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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #1551  
Old 2010-10-20, 12:13
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I don't mind but you could asked before modifing my model.
The front part now fits more bot's style..maybe too scratched,looks a bit like if someone picked a key and scratched it all arround,by the other hand I liked more my lights and grill..and what happend to the tube?..and what's the reason for a gas tap on the arms of the back part what is suposed to move up and down to pick up the trash?
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  #1552  
Old 2010-10-20, 13:04
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Ah, sorry then. Will ask in the future. Had to do it though, cause you had too much faces in a lot of places (like the floor under the seats - it had like 20-30 where 10 or so would be enough.) and the texture was really low resolution. I realise this must be really annoying to you, but I've spent almost 6 years now on remaking LBA1, and when finally there's a really good engine and a great programmer I want to give it the best I have.

Yeah I think you're right there are too many scratches on it, I'll fix that.
The "gas cap" is the steering wheel, it's still not back inside, and the pipe will be there, don't worry! It's also moved to the side! I had to change the lights to fit his model tho.
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Last edited by Jasiek; 2010-10-20 at 13:39.
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  #1553  
Old 2010-10-20, 13:26
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Of course I agree that this must be the best it can be,I only want to be asked before getting my models or skins modified, so I don't wake up, look at the forum and.. ¡surprise! my work modded.

I used to work on 500x500 pixel textures, what resolution are you using?

True its the steering wheel haha.

Are you using dodge/burning? or some kind of metalic brush?

I still think that a modelled grill like the one I did will look better than some black rectangular lines.
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  #1554  
Old 2010-10-20, 13:48
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Again, sorry for not sending it to you first.

The textures I use are 128x128, 256x256, 512x512, 1024x1024, 2048x2048 - which is a standard. Variations are always basically some derivative of 2,4,8,16,32,64,128,256 etc.

For this size of the vehicle I used 1024x1024 for the cabin and want to use a similar one for the back, 256x256 for the couch.

I'm not to sure about the grill though, I really liked those vents on the reference pic I sent you the other day as they fit the "streamlined" look and style in vehicles. In my opinion though, if you really think there should be one in there, I think a single square polygon with an opaque texture of a grill would surely be enough?

EDIT:
For the robot you're doing I think 1024x1024 should be ok? Might need some additional ones though.
I do use dodge and burn (darken and lighten in Gimp) yeah, but not that much though, usually if I do it's set up so that it doesn't "over/under expose" the texture but darken it in a bland way. Most of the time I'll just paint over in a separate layer with a dark/light colour and then fiddle with the transparency and layer settings.
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Last edited by Jasiek; 2010-10-20 at 14:07.
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  #1555  
Old 2010-10-20, 14:14
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Maybe if you paint the texture arround the black lines with metallic grey.

I was thinking on something like this with some extrusion:

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  #1556  
Old 2010-10-20, 14:19
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Sure, seems interesting!
Will get right on it.
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  #1557  
Old 2010-10-20, 14:43
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Wow, completely different style, but I like it too, nice texturing. In some way this makes me remind cuba cars


LOL ! Castro truck




I've looked at the shaded model and this version with edgesplit modifier looks fantastic.
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  #1558  
Old 2010-10-20, 15:05
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Is this it Flip_One?
I made the holes transparent and placed an engine behind them too.





EDIT:
David are those... bullet holes in the side of that "castro truck"?

EDIT2:
I'm not sure this truck should be manned. I thought of putting like a thing on the roof with an antenna and a robot eye. After all it's making pretty robot-like rounds between the two garbage heaps.
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Last edited by Jasiek; 2010-10-20 at 15:20.
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  #1559  
Old 2010-10-20, 16:16
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Yeah thats it!.

If it is not being manned why is that a truck?, and..why seats?
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  #1560  
Old 2010-10-20, 16:26
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yeah they do are bullet holes !
How did you correct the transparency, for the windshield ? Before I could only see the blender grid
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  #1561  
Old 2010-10-20, 16:44
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If you want a robot, yet explanation for the seats, just have some sort of robot driving it. (aka, as if its a generic "plugin" device that can go on any vehicle)
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  #1562  
Old 2010-10-20, 17:46
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Flip_one - Autopilot Might have a driver sleeping on the seat, no need to animate him then. Or they just took what they had and slapped a robot on it, just because.

Yeah Darkflame I was thinking of the same thing, but then realised it won't look cool or be very visible. I also though then of just making it go through the windscreen to the drivers side.

I just have a problem with the scale - if you put a character inside it all has to be properly in scale which might require modifying the map where it will drive.

David after modifying the interior move the glass out, duplicate it and put the duplicate back in and remove the originals - basically for some reason, sorting probably, glass should be added after everything that's behind it is done - if you try move that steering wheel inside you won't be able to see it.

EDIT
Also found something cool. If you have the model unwrapped, then if you select a polygon and press L on it, blender will select all the polygons that are connected to this one in the uvmap - the "island". VERY useful.
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Last edited by Jasiek; 2010-10-20 at 17:51.
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  #1563  
Old 2010-10-20, 18:05
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Quote:
Originally Posted by Jasiek View Post
David after modifying the interior move the glass out, duplicate it and put the duplicate back in and remove the originals - basically for some reason, sorting probably, glass should be added after everything that's behind it is done - if you try move that steering wheel inside you won't be able to see it.
That makes sense, I'm actually rendering _transp faces at the end. I guess blender render the whole models in the order you create them, it's not as smart
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  #1564  
Old 2010-10-20, 22:40
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model exporter now supports multiple object, skinning, and normal mapping. It's in the demo (only twinsen is visible right now)
Note that you almost don't see normal map in color mode, just switch the Debug shading in config file to see it better
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  #1565  
Old 2010-10-21, 14:23
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Exporting 2 objects, with armature, edgesplit, normal mapping, transparency, phong shading, shadows






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Last edited by David; 2010-10-21 at 15:23.
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  #1566  
Old 2010-10-21, 14:55
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Super Quetch Ball!
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  #1567  
Old 2010-10-21, 15:27
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Protection spell
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  #1568  
Old 2010-10-21, 18:58
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Cool progress David!

I'll do some edgesplitting on Twinsen later on then!

Added door handles and put the steering wheel back - still need to texture it.




EDIT:
Some cool pics here, for technical model reference:
http://www.picture-newsletter.com/technics/index.htm
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  #1569  
Old 2010-10-21, 19:35
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The features you have all been waiting for,

armature, edgesplit, normal mapping, transparency, phong shading, shadows, link

the twinsen blend file load the snowboard blend file, in read only

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  #1570  
Old 2010-10-21, 20:08
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I added some edgesplitting to the TwinsenPrisonWIP.blend file.

Also, dude that snowboard needs some new texture :P It Looks like a Pollock painting! Model is quite nice anyway!
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  #1571  
Old 2010-10-21, 22:25
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I made a HUGE code cleaning, I think I deleted 50% of lines
You should now see twinsen surfing on harbor map ...
the framerate might be better
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  #1572  
Old 2010-10-22, 01:51
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Cool
Will check it all out.

Man, since we started using edgesplit I don't think I want to model without using it anymore... It gives me just the control over how the model looks I wanted all this time !
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  #1573  
Old 2010-10-22, 10:35
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Ok so Im going to change the top texture of the snowboard, I think the back is nice.
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  #1574  
Old 2010-10-22, 14:25
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Twice I fixed the edgesplit on the harbour map, and each time when I wanted to upload it it wouldn't let me since from when I started there was already a modified version in the svn....

This is becoming tiring...
Hence I'll upload instead the map I did yesterday... whatever changes may have been made to it since cause fixing all those edges is tiring...

EDIT:
Can't test the map with Twinsen running around in a void with the board stuck to him... how do I turn that off?

EDIT2:
I modelled a chain to the padlock on the gate - why is that gone...
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Last edited by Jasiek; 2010-10-22 at 14:43.
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  #1575  
Old 2010-10-22, 14:39
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yeah just delete my versions, I didn't change anything, just deleted all the vertices group so I can export it,
the export script for all models is
trunk\blender script\export_model.py
and for maps grid
trunk\blender script\grid_editor.py
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