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LbaNet Multiplayer version of LBA1

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  #1  
Old 2012-01-04, 22:00
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Rincevent_123 Rincevent_123 is offline
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Volunteer needed

Hi guys,

I am in need of a little help here trying to complete the sound engine part of the game.
What I would need is to find out all sounds that are associated to the animations of any LBA1 models.

I have created a small tool which can link a sound to a keyframe of an animation and listen to the result. (See attached image)

So I would need is someone with some free time who would be willing to manually go over all models and associate all needed sounds using the tool.
This could be quite some work since there is many model and one would have to replay part of LBA1 to make sure which sound are played in the original game.
But it would be really helpful to me to be able to deliver the same sound atmosphere as the original game. + you would get your name as a contributor in the Lbanet team

Thanks in advance to any volunteer. But please post only if you are really willing to achieve the task from the beginning to the end
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  #2  
Old 2012-01-05, 13:40
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Here is a second task I would need help for:

I am looking for a simple 3D model of Twinsun for the holomap for LBANet. I only could get the texture of the original game (attached)
but I was not able to extract the original model.

I have seen in this thread: http://forum.magicball.net/showthrea...=holomap+model that long time ago people have made a quick model of the planet.
I would need something like this. Nothing complicated, not high quality, basically, same as LBA1 original game.

I would be very happy and thankful if somebody could help me there as I am not at all a modeler

Rincevent
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  #3  
Old 2012-01-05, 23:44
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Polaris Polaris is offline
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Darkflame made an animation a long time ago, it was to show how Twinsun rotates (in theory), I'm pretty sure Twinsun was modelled in it.

edit : found it, you'll still need to contact him for the model itself though.
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  #4  
Old 2012-01-06, 00:21
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I just used a sphere for that expanded in the middle a bit.

I could knock up a model really quick geometry wise (any res)if someone wanted to make a heightmap for it :P
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  #5  
Old 2012-01-06, 09:43
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I think expanded sphere would actually be enough. I really don't need high res stuff.
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Old 2012-01-06, 13:41
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what format?
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  #7  
Old 2012-01-06, 15:01
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Any 3d format would do, obj would be the most simple one.
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Old 2012-01-06, 17:20
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This ok? I knocked it up pretty fast.
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File Type: zip TWv1.zip‎ (48.7 KB, 365 views)
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Old 2012-01-06, 18:18
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In a bit of a hurry, but I fixed DF's model, had some holes in it. Tweaked the UV seams (spheres always tricky) and tweaked the texture a bit.

change .zip directly to .obj and it should work.
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ID:	9029  
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Old 2012-01-06, 18:36
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yes, I guess my exporter isnt too good at obj.
Suprised it had seems though - default spherical uvmapping texture on a geosphere should be seamless. (allthough distorted,naturaly)
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  #11  
Old 2012-01-06, 18:49
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Quote:
Originally Posted by Darkflame View Post
yes, I guess my exporter isnt too good at obj.
Suprised it had seems though - default spherical uvmapping texture on a geosphere should be seamless. (allthough distorted,naturaly)
There's always seams when you unwrap I mean there's always edges of UV pieces (in this case one big piece), and those edges reconnect somewhere so there will be a seam. Spheres are particularly hard to unwrap without visible distortion.

I don't know what happened with the mesh though. Some kind of poly count reducer/weld? Some parts have way more mesh density. Maybe that's where the weld failed on some parts
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  #12  
Old 2012-01-06, 21:06
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Thanks a lot guys it looks great!
Here is a small picture of how it looks like in the lbanet engine now.
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Old 2012-01-06, 22:20
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Great
Let me know if you need something else like it.

Quote:
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There's always seams when you unwrap I mean there's always edges of UV pieces (in this case one big piece), and those edges reconnect somewhere so there will be a seam. Spheres are particularly hard to unwrap without visible distortion.

I don't know what happened with the mesh though. Some kind of poly count reducer/weld? Some parts have way more mesh density. Maybe that's where the weld failed on some parts
Yeeh I used a displacement system thats supposed to put more detail where needed. Guess that makes it harder to export.

Regarding seams, yes, your right, but I meant the left/right texture should be the same. (unless the LBA texture itself wasnt correct?). I made the heightmap I used seamless anyway.
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Old 2012-01-07, 11:56
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Ah I get your point. However the UV sides weren't straight/vertical, so that caused the tiling problems. Laid out like a rectangle it would work indeed, this had a more elaborate shape, makes the tiling a bit harder. I'll try and see if I can fix it.
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Old 2012-01-07, 12:51
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Another update, also remade the texture, it was really blurry
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Views:	1210
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ID:	9033   Click image for larger version

Name:	twinsunScreen.jpg‎
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ID:	9035  
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Old 2012-01-08, 10:26
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Looks great thanks a lot!
Just one little detail left: I found one hole left on the sphere, see screenshot.
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  #17  
Old 2012-01-08, 12:48
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Fixed!
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  #18  
Old 2012-01-08, 14:12
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perfect thanks!
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