short video of fromhell making a simple gun from scratch. The texturing is about half way through. It's badass. ;)

http://www.youtube.com/watch?v=iiLI6haqwAw
</conflict of interest>


Title: Re: Grappler/Invincibility models
Post by: epicgoo on January 06, 2009, 02:57:42 PM
hax! she uses a modelbot


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 06, 2009, 04:00:37 PM

But nope, the damn program STILL unzips the PK3 file.

That sounds frustrating. You need to be able to see your models in game. There's no substitute.

If your computer unzips your pk3 files, you should be able to zip them back up and give them the appropriate name (just like you zipped up your "Grapple + Invul.zip" wings3d file).

If that doesn't work maybe one of us can replicate the behavior. What operating system are you running and what program are you using to unzip your files?

Stuffit expander on OSX Tiger. I used the other program, but it remains a zip file inspite of me appending .pk3 instead of .zip

Anyway, I'm still desperately trying to recall how to apply textures in wings.

<conflict of interest>
If you can't remember maybe you could give it a try in blender.
</conflict of interest>

I detest blender.


Title: Re: Grappler/Invincibility models
Post by: fufinha on January 06, 2009, 04:16:45 PM
A pk3 file is a zip file. The extension pk3 does not change the file format.

If the game used the .zip extension then you can imagine how messy it would be if you were to download maps ending with .zip. You wouldn't know if this was a zip file containing other files or a game file. When the files are labelled .pk3 then it is still a zip file but there can be no mistake that it is a zip file to be used by the game. The game will try and read all pk3 files on startup that exist in baseoa. It will not read any zip files


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 06, 2009, 07:36:29 PM
Does grapple.txt and the rest of the folders need to be in the zip? Because that's what i've been doing.

Here's what I ended up doing in regards to the name problem -

(http://img.imgcake.com/th/picture_3x2.png) (http://www.imgcake.com/my.php?image=picture_3x2.png)

But still no luck.

Anyway, i found some instructions on winggs3d textures. It's a HUGE pain in the ass to lay in anything except raw colors, so that's all i'm doing. But goddamn it it won't let me do multiple textures.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 06, 2009, 08:46:40 PM
I did some googling and it appears that Macs hide file extensions similar to how Windows does it. You'll need to get around that in order to rename the zip extension  to a pk3 one. Here a link that shows you how to do it.

http://www.fileinfo.net/help/mac-show-extensions.html

* looks at Noob Sauce's picture

BINGO!

Hidden file extensions are the problem. (Don't feel bad, file extensions are a relic from msdos)

Get rid of the meow.zip and try the zgrapple.pk3.zip file again. Don't unzip it with stuffit or anything.

Go to that menu from your picture and delete ".zip" manually. You should now have a pk3 file. Put that in your baseoa directory, load the am_mckinley map, and marvel at my crappy texturing ability! ;)

Have a look at my notes on your picture for reference.


Title: Re: Grappler/Invincibility models
Post by: fufinha on January 06, 2009, 08:57:03 PM
ah ok.. you helped yourself fix it in the end by posting that screenshot. I still had to look at it a few times after the 'hide extension' issue was highlighted before I could see what the problem was. :D


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 07, 2009, 06:44:34 PM
it's still not loading though. No idea why.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 07, 2009, 08:18:27 PM
it's still not loading though. No idea why.

Hmm ... I'm stumped.

Let's ask Openarena if it sees it.

Open the console and type:
\fdir *grapple*

Please give a screenshot of the results. It's probably easiest to do this with OA in windowed mode.

I've attached a picture of mine as an example.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 07, 2009, 09:06:42 PM
Here's what I get -

(http://img.imgcake.com/th/picture-4.jpg) (http://www.imgcake.com/my.php?image=picture-4.jpg)

EDIT Ok I missed one of the earlier instruction sets - here's what happens now

(http://img.imgcake.com/th/picture_5x1.png) (http://www.imgcake.com/my.php?image=picture_5x1.png)

One thing you might want to modify with the texture - the ridges going up to the hooks are supposed to be metallic. Like So -

(http://img.imgcake.com/th/picture_7.png) (http://www.imgcake.com/my.php?image=picture_7.png)

Otherwise, nice. Well, that and the fact beam and gun don't line up.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 08, 2009, 06:48:59 AM
KICK ASS! :D

If you have cheats on, give yourself the lightning gun (give lightning gun). The untextured grapple beam will turn into lightning for as long as your on the map.

Will talk more later.


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on January 08, 2009, 07:36:22 AM
Beam and gun should be aligned on the code, as every weapon, I guess.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 08, 2009, 08:50:34 PM
Hey Noob Sauce, that texture I made was really just to see what the grapple gun looked like in game. It's not really suitable for detailed modifications as my UVmap is insane. If I fix the UVmap for detail, the texture will be destroyed (no big deal, it was a quickie).

I can redo the UV map but I want to make sure the mesh is in a near final form first. Do you have a script or something in your autoexec.cfg to spin your character around in 3rd person? It's helpful for checking out weapons and player models in game.

With a sane UVmap, I can export the outline. You can load up the outline in a paint program of your choice (might need to be free/ libre) and color in your texture that way. I could do the texture myself but an artist I ain't.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 09, 2009, 12:35:06 PM
Afraid I don't have that (the script) and the paint program doesn't have to be free, just the end product.


Title: Re: Grappler/Invincibility models
Post by: fromhell on January 09, 2009, 01:33:52 PM
I really don't like the invincibility since it looks like a mask.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on January 10, 2009, 12:46:40 AM
Afraid I don't have that (the script) and the paint program doesn't have to be free, just the end product.

Here's the script I use. It goes in the baseoa dir. It's just a bunch of OA console commands but it makes life a lot easier. You can turn it on by execing it from the console or putting it in your autoexec.cfg.

\exec demo.cfg

You can go 3rd person in normal play but spinning the camera and zooming is cheat protected. You can access a map with cheats on by using the devmap command. (BTW, you can type in most of a command and then hit tab and OA will try an finish typing it for you) If I wanted to go to the oa_dm1 map with cheats on I'd type:

\devmap oa_dm1

The script I've attached allows you to enter and exit 3rd person mode by pressing the 'p' key. The camera is rotated with the left and right arrow keys, and zoomed with the up and down arrow keys. If you'd prefer different bindings, you can just open demo,cfg up in a text editor and change them to whatever you like.

There also some demo recording/ play back stuff in there which may or may not be useful to you.

Speaking of which, you can also rotate the camera in demos. Have fun :)

* Ughh... .cfg file attachments not allowed. :( I've ziped it up instead. Just extract it and place it in the baseoa folder.


Title: Re: Grappler/Invincibility models
Post by: Noob Sauce on January 22, 2009, 08:27:19 PM
I really don't like the invincibility since it looks like a mask.

It was supposed to be reminiscint of the Invul sphere from doom. Oh well. As for the Ghook mechanics, I would reccomend making it into a gun used by the other hand so you can swing and shoot  - honestly that's one of the few things Nexuiz has going for it.


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on February 04, 2009, 08:48:05 PM
Hey Noob Sauce, check out the "SVN COMMITS" thread. Your grappler submission needs a license and a .blend file.

The mockup skin and any additions I made to your grapple gun on import into blender are public domain so license them any way you want. I believe OA requires gpl2.

I'd also be happy to help you polish it if you're still interested in working on it.


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on February 04, 2009, 08:53:10 PM
I can give you the gpl2-0.txt license file I use to be included in my maps if you need it, just for it to be included.

Just so you know, I'm redoing McKinleyish from scratch, I wasn't too happy with how it ended up to be, but the old version is still available to download.


Title: Re: Grappler/Invincibility models
Post by: Neon_Knight on March 02, 2009, 06:55:07 AM
Any news on the Grapple model?


Title: Re: Grappler/Invincibility models
Post by: Snickersnack on March 02, 2009, 01:06:04 PM
Any news on the Grapple model?

I haven't done anything with it lately. Noob Sauce didn't include a license file or explicitly release it under the GPL when he posted it to the SVN Commits thread. Oops!

I assume he was aware of the GPL requirement but I think he needs to be the person to clear things up.

Unfortunately, I haven't seen Noob Sauce around lately. I think he got frustrated trying to setup GtkRadiant on his Mac and then his OA install died... :(