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Konigstiger
2003-08-07, 08:24
Im looking for a person that can make a simple (I hope) Battery Gun

it looks like this

http://roselli.org/tour/photos/nsat_ftp/longues_bat_n2-01.jpg

http://roselli.org/tour/photos/nsat_ftp/longues_bat_n4-01.jpg

although i dont have an interior picture yet, i'll try to find one

please contact me at Konigstiger_7@hotmail.com

Ausman
2003-08-07, 08:41
Just a question, do you want the gun to move or be triggered in some way or do you just want a md3 of it that is just there for looks?

Konigstiger
2003-08-07, 19:21
nope

just a simple md3. Just like in the picture... well not with the gun barrel pointed down. Just pointed strait

Detoeni
2003-08-07, 21:55
just make it out of brush work and convert to an ase model.
Best to have the gun as a diffrent model though.

Konigstiger
2003-08-08, 01:21
Originally posted by Detoeni
just make it out of brush work and convert to an ase model.
Best to have the gun as a diffrent model though.

i dont uderstand the last thing you said

"Best to have the gun as a diffrent model though."

MuffinMan
2003-08-08, 04:48
guess he means you should make the gun itself an own model, don't know why though if you don't want to make it movable...
btw: nice reference pics you have there!

Detoeni
2003-08-08, 11:09
A model, ase or md3 will cast a shadow, but it wont cast a shadow on its self. By making the secton from a few models the lighting can be got correct.

I quite liked the pics.... so I had a quick play:

http://homepage.ntlworld.com/tina.smith8/bunker_dt.jpg

You can add ase.models and md3's to a map and then convert to a new ase. The main body is made from an ase(curved section at top) added to some brush work and then converted to a new ase. The two side sections are ase's rotated to the correct alignment.

Because you can set the angle roll and pitch of a ase, it means that brushwork can be move to any possition with out "falling apart".

About this bunker, do you need it to have a back door?

Once Iv finished playing I'll send you the ase and shader files to you.

Ps you will need to make your own gun.

Konigstiger
2003-08-09, 00:08
acctualy... iv already made the casemate... i just need the battery gun

http://www.geocities.com/konigstiger_1988/pics_errors3.html

its a bit hard to see without shadows

so... i have to make my own eh? crap... some people at the splash damage message bords told me to seach for a model maker to make me a battery gun

thanks anyway

Detoeni
2003-08-09, 01:50
mmm.
Nice camofarge;)

Have you been using the tree planter to make your ground foliage?

Konigstiger
2003-08-09, 21:44
i dont use tree planter because I have no idea what it does

when you say "ground foliage" do you mean the hills around the casemate? I made that out of... cant remember the name... terrain mesh... somthing like that

SHIELD
2003-08-10, 01:40
you should try asking in the splash damage forums to see how the game makers did it for the map battery.

Detoeni
2003-08-10, 01:45
Foliage = grass/plants....like the ones growing out of your bunker walls.

Konigstiger
2003-08-10, 05:52
SHIELD - that was the first place i asked and they told me to look around for model makers. So i came here.

Detoeni - i used the models in the bush folder. All i did was make the model scale... like... .5 or something. I guess i dont really need the tree planter if i can find simple solutions like the model :)

Detoeni
2003-08-10, 11:42
Copy and paste the bellow:

*3DSMAX_ASCIIEXPORT 200
*COMMENT "Generated by Q3Map2 (ydnar) -exportase"
*SCENE {
*SCENE_FILENAME "C:\Program Files\Return to Castle Wolfenstein\Main\maps\dt_foliage1.bsp"
*SCENE_FIRSTFRAME 0
*SCENE_LASTFRAME 100
*SCENE_FRAMESPEED 30
*SCENE_TICKSPERFRAME 160
*SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000
*SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000
}
*MATERIAL_LIST {
*MATERIAL_COUNT 2
*MATERIAL 0 {
*MATERIAL_NAME "textures/common/caulk"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/common/caulk"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\common\caulk.tga"
*BITMAP_FILTER Pyramidal
}
}
*MATERIAL 1 {
*MATERIAL_NAME "models/foliage/grassfoliage1"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 0.939153 1.000000 0.470763
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "models/foliage/grassfoliage1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\models\foliage\grassfoliage1.tga"
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "mat1model0surf0"
*NODE_TM {
*NODE_NAME "mat1model0surf0"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0 0 0
*TM_ROW1 0 1.0 0
*TM_ROW2 0 0 1.0
*TM_ROW3 0 0 0
*TM_POS 0.000000 0.000000 0.000000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*COMMENT "SURFACETYPE MST_PLANAR"
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -15.999999 27.712814 0.000000
*MESH_VERTEX 1 15.999999 -27.712814 32.000000
*MESH_VERTEX 2 15.999999 -27.712814 0.000000
*MESH_VERTEX 3 -15.999999 27.712814 32.000000
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -0.866025 -0.500000 0.000000
*MESH_FACENORMAL 1 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 0 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 1 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 2 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 3 -0.866025 -0.500000 0.000000
}
*MESH_FACE_LIST {
*MESH_FACE 0 A: 0 B: 2 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1 A: 0 B: 1 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.000000 0.000000 1.000000
*MESH_TVERT 1 1.000000 1.000000 1.000000
*MESH_TVERT 2 1.000000 0.000000 1.000000
*MESH_TVERT 3 0.000000 1.000000 1.000000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 2 1
*MESH_TFACE 1 0 1 3
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}
*GEOMOBJECT {
*NODE_NAME "mat1model0surf1"
*NODE_TM {
*NODE_NAME "mat1model0surf1"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0 0 0
*TM_ROW1 0 1.0 0
*TM_ROW2 0 0 1.0
*TM_ROW3 0 0 0
*TM_POS 0.000000 0.000000 0.000000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*COMMENT "SURFACETYPE MST_PLANAR"
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -16.000004 -27.712811 0.000000
*MESH_VERTEX 1 16.000004 27.712811 32.000000
*MESH_VERTEX 2 16.000004 27.712811 0.000000
*MESH_VERTEX 3 -16.000004 -27.712811 32.000000
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -0.866025 -0.500000 0.000000
*MESH_FACENORMAL 1 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 0 0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 1 0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 2 0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 3 0.866025 -0.500000 0.000000
}
*MESH_FACE_LIST {
*MESH_FACE 0 A: 0 B: 2 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1 A: 0 B: 1 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.000000 0.000000 1.000000
*MESH_TVERT 1 1.000000 1.000000 1.000000
*MESH_TVERT 2 1.000000 0.000000 1.000000
*MESH_TVERT 3 0.000000 1.000000 1.000000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 2 1
*MESH_TFACE 1 0 1 3
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}
*GEOMOBJECT {
*NODE_NAME "mat1model0surf2"
*NODE_TM {
*NODE_NAME "mat1model0surf2"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 1.0 0 0
*TM_ROW1 0 1.0 0
*TM_ROW2 0 0 1.0
*TM_ROW3 0 0 0
*TM_POS 0.000000 0.000000 0.000000
}
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 4
*MESH_NUMFACES 2
*COMMENT "SURFACETYPE MST_PLANAR"
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -32.000000 0.000000 0.000000
*MESH_VERTEX 1 32.000000 0.000000 32.000000
*MESH_VERTEX 2 32.000000 0.000000 0.000000
*MESH_VERTEX 3 -32.000000 0.000000 32.000000
}
*MESH_NORMALS {
*MESH_FACENORMAL 0 -0.866025 -0.500000 0.000000
*MESH_FACENORMAL 1 -0.866025 -0.500000 0.000000
*MESH_VERTEXNORMAL 0 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 1 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 2 0.000000 -1.000000 0.000000
*MESH_VERTEXNORMAL 3 0.000000 -1.000000 0.000000
}
*MESH_FACE_LIST {
*MESH_FACE 0 A: 0 B: 2 C: 1 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
*MESH_FACE 1 A: 0 B: 1 C: 3 AB: 1 BC: 1 CA: 1 *MESH_SMOOTHING 0 *MESH_MTLID 0
}
*MESH_NUMTVERTEX 4
*MESH_TVERTLIST {
*MESH_TVERT 0 0.000000 0.000000 1.000000
*MESH_TVERT 1 1.000000 1.000000 1.000000
*MESH_TVERT 2 1.000000 0.000000 1.000000
*MESH_TVERT 3 0.000000 1.000000 1.000000
}
*MESH_NUMTVFACES 2
*MESH_TFACELIST {
*MESH_TFACE 0 0 2 1
*MESH_TFACE 1 0 1 3
}
}
*PROP_MOTIONBLUR 0
*PROP_CASTSHADOW 1
*PROP_RECVSHADOW 1
*MATERIAL_REF 1
}



Save as "dt_foliage1.ase" and drop into your maps folder.

If you look at the terrain, in the radar.shader to see how to make it work.
As the grass md3's were not added to the game you need to use the ase, just change the md3 path to point at the ase in your own terrain shader.

It should start something like this:

textures/et_test_dt_terrain/lmterrain2_base
{
q3map_lightmapsize 512 512
q3map_lightmapMergable
q3map_lightmapaxis z

q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod rotate 37

surfaceparm grasssteps
surfaceparm landmine
}

textures/et_test_dt_terrain/lmterrain2_foliage_base
{
q3map_baseShader textures/et_test_dt_terrain/lmterrain2_base

q3map_foliage maps/dt_foliage1.ase 1.25 48 0.1 2
}

textures/et_test_dt_terrain/lmterrain2_foliage_fade
{
q3map_baseShader textures/et_test_dt_terrain/lmterrain2_base

q3map_foliage maps/dt_foliage1.ase 1.25 68 0.1 2

}

textures/et_test_dt_terrain/lmterrain2_0
{
q3map_baseshader textures/et_test_dt_terrain/lmterrain2_base

{
map textures/temperate_sd/master_grass_dirt3.tga
rgbgen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbgen identity
}
}
.....

Konigstiger
2003-08-11, 08:02
:confused: i am the most confused person in the world right now.

am i supposed to save the dt_foliage1.ase in wordpan or notepad.
so i am to change the md3 path to the ase path?
if im have to change the path... why dose the ase go in the maps folder?
when you say "my own terrian shader" would that be... my terrian... like... every thing? And where is this supposed to go? Looks like scripting for textures.

Detoeni
2003-08-11, 11:07
Originally posted by Konigstiger

am i supposed to save the dt_foliage1.ase in wordpan or notepad.


Yes save it with wordpad as "dt_foliage1.ase" . Using the " and " will change the file to a ase format.


so i am to change the md3 path to the ase path?
if im have to change the path... why dose the ase go in the maps folder?


Yes. There is no md3 for the foliage. Q3map2 removes the model from the bsp so only the texture is left, and SD didn't inclued the md3 in any of the ET assets.
The reasion to put it in maps, when the file is made thats where it is placed, there is no need to inclued it in your pk3 as Q3map2 removes the models from the bsp.....I dont see any point in moving it.
The ase model is pointing at a working shader so all you need to do is place it in your map.


when you say "my own terrian shader" would that be... my terrian... like... every thing? And where is this supposed to go?

It is, the terrain has three base stages, "lmterrain2_base" is the shader base for all the textures used in the terrain.
"lmterrain2_foliage_base" is used as the base for the textures where you want the foliage to appear.
"lmterrain2_foliage_fade" is used for a less foliage so you can have less grass at the edges of "lmterrain2_foliage_base".

Looks like scripting for textures.
It is, time to start reading up on shaders m8, you wont get far without them.

Hope this helps
;)

Konigstiger
2003-08-11, 19:25
well i think i get it now :)

thanks for the big help detoeni. If i run into a problem i'll post here again

thanks again,

Konigstiger