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darkadan
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Post subject: Models List Posted: Sun Jul 12, 2009 9:55 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Hi, guys
So, here's a list of the models the animation crew is currently working on: Rifle Revolver Shotgun Train Ammo for each inside a folder called ammo Bridge (Big, it has to be big enough as for a train to go over it) Tomahawk Crystals for mine interior Destroyed/Burned fences Mine Cart (one of those that has a lever used to move on the rails) All inside a folder called gold 3 sets of gold pieces (small, medium, large)
All inside a folder called bucks 3 sets of dollars (single dollar, bunch, big bunch)
All inside a folder called beers 3 Beers (beer, good beer, best beer)
All upgrades inside a folder called upgrades 4 Upgrades (health, damage, armor, speed) Use your imagination for these.
We are almost done with most of them, all we need is to export them to DTS. If you need any more models, post your requests here. Tell me how to send them to you so I can send you some of them and keep them coming, seriously. LOL
PS. I did no understand something that Laura wrote about a Black Cube "All Buildings with DTS and collision fixed
Exterior black cube" If Anyone knows what this means, tell me please, it would be appreciated.
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luisluix
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Post subject: Re: Models List Posted: Sun Jul 12, 2009 10:07 pm |
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| Innovite |
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Joined: Fri Mar 06, 2009 3:43 pm Posts: 26 |
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the black cube is the collision box for the bullets, and has to be drawn on milkshape with the name collision-1, without it the bullets will go through
by the way are the bullets for the weapons the same image as the ones for the animation? (cartridges and bullets? or just bullets?), diferent dts for animation and actual pick up item?
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Ivan
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Post subject: Re: Models List Posted: Sun Jul 12, 2009 10:49 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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WRONG! The black box is a box with a black texture to envelope all the houses so that when the camera "goes out" of the house, instead of seeing the exterior scenery you will see black only. A black box like this will envelope every house. No collision is necessary, as bullets will never go through the walls, provided that the interiors have the correct collisions.
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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vultron_3229
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Post subject: Re: Models List Posted: Mon Jul 13, 2009 4:30 pm |
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| Innova Hero |
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Joined: Tue May 13, 2008 9:19 pm Posts: 156 Location: El Paso,TX Highscores: 11 |
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and dont forget the animals. We need animals cows, horses, chickens dogs coyotes also we need wagons 
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darkadan
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Post subject: Re: Models List Posted: Tue Jul 21, 2009 3:09 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Okay, here's what we have so far Finished: Locomotive Pistol old gun shotgun all of the ammo boxes tomahawk burned fences crystals
Untextured-model only 2 train carts pig bucks- 3 pieces gold-3 pieces beer= 3 pieces bridge
Waiting List: Cow Dog Horse Upgrades-4 Mine cart Cave level
If you want the models, post here where or how to send them. Also, if there you need more models, just post it here. Note: We are not so sure what to do for the upgrades Any ideas would really help. Upgrades include: Health (First Aid kit?), Speed ( Giant glowing A horse shoe?), Damage/Power/strenth (Giant glowing Bullet?), Armor ( Giant glowing sheriff badge or cowboy boot)- Note- When I mean "giant" I mean larger than an average item so it is more noticeable.
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Ivan
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Post subject: Re: Models List Posted: Wed Jul 29, 2009 12:32 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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Adan, please when you can, upload a folder with all DTS models and textures in the wiki. Name it Western Art Upgrade 1. As for the programmers, make sure you all put the files in the same folder locations so we don't have to remap. Thanks for the great work guys!
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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darkadan
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Post subject: Re: Models List Posted: Wed Jul 29, 2009 8:59 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Ok so far all we need is
To do list: 4 upgrades cow dog mine cart cave level
this are things we need to do. I have not been able to do as much since I will be moving this Saturday and I have been kinda busy. Ivan, I don't know if Laura told you. I tried to do the DTS in my laptop, and did not work. Then I transferred them to Laura's and it still did not work. Now, I know I should do the models again sometimes, but the train and the guns did take a while to do. Any suggestions or help you can provide would be appreciated.
PS: I asked (or posted) what people wanted to model here and only Fernie and Luis(?) answered so, if we have not done more models, it's because we have not had more added to the list.
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Ivan
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Post subject: Re: Models List Posted: Wed Jul 29, 2009 9:08 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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OK, I wasn't aware of that. I don't know about why it didn't work converting them to DTS. Your best bet is to probably ask Luis this Saturday (as he is leaving too for a couple of weeks after that). If you can tell us more about why it didn't work maybe I can help, but you have until tomorrow. Send the obj's at least and I can try. As for the models, keep doing the ones that are missing. Once that's done, please do the model of the interior of the Saloon. I know you did it already, but we need a bigger, greater, much better quality for the rendered video. Of ourse for this one you can use all the objects you want, as well as separate materials, textures, and everything. You can also put the guys models in there with a simple rig. I know its too much, do it only after finishing the game models if they don't ask for more. I will help as soon as I get back! Thanks for everything!
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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pink lady
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Post subject: Re: Models List Posted: Thu Jul 30, 2009 11:04 am |
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| Innova Guru |
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Joined: Tue Jan 29, 2008 11:33 pm Posts: 48 |
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Ivan, the reason why his models are not working in milkshape is the same problem I have. I have already checked the textures,and they are the right size. I have checked the materials in mod tool and they are fine too. And yeah, the textures are located in the same folder as the .obj. Pretty much everything is perfect. The problem is that when we import them to milkshape, we dont get a texture. It just says <none>. I have tried everything. Luis can you help? Once we find out how to do this pretty much we will be done with the models.
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darkadan
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Post subject: Re: Models List Posted: Fri Jul 31, 2009 12:45 am |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Ok, so I the upgrades, bucks, gold, beer, and bottles are done- so I can upload those to the wiki, or give them to you or anyone on Saturday- I still need the animals -cow -coyote -pig-needs texture -chicken-needs texture! -the cave level -and the bar
I did not know how to make models, glow with a texture, so I did the best I could.
for the bar, what exactly do you need and when? I will be moving tomorrow and part of saturday but I think I can do it. In order of importance, what do you think is the most important to finish from the list I posted, so I can do that first.
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Ivan
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Post subject: Re: Models List Posted: Thu Aug 06, 2009 9:59 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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Go for the animals first. I will help with the bar if I need to, as soon as I get back of course.
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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luisluix
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Post subject: Re: Models List Posted: Thu Aug 06, 2009 10:28 pm |
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| Innovite |
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Joined: Fri Mar 06, 2009 3:43 pm Posts: 26 |
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hey adan, send me the animals .dts when you have them ready so I can animate them.
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darkadan
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Post subject: Re: Models List Posted: Fri Aug 07, 2009 1:54 am |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Well, they just need the textures, but I will do that right away. I mean, I only have a chicken and a pig. So far, I have all of the models, with the exception of the cave, which I will do. I thought I had finished the bridge but there were some difficulties and I am just finish it. Also most of the models I had tried to convert to DTS, but for some reason it does not let me. Any ideas, I mean what I have been doing is taking extra textures on the models in XSI and that usually works, but not for all, like the ammo boxes. Any ideas or suggestions? What I think is to send the .dts and the OBJ or .exp files for the ones I could not do.
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darkadan
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Post subject: Re: Models List Posted: Sat Aug 08, 2009 9:19 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Quick questions: In Milkshape, if I import an .obj and it does recognize the texture but the actual object is still untextured, does it mean it did not work and there is something wrong or is it okay? I am currently converting the files to .dts (finally) and will upload both dts and obj files to the wiki just in case.
The other questions: Does anyone have the model of the horse? Anyone who can send it I would appreciate it.
How do you want the cave level, if you still need it. I mean do you want just plan ol' cubes with texture or more 3D like like a water pipe that you can see through?
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Ivan
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Post subject: Re: Models List Posted: Mon Aug 10, 2009 12:51 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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OK, for the first question, what exactly do you mean? If you make an .obj without texture, and then import it with Milkshape? If thats the case in Milkshape of course it wont have a texture, which is perfectly fine. If however the .obj had a texture and its not recognized in Milkshape, something is wrong. As for the horse model, I might have it, let me check though, because sadly my external hard drive died and I think I had it there, but I'm looking for an alternate copy somewhere, bare with me on that one. For the cave, yeah, we still need it. Remember it's a mine and it should be done in sections that are easy to connect seamlessly. I dont understand what you mean about the water pipe/see through thing or the plain cubes, but in response to that, it should be as great as humanly possible. Dont design the level, design the pieces only that will allow us to eventually design the level. Does that make any sense?
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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darkadan
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Post subject: Re: Models List Posted: Mon Aug 10, 2009 2:32 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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Good news, everyone, After the long wait, here are some (most) of the models from the to do list. Also a couple of more things. All models have textures in XSI, when I try to export them, no texture is recognized. (Sorry for the misunderstanding) Most models that could not be converted said something about "a Polygon_AUTO_XSIPOLYCLS.material that was zero" when I tried to export it. I think I have an idea what it is but I am not sure, that I why I did not do anything. For that reason, I Uploaded the ones I could export to .dts and also uploaded all of the models with their .obj and texture files to see if you could fix them or let me know what to do to fix them. I was going to upload the files on the wiki but I guess this is easier if you want me to upload them there, just let me know. (Should I make them private?) Here the .dts file http://www.mediafire.com/file/mmmozgi1bj2/DTS.rarHere's the .obj and Textures/ with some of the .dts http://www.mediafire.com/file/yxgxzcmymju/Origin.rarAnother thing, I figured I did not explain myself for this correctly so I will show you some pictures Ok, now I kind of know what to do, so here are some of the pieces that I have in mind:
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Ivan
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Post subject: Re: Models List Posted: Mon Aug 10, 2009 3:35 pm |
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| Site Admin |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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Thanks for the models! Will try fixing them as soon as I get home today. I have also some ideas of what might have gone wrong. Make sure to open them in ModTool / XSI and when you open the material manager, click on "delete all unused materials". Once that's done try deleting the default material also. No need to make anything private though, and its all right if you upload here, we should upload on the wiki only when the models are the final versions. Thanks Adan!
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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darkadan
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Post subject: Re: Models List Posted: Mon Aug 10, 2009 3:56 pm |
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| Innova Hero |
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Joined: Sat Dec 13, 2008 1:16 pm Posts: 135 Highscores: 5 |
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This is the second part of the last post, it is long that is why I double posted, Administrator! Another thing, I figured I did not explain myself for this correctly so I will show you some pictures Ok, now I kind of know what to do, so here are some of the pieces that I have in mind: Here's the pieces of the Cave I have in mind.  This is just the form of the piece, more ideas just let me know! And then here are some of the types of models  In the second picture: The first would be just a cube with textures The second would be a polygon with texture and deformation but it is still "closed" and would only have a texture where it ends The last one, I don't know if you can see it, it's more 3d since more like a tube or pipe And this is how it would look (the last one from the last picture) with a basic rock texture and some deformation. Looks kinda weird, haha.  Now I would only need the horse model so I can texture it and deform it to make a dog, sheep or whatever, if possible. I also tried that, and it did not work. Well, I pressed ctrl+7 and deleted the materials manually, I don't know if it is the same as deleting unused materials, I'll try it though. I will also start the bar. It should look real good, so I will try to do it well. Don't just thank me, thank the whole animation crew as well. We did a good job! lolol
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Ivan
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Post subject: Re: Models List Posted: Mon Aug 10, 2009 8:40 pm |
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Joined: Mon Oct 08, 2007 8:18 pm Posts: 389 Location: UTEP Highscores: 9 |
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Umm, the whole animation crew sounds like a lot of people haha! Anyways, thanks to the whole animation crew! Now I get what you want to do! The second to last image, bottom right looks perfect. However, a couple of things. Careful on how you map the texture, it needs to look like rock. Use unique UV's if necessary or try other mapping methods, like a lot of sub-textures and then freezing the model (not sure if that works with Milkshape though). Another thing, careful with the models, try to keep all the polygons in quads. In the model I liked I see some weird subdivisions. I know it costs a lot to subdivide the model along all the lines when you only need a couple of quads divided, but we need to make that sacrifice. The part of the engine that renders all geometry uses only triangles, and if you put quads, its easy to convert to triangles, but faces with 5 points it a little more complicates and can result in MANY unexpected errors.
Ivan Gris Cyber-ShARE Research Assistant Geology Bldg. Rm. 124 @ UTEP Innova Gameworks & Animations President http://innovagameworks.com/
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