Qhimm.com Forums
Project forums => Team Avalanche => Topic started by: sl1982 on 2010-07-15 18:54:22
-
Battle Models
Cloud:
(http://ff.millenia3d.net/wip/cloud_done.jpg)
Update!
(http://img340.imageshack.us/img340/7429/picture377.png)
Grunt:
(http://i221.photobucket.com/albums/dd138/obesebear/Grunt.jpg)
Guard Scorpion:
(http://ff.millenia3d.net/wip/guardscorp_done.jpg)
1st Ray:
(http://millenia.half-lifecreations.com/private/uploads/1274015998.jpg)
Sweeper:
(http://millenia.half-lifecreations.com/private/uploads/1272166779.jpg)
-
Battle Scenes
OP**:
(http://ff.millenia3d.net/wip/opaa_max.jpg)
OQ**:
(http://ff.millenia3d.net/wip/oqaa_w2.jpg)
OR**:
(http://ff.millenia3d.net/wip/oraa_done.jpg)
-
Field Models
Wedge:
(http://ncs.millenia3d.net/Wedge/WedgeColour.jpg)
Cloud Evolution:
(http://img685.imageshack.us/img685/6250/picture386.png)
More coming soon!
-
Field Scenes
WIP Shots
nmkin_1:
(http://img42.imageshack.us/img42/8486/81823444.png) (http://img42.imageshack.us/i/81823444.png/)
nmkin_2:
(http://img413.imageshack.us/img413/1153/nmkin206p.jpg)
nmkin_5:
(http://img121.imageshack.us/img121/8617/57333062.png) (http://img121.imageshack.us/i/57333062.png/)
md1_1/md1_2/md1stin
(http://img194.imageshack.us/img194/5479/station010222.jpg)
(http://img139.imageshack.us/img139/5151/midgarsection0100.jpg)
(http://img228.imageshack.us/img228/7199/station0404pb.jpg)
(http://img571.imageshack.us/img571/7466/station0102parts35.jpg)
-
(http://img843.imageshack.us/img843/5355/nmkin300.png)
(this one is still missing ::) Just an early WIP-shot)
(http://a.imageshack.us/img40/9931/nmkin310.png)
Update at 2010-08-16
(http://img811.imageshack.us/img811/748/nmkin321.png)
Update at 2010-09-12
-
It looks so great guys.. I cannot even wait to try it out.
Push for a beta release on Christmas! :-P
It would be like I was 8 years old again. :lol:
-
awesome work! I whish i had a faster PC so i could aid in texturing these, but this laptop can barely run blender and trying to run PS at the same time is an exercise in futility. If you need a certain type of texture though (brick, metal, dirt, ect...) let me know and i can whip something up for you.
lee
-
Small update....
(http://img718.imageshack.us/img718/5769/nmkin2wip.png)
another update missing from here...
(http://img832.imageshack.us/img832/6674/nmkin260e.png)
small update again...
(http://img101.imageshack.us/img101/219/nmkin274a.png)
-
That good sir is not a small update. Awesome work!
-
SpooX make a post in here if you have updates. Many of us totally missed this amazing work. Keep it up! ;D
-
Awesome work spooX, you are aware though that the bombing mission project was to end at the reactor explosion though?
-
What is left to be done for the Bombing Mission project?
It seems so close... :'(
-
its also very beautiful, can't wait to give it a test drive, and I can't thank you guys enough for this incredible work of art!
-
Everyone has done such an awesome job, I can't wait to try it out!
-
Excellent work, SpooX (as usual)!
Keep it up please! :P
-
Hello all, excellent work TA, but I have a question... are going to retexture all the game?? that would be great but I think is a very hard work, or what are your plans?? And is there more characters in hd like cloud?? Or you retexture only Cloud, just a question hehe.
-
I just wanted to say this looks incredible and I'm grateful for the time you guys put into improving this game. :)
-
Some experiments if you like....
NMKIN_1 Lighting and material test, this one is not modeled by me....
(http://farm6.static.flickr.com/5104/5578067990_aacd5c6b4d.jpg) (http://www.flickr.com/photos/39897743@N05/5578067990/)
...and when you turn the camera you have SMKIN1 :)
(http://farm8.staticflickr.com/7012/6761766043_2abae50ea8_b.jpg) (http://www.flickr.com/photos/39897743@N05/6761766043/)
and a somewhat more abstract one... (and this one is modeled by yours truly :-) )
(http://farm6.static.flickr.com/5225/5578067730_2bf8c21cc9_b.jpg) (http://www.flickr.com/photos/39897743@N05/5578067730/)
Is it me or is there more activity lately....?
8)
-
Looking great, as always, SpooX!
And no, It's not you, I noticed too =D
Btw, I'm in the process of making a proper flash gallery for TA, so if it turns out that it's better than this system, we'll have to set up so you send me shots via PM or something.
-
Looking great, as always, SpooX!
And no, It's not you, I noticed too =D
Btw, I'm in the process of making a proper flash gallery for TA, so if it turns out that it's better than this system, we'll have to set up so you send me shots via PM or something.
Cool...I think you can grab all the images from the links in the posts...
Here's an other one...
I hope this will rid the previous version from the 'Lego' look.... ::)
(http://farm6.static.flickr.com/5222/5578135266_7aeb68867f_z.jpg) (http://www.flickr.com/photos/39897743@N05/5578135266/)
8)
-
Woo, someone is using my scene! Right on, I am sure there is a pile of stuff to fix, that was like the 2nd time i had modeled anything. As for NCS, flash is not allowed, most html isnt either unless you are an admin. Either way, I am working on new screens for the main bombing mission page. Hope to have this done shortly, just a few more loose ends to clean up.
-
flash is not allowed
I meant just as an external link to it, not built into the page. But if you don't think it's worth the effort, I won't bother :P
-
oehw.... competition.... aargh....must hurry.......must I? neh :P
just returned from the south (relative speeking) didn't get past Paris, but anyway, some updates...
Transport:
(http://img34.imageshack.us/img34/125/wagon0015.png)
target:
North Mako station....
(http://img163.imageshack.us/img163/254/mdstin007.png)
enjoy.
8-)
-
:o Holy shit.
You sure your not a god?
-
That's fantastic! Excellent work! :D
-
I also will post a Holy Shit
-
You're a damn good 3d artist.
-
It's a shame that you cannot embed or link movies.... hint hint ::)
but I still had this somewhere on my harddisk.....
First look (http://www.flickr.com/photos/39897743@N05/5671503965/)
Done by extracting the camera and importing it in Max.
Enjoy.
8)
-
I'll need a change of pants.
Can this be done with the model of Midgar and the intro? It might take a little bit of animation work for Aeris walking, cars driving by, dust/smoke particles, the fans spinning, and clever timing on the train movement, but it would be STUNNING to see.
-
Whoa. :-o
Imagine that video textured 8)
-
I'll need a change of pants.
Can this be done with the model of Midgar and the intro? It might take a little bit of animation work for Aeris walking, cars driving by, dust/smoke particles, the fans spinning, and clever timing on the train movement, but it would be STUNNING to see.
it's the thought.... but it'll take still some time to model the whole Midgar, with all the attributes.
I can't promise it will be included in the TA release yet, the main focus will be the field backgrounds for the bombing mission,
the next part will be the rest of Midgar, after that the intro movie can be done.
But in time scale.......can't say. Patience...
8-)
100 post.... wheee
-
it's the thought.... but it'll take still some time to model the whole Midgar, with all the attributes.
I can't promise it will be included in the TA release yet, the main focus will be the field backgrounds for the bombing mission,
the next part will be the rest of Midgar, after that the intro movie can be done.
But in time scale.......can't say. Patience...
8-)
100 post.... wheee
Time on work and my misses takes me away from my spare where I can work on Midgar :( But I'm sure I can have a basic outlook updated within the week, i'll see how I go.
-
Small update, still a WIP, added sector 8 to the scene (partly)
(http://farm6.static.flickr.com/5274/5806268564_5d070cc687_b.jpg) (http://www.flickr.com/photos/39897743@N05/5806268564/)
to give a sense of scale....
MDSTIN
MD1_1
MD1_2
NRTHMAK
MD8_2
MD8_3
are all in there...
enjoy
8-)
-
Words can't express how awesome you are SpooX :-D
Looks amazing.
-
Incredible. But what about the other reactors, and stuff up on the plate? Going to make it up I assume.
-
Incredible. But what about the other reactors, and stuff up on the plate? Going to make it up I assume.
Well... to be honest, I took the intro movie for most of the reference of the parts without field files,
the funny thing is when you take a look of the beginning (zooming out from Aerith and fly down under the clock) there are some thing to notice....
the cars driving from left to right crash straight into the sector wall.... :-o
zooming-out past the clock: the theater and everything has disappeared.... :?
for most plates it really depends on the reference you use to see what's on top of it, but my main ref will be FF7 PSX version. (but even there are many, many inconsistencies, so there will be some artistic freedom here and there I suppose). I hope you don't mind and if you do mind.....
8-)
-
Spoox you're my hero =) Thank you for your hard work, that looks incredible !
When finished ("When it's done"), will it be possible to download the 3D model of your midgar city? :)
Again, it looks wonderful!
EDIT :
If you need help for smaller parts, throw a sketch / image, i'll be glad to help you designing / UV Mapping / Texturing it
-
Since one object is still missing.....among several others
(http://farm3.static.flickr.com/2180/5819141371_4377a23026_b.jpg) (http://www.flickr.com/photos/39897743@N05/5819141371/)
my feeble attempt at the train, still very wip.
8-)
what I've been looking into is wiring the little thing so it will work like the following....
(http://upload.wikimedia.org/wikipedia/commons/0/08/Walschaerts_motion.gif)
-
If it doesnt work i am sure nobody will notice.
-
I will.
-
You dont count.
-
i know ill notice. do i not count either sl ?
-
Nope, I am going to defend my position and say that anyone that will notice does not count.
-
the locomotive looks much like FF VI.
-
Hello, fãns FFVII i'm from brasil, sorry english :-\
how is this project how many% is it?
-
awesome work dude! please keep it up
I will be waiting for completing your work.
-
*offtopic because of the bump done before me*
There should be some kind of karma thingy (i've seen those in other forums) so you could give kudos to one post or something.
This way we wouldn't have to see so many threads being bumped with no new content.
-
the locomotive looks much like FF VI.
and that's why I decided on a rebuild....
(http://farm7.static.flickr.com/6152/6163759993_f21a8dec0e_b.jpg) (http://www.flickr.com/photos/39897743@N05/6163759993/)
I hope this is better....??
8-)
-
[quote =SpooX]
amazing train
[/quote]
well yes, that is MUCH better.. looks very good
-
I trust this will be installable in parts ( if i'm willing to take apart the patch. for example, I'd like to keep my non-chibi field models for the main characters. no offense. )
-
No parts. It is meant to be a whole experience.
-
so I will have to break it. Well, that works for me. I don't really mind. No offense, but not everyone likes really everything.
-
No offense, but not everyone likes really everything.
;D
They will... They will
-
;D
They will... They will
Not to start a shitstorm, but you'll never make a chibi-model I will like. Simply because I don't like the chibi models. Thats why I will replace the chibi models.
-
Well. Guess you're SOL then, Or make the models and ask the guys here to include them in their installer.
-
That will not happen. It is not canon so it will not be part of the project.
-
Well. Guess you're SOL then, Or make the models and ask the guys here to include them in their installer.
Uh, I can just patch the game and then swap out the chibi models? It's not like I am demanding anything from the project here. I'm not saying "dont make them chibis" but "I'll swap them out"
People who like the chibis and make them, more power to you, but I'll do my own thing if it's okay. I get what sl means when he says it's meant to be a whole experience but honestly, to each what they like best.
-
What i meant is you yourself will need to scale and adjust the battle models.
-
That or I use other models. Let's just stop this discussion here. You get what I meant, thats all I wanted to achieve.
-
I was just being silly guys! I was insinuating our chibis will be soooo awesome, everyone will want them!
But yes, ppl can play how they like
-
When APZ releases his new chibi Cloud, I'm definitely switching to chibi.
Once you go chibi, you won't go PRP.
I'm sure that chibi models will fit much better to the scale of these field scenes.
-
When APZ releases his new chibi Cloud, I'm definitely switching to chibi.
Once you go chibi, you won't go PRP.
I'm sure that chibi models will fit much better to the scale of these field scenes.
I agree with this, too many NPCs to edit to fit a different scale. It's why I don't use the battle models for field models in my current replay of the game. Just makes the game feel off.
On another note, I do like the progress on this remake so far. Especially the monster models, you guys really have an eye for a nice texture style. I'd love to see some updates soon
-
....too much text between the images..... discussion should be elsewhere...
more train parts...
(http://farm7.static.flickr.com/6006/6193528214_b619fe5f82_b.jpg) (http://www.flickr.com/photos/39897743@N05/6193528214/)
8-)
more to follow...
-
That is very nice looking
-
... and the inside of the wagon...
(http://farm7.static.flickr.com/6168/6193576984_eeecb83fa9_b.jpg) (http://www.flickr.com/photos/39897743@N05/6193576984/)
8-)
-
Will do this scene.
But judging by its complexity it´s unlikely that this will be finished soon.
http://img856.imageshack.us/content_round.php?page=done&l=img856/5927/66656521.png
-
Didn't sl already do that area?
-
I did. But I cannot texture and we were unable to get the maya file into blender so he could texture it.
-
(http://farm8.staticflickr.com/7029/6607353729_e55f55680d_b.jpg) (http://www.flickr.com/photos/39897743@N05/6607353729/)
...not dead, just too busy...
but here a little update...just before the end of this year 8-)
For everyone here: have a nice and healthy 2012.
8-)
-
Looking immense, SpooX - This gives me hope for getting Bombing Mission finished at some point next year!
Bring on 2012 for TA!
-
Just to have a little update:
Been going back and forth on this, that is why there is so little progress. The original was "very detailled" in that small resolution but when you look at it under close inspection, most of it is A) just textures and B) blatantly reused.
Apart from that you cant really see what is what so I just model something in place. Note that the door at the end has 10x more polygons than the whole scene so far. It will be summer until this is finished if I continue at that quality.
Hope you like it.
-
Forgot to post the image :P
-
pics or it didnt happen
-
Sorry guys......
http://www.youtube.com/watch?v=OuGuueOHIRA&feature=youtu.be
-
Is this out yet?? Im a tad confused. is there any way to just save the images and import them to files?
-
No of course it is not out . This scene is only like 10% done so far, maybe even less. Final scene will just be an image as the game does not have a video in that scene. This is just proof of concept so to say.
-
Ah ok, just thought you could save the scenes they post and try them. My bad lol
-
You can try them of course. It is just not finished yet. This has been done to one of my WIPs before: http://www.youtube.com/watch?v=dYuwFf6iAsE
Here is the image: http://imageshack.us/photo/my-images/214/0001awo.png/
Please ask someone else how to do it exactly. I really dont know. I just create things.
-
Oh thats cool then, gunna sound stupid here lol I litterally noticed 2 says ago that modding it was possible and now 'as you do' im hooked again from the excitment
-
How are you guys getting the back scene images? i reckon i found them in the Flevel but there all TEX files or just . . files, How are you getting to use them, Please help soon-ish cuz im dieng to learn this and earn a spot in the team LOL :)
-
I don´t want to sound unfriendly but this is a gallery. Please ask it somewhere appropriate.
-
fair enough cheers
-
Sorry guys......
http://www.youtube.com/watch?v=OuGuueOHIRA&feature=youtu.be
Anaho, you are aware of....
(http://farm6.static.flickr.com/5104/5578067990_aacd5c6b4d.jpg) (http://www.flickr.com/photos/39897743@N05/5578067990/)
...and when you turn the camera you have SMKIN1 :)
(http://farm8.staticflickr.com/7012/6761766043_2abae50ea8_b.jpg) (http://www.flickr.com/photos/39897743@N05/6761766043/)
just asking....
8)
-
I am aware of that but you know that I dont have the correct camera values. Chances are that the modell will not match only in size when viewed at another angle. I didnt try it though.
-
(http://farm8.staticflickr.com/7016/6761968537_6dbb5a5f1c_b.jpg) (http://www.flickr.com/photos/39897743@N05/6761968537/)
current setup:
Camera NMKIN1: pos:[5056.133,-1003.658,4510.261]
Camera SMKIN1: pos:[-2458.205,5119.068,2236.561]
and no, the walkmeshes or not located at the origin.
blender script (never mind the cam-lens)
NMKIN1
# -------------------------------------------------------------------
# NMKIN_1 walkmesh (and cam) Blender Python script generated by SpooX
# -------------------------------------------------------------------
import bpy
import math
import mathutils
def createMesh(name, verts, edges, faces):
me = bpy.data.meshes.new(name+'Mesh')
ob = bpy.data.objects.new(name, me)
ob.show_name = True
bpy.context.scene.objects.link(ob)
me.from_pydata(verts, edges, faces)
me.update(calc_edges=True)
return ob
def putCam():
# Create a camera and get the shape name.
data = bpy.data.cameras.new('NMKIN_1Cam')
vcam = bpy.data.objects.new('NMKIN_1Cam', data)
vcam.location = (5056.133,4510.261,-1003.658)
vcam.rotation_euler = (0.0, 0.0, 0.0)
dx = 5055.429 - 5056.133
dy = 4509.716 - 4510.261
dz = -1003.203 - -1003.658
xRad = (3.14159/2.) + math.atan2(dz, math.sqrt(dy**2 + dx**2))
zRad = math.atan2(dy, dx) - (3.14159256 / 2.)
vcam.rotation_euler = mathutils.Euler((xRad, 0, zRad), 'XYZ')
vcam.scale = (1.0, 1.0, 1.0)
data.lens = 143.394
data.draw_size = 100
bpy.context.scene.objects.link(vcam)
def run():
verts1 = (
(-221.0,-272.0,3803.0),
(142.0,-272.0,3658.0),
(-205.0,-272.0,3660.0),
(153.0,-272.0,3808.0),
(-1065.0,-273.0,2610.0),
(-940.0,-273.0,2585.0),
(-1059.0,-273.0,2421.0),
(216.0,-272.0,3590.0),
(-530.0,-410.0,1217.0),
(-863.0,-412.0,1215.0),
(-530.0,-410.0,1404.0),
(427.0,-272.0,3484.0),
(428.0,-272.0,3543.0),
(-174.0,-272.0,2817.0),
(-498.0,-272.0,3027.0),
(-418.0,-272.0,3093.0),
(-959.0,-273.0,2470.0),
(-532.0,-412.0,1100.0),
(-864.0,-412.0,1100.0),
(-893.0,-279.0,2474.0),
(-928.0,-273.0,3058.0),
(-530.0,-412.0,899.0),
(-858.0,-412.0,897.0),
(-831.0,-411.0,1600.0),
(-575.0,-410.0,1560.0),
(-831.0,-410.0,1560.0),
(-575.0,-410.0,1600.0),
(-831.0,-411.0,1727.0),
(-575.0,-411.0,1727.0),
(-831.0,-278.0,1856.0),
(-575.0,-278.0,1856.0),
(-573.0,-274.0,1983.0),
(153.0,-272.0,3867.0),
(-831.0,-278.0,1983.0),
(-573.0,-274.0,2023.0),
(-831.0,-274.0,2023.0),
(-894.0,-274.0,2021.0),
(-1491.0,-273.0,3837.0),
(-914.0,-273.0,3141.0),
(-1257.0,-273.0,3281.0),
(-1644.0,-273.0,3281.0),
(-535.0,-274.0,2023.0),
(-652.0,-279.0,2672.0),
(-534.0,-274.0,2695.0),
(-972.0,-273.0,2328.0),
(-1434.0,-273.0,2332.0),
(-652.0,-279.0,2699.0),
(-887.0,-279.0,2587.0),
(-884.0,-279.0,2670.0),
(-1292.0,-273.0,3058.0),
(-1969.0,-273.0,3152.0),
(-1597.0,-273.0,3167.0),
(-1598.0,-273.0,3060.0),
(-1775.0,-273.0,2428.0),
(-1777.0,-273.0,3059.0),
(-1685.0,-273.0,2228.0),
(-1438.0,-273.0,2230.0),
(-1851.0,-273.0,2390.0),
(-1853.0,-273.0,2428.0),
(-1303.0,-273.0,3137.0),
(-1973.0,-273.0,4246.0),
(-1797.0,-273.0,4422.0),
(-1649.0,-273.0,4422.0),
(-1827.0,-273.0,4452.0),
(-2011.0,-273.0,4258.0),
(-1617.0,-273.0,4452.0),
(-1379.0,-273.0,4450.0),
(-1567.0,-273.0,4486.0),
(-1417.0,-273.0,4507.0),
(-1169.0,-273.0,4396.0),
(-903.0,-272.0,4202.0),
(-910.0,-272.0,3369.0),
(-910.0,-272.0,3287.0),
(-1568.0,-271.0,4559.0),
(-1420.0,-271.0,4559.0),
(-1568.0,-271.0,4664.0),
(-1415.0,-271.0,4665.0),
(-533.0,-272.0,3287.0),
(-533.0,-272.0,3369.0),
(-205.0,-272.0,3372.0),
(-204.0,-272.0,3309.0),
(-184.0,-272.0,3246.0),
(-531.0,-272.0,3063.0),
(-161.0,-272.0,2828.0),
(-143.0,-272.0,3248.0),
(-22.0,-272.0,3248.0),
(-141.0,-272.0,3304.0),
(-24.0,-272.0,3306.0),
(15.0,-272.0,3168.0),
(15.0,-272.0,3246.0),
(132.0,-272.0,2777.0),
(62.0,-272.0,3166.0),
(120.0,-272.0,3243.0),
(95.0,-272.0,3257.0),
(60.0,-272.0,3295.0),
(97.0,-272.0,3299.0),
(427.0,-272.0,3142.0),
(159.0,-272.0,3257.0),
(148.0,-272.0,2730.0),
(428.0,-272.0,3054.0),
(167.0,-272.0,3403.0),
(217.0,-272.0,3548.0),
(142.0,-272.0,3529.0),
(-27.0,-272.0,3476.0),
(-207.0,-272.0,3478.0),
(-529.0,-272.0,3484.0),
(-365.0,-272.0,3635.0),
(-863.0,-410.0,1404.0),
(-864.0,-410.0,1560.0),
(-530.0,-410.0,1560.0))
faces1 = (
(0,1,2),
(3,1,0),
(4,5,6),
(3,7,1),
(8,9,10),
(7,3,11),
(3,12,11),
(13,14,15),
(6,5,16),
(17,18,9),
(5,19,16),
(20,5,4),
(21,18,17),
(21,22,18),
(23,24,25),
(23,26,24),
(27,26,23),
(27,28,26),
(29,28,27),
(29,30,28),
(31,30,29),
(32,12,3),
(29,33,31),
(33,34,31),
(35,34,33),
(35,19,34),
(36,19,35),
(37,38,39),
(40,37,39),
(34,19,41),
(42,41,19),
(41,42,43),
(6,16,44),
(45,6,44),
(43,42,46),
(47,42,19),
(47,48,42),
(47,19,5),
(45,4,6),
(45,49,4),
(49,20,4),
(40,50,37),
(51,50,40),
(52,49,45),
(53,52,45),
(53,54,52),
(55,53,45),
(56,55,45),
(55,57,53),
(53,57,58),
(49,52,59),
(59,52,51),
(40,59,51),
(40,39,59),
(50,60,37),
(37,60,61),
(62,37,61),
(63,61,60),
(64,63,60),
(62,65,37),
(37,65,66),
(66,65,67),
(66,67,68),
(66,69,37),
(69,70,37),
(70,71,37),
(71,72,37),
(37,72,38),
(39,38,59),
(73,68,67),
(73,74,68),
(75,74,73),
(75,76,74),
(71,77,72),
(77,71,78),
(78,79,77),
(77,79,80),
(81,77,80),
(81,15,77),
(15,82,77),
(14,82,15),
(83,15,81),
(83,13,15),
(84,83,81),
(84,85,83),
(86,85,84),
(86,87,85),
(85,88,83),
(89,88,85),
(88,90,83),
(91,90,88),
(91,92,90),
(93,92,91),
(94,93,91),
(94,95,93),
(92,96,90),
(97,96,92),
(97,11,96),
(8,17,9),
(98,90,96),
(99,98,96),
(100,11,97),
(100,101,11),
(101,7,11),
(102,101,100),
(103,102,100),
(79,103,100),
(79,104,103),
(105,79,78),
(105,104,79),
(106,104,105),
(106,2,104),
(0,2,106),
(24,107,25),
(107,108,25),
(10,107,24),
(109,10,24),
(10,9,107))
ob1 = createMesh('NMKIN_1WalkMesh', verts1, [], faces1)
putCam()
return
if __name__ == "__main__":
run()
SMKIN1 script:
# -------------------------------------------------------------------
# SMKIN_1 walkmesh (and cam) Blender Python script generated by SpooX
# -------------------------------------------------------------------
import bpy
import math
import mathutils
def createMesh(name, verts, edges, faces):
me = bpy.data.meshes.new(name+'Mesh')
ob = bpy.data.objects.new(name, me)
ob.show_name = True
bpy.context.scene.objects.link(ob)
me.from_pydata(verts, edges, faces)
me.update(calc_edges=True)
return ob
def putCam():
# Create a camera and get the shape name.
data = bpy.data.cameras.new('SMKIN_1Cam')
vcam = bpy.data.objects.new('SMKIN_1Cam', data)
vcam.location = (-2458.205,2236.561,5119.068)
vcam.rotation_euler = (0.0, 0.0, 0.0)
dx = -2457.866 - -2458.205
dy = 2235.799 - 2236.561
dz = 5118.516 - 5119.068
xRad = (3.14159/2.) + math.atan2(dz, math.sqrt(dy**2 + dx**2))
zRad = math.atan2(dy, dx) - (3.14159256 / 2.)
vcam.rotation_euler = mathutils.Euler((xRad, 0, zRad), 'XYZ')
vcam.scale = (1.0, 1.0, 1.0)
data.lens = 143.394
data.draw_size = 100
bpy.context.scene.objects.link(vcam)
def run():
verts1 = (
(-1291.0,-277.0,3021.0),
(-1654.0,-277.0,3208.0),
(-1291.0,-277.0,3209.0),
(-1652.0,-277.0,3021.0),
(-1784.0,-277.0,2403.0),
(-1784.0,-277.0,3021.0),
(-1860.0,-277.0,2365.0),
(-1860.0,-277.0,2408.0),
(-1676.0,-277.0,2292.0),
(-1681.0,-277.0,2190.0),
(-1626.0,-277.0,2378.0),
(-1636.0,-277.0,2292.0),
(-967.0,-277.0,2340.0),
(-1137.0,-277.0,2340.0),
(-1141.0,-277.0,2378.0),
(-966.0,-277.0,2540.0),
(-853.0,-277.0,2434.0),
(-967.0,-277.0,2434.0),
(-966.0,-277.0,2626.0),
(-935.0,-277.0,2828.0),
(-935.0,-277.0,2626.0),
(-967.0,-277.0,2830.0),
(-512.0,-433.0,915.0),
(-875.0,-433.0,1156.0),
(-512.0,-433.0,1156.0),
(-875.0,-433.0,915.0),
(-967.0,-277.0,2898.0),
(-934.0,-277.0,3021.0),
(-934.0,-277.0,2899.0),
(-853.0,-277.0,2540.0),
(-1275.0,-277.0,2698.0),
(-557.0,-277.0,2307.0),
(-534.0,-277.0,2540.0),
(-534.0,-277.0,2310.0),
(-556.0,-277.0,2218.0),
(-802.0,-277.0,2037.0),
(-563.0,-277.0,2037.0),
(-853.0,-277.0,2037.0),
(-802.0,-264.0,1995.0),
(-563.0,-264.0,1995.0),
(-802.0,-264.0,1845.0),
(-563.0,-264.0,1845.0),
(-537.0,-277.0,2036.0),
(-537.0,-277.0,2217.0),
(-537.0,-277.0,1995.0),
(-786.0,-433.0,1513.0),
(-541.0,-433.0,1513.0),
(-512.0,-433.0,1513.0),
(-875.0,-433.0,1513.0),
(-541.0,-433.0,1624.0),
(-783.0,-433.0,1624.0),
(-244.0,-274.0,3874.0),
(182.0,-274.0,3874.0),
(117.0,-274.0,3808.0),
(-1347.0,-277.0,4415.0),
(-1984.0,-277.0,3208.0),
(-1985.0,-277.0,4235.0),
(273.0,-274.0,2959.0),
(339.0,-274.0,3106.0),
(394.0,-274.0,3061.0),
(-1396.0,-277.0,4783.0),
(-1575.0,-277.0,4470.0),
(-1574.0,-277.0,4783.0),
(-506.0,-274.0,3073.0),
(-270.0,-274.0,3091.0),
(-290.0,-274.0,2776.0),
(146.0,-274.0,3089.0),
(130.0,-274.0,2778.0),
(-1345.0,-273.0,3775.0),
(-929.0,-273.0,3388.0),
(-507.0,-273.0,3314.0),
(347.0,-274.0,3337.0),
(-272.0,-273.0,3235.0),
(-507.0,-273.0,3388.0),
(-914.0,-273.0,3314.0),
(394.0,-274.0,3474.0),
(393.0,-274.0,3336.0),
(-984.0,-277.0,4049.0),
(-984.0,-277.0,4141.0),
(396.0,-274.0,3176.0),
(347.0,-274.0,3265.0),
(396.0,-274.0,3265.0),
(346.0,-274.0,3169.0),
(-928.0,-277.0,4049.0),
(-929.0,-277.0,4207.0),
(-928.0,-277.0,4141.0),
(-508.0,-274.0,3536.0),
(148.0,-274.0,3231.0),
(-1395.0,-277.0,4470.0),
(-1628.0,-277.0,4416.0),
(-1787.0,-277.0,4416.0),
(-1139.0,-277.0,4415.0),
(-913.0,-277.0,3208.0))
faces1 = (
(0,1,2),
(1,0,3),
(4,5,3),
(4,6,7),
(6,8,9),
(8,10,11),
(6,10,8),
(10,6,4),
(12,13,14),
(15,16,17),
(3,10,4),
(18,19,20),
(19,18,21),
(22,23,24),
(23,22,25),
(26,27,28),
(0,27,26),
(16,15,29),
(14,17,12),
(30,14,10),
(3,30,10),
(30,3,0),
(26,30,0),
(30,26,21),
(18,30,21),
(18,15,30),
(14,15,17),
(15,14,30),
(31,29,32),
(29,31,16),
(31,32,33),
(16,31,34),
(35,16,34),
(36,35,34),
(16,35,37),
(38,36,39),
(36,38,35),
(40,38,39),
(41,40,39),
(42,34,43),
(34,42,36),
(36,42,44),
(39,36,44),
(24,45,46),
(45,24,23),
(24,46,47),
(45,23,48),
(49,45,50),
(45,49,46),
(41,50,40),
(50,41,49),
(51,52,53),
(54,55,56),
(57,58,59),
(60,61,62),
(63,64,65),
(66,65,64),
(65,66,67),
(54,68,55),
(68,54,69),
(70,64,63),
(71,72,73),
(66,57,67),
(64,70,72),
(73,72,70),
(74,68,69),
(68,74,2),
(1,68,2),
(71,75,76),
(77,69,54),
(78,77,54),
(79,80,81),
(80,79,82),
(69,77,83),
(84,78,54),
(78,84,85),
(70,69,73),
(51,73,86),
(53,73,51),
(71,53,75),
(53,71,73),
(87,72,71),
(80,87,71),
(69,70,74),
(58,66,82),
(82,66,87),
(61,88,89),
(89,88,54),
(89,56,90),
(54,56,89),
(84,54,91),
(68,1,55),
(2,74,92),
(61,60,88),
(58,57,66),
(80,82,87))
ob1 = createMesh('SMKIN_1WalkMesh', verts1, [], faces1)
putCam()
return
if __name__ == "__main__":
run()
8-)
you could also send me the script to export the whole scene from max to blender
-
I can send you the script but it is buggy (or Blender 2.52 is).
First of all it only works with Blender 2.52. Than I got strange geometrical problems from objects that were exported and the camera seemed unreliable. I only use it to get the camera values in Blender and thats it.
So there would practically be no point in exporting the model.
BTW did you read my (late) reply in my request-for-an-exporter-thread?
-
I only use it to get the camera values in Blender and thats it.
So there would practically be no point in exporting the model.
we can always export to lwo object.... that should work....
However back to ontopic since this is supposed to be a gallery....
(http://farm8.staticflickr.com/7001/6762807135_199b9904d3_b.jpg) (http://www.flickr.com/photos/39897743@N05/6762807135/)
small update on the 'unfinished' plate...
8-)
another update
(http://farm8.staticflickr.com/7206/6886826055_4614c74b6c_b.jpg) (http://www.flickr.com/photos/39897743@N05/6886826055/)
8-)
2012-02-17 added mako, and Cranes
(http://farm8.staticflickr.com/7185/6893535221_cba4eb6faa_b.jpg) (http://www.flickr.com/photos/39897743@N05/6893535221/)
8-)
-
Started on texturing...
(http://farm8.staticflickr.com/7116/7707188694_2445fddbc9_z.jpg) (http://www.flickr.com/photos/39897743@N05/7707188694/)
enjoy.
8)
-
Looks fantastic as always SpooX!
-
I can't wait to see that finished and in game. As it is now it looks gorgeous. How will you do the general lighting of the entire area? Colored lights to make it look like the one in FF7, or texturework?
-
That looks awesome as usual SpooX
I have a question for you guys regarding this project
Would it be unreasonable to take the latest WIP's of all the content that has been made thus far
and make an installer for a beta test. I feel like I have been thoroughly teased by
all of these pictures for the last two years and do not even have access to what has been already finished.
I would even go so far as to offer to take the source data, convert it to ff7 format and put it in the game myself.
-
I can't wait to see that finished and in game. As it is now it looks gorgeous. How will you do the general lighting of the entire area? Colored lights to make it look like the one in FF7, or texturework?
errr lights....?
you mean something like this?
(http://farm9.staticflickr.com/8294/7713077696_85cd10cd09_z.jpg) (http://www.flickr.com/photos/39897743@N05/7713077696/)
8-)
-
Yeah, pretty much, as I recall that scene had very heavy yellow lighting (at least it looks like the lighting).
Looks damn nice.
-
Photorealistic :P :P
-
Nice work, SpooX. I love those reactor interiors :D
-
The project has been finalized?
-
Any way i can test the scenes at all? can i get a programme to import them into my game and also find out the name of the scenes?
-
I guess that's the problem now. Everybody is working hard on new backgrounds, but nobody has made a proof of concept. FacePalmer should be able to port them to the game in theory.
-
I guess that's the problem now. Everybody is working hard on new backgrounds, but nobody has made a proof of concept. FacePalmer should be able to port them to the game in theory.
They are able to be ported into the game, SL shows that here in his test...
(http://img707.imageshack.us/img707/1297/95610606.jpg)
Photo is from the original post: http://forums.qhimm.com/index.php?topic=9688.200
-
I guess that's the problem now. Everybody is working hard on new backgrounds, but nobody has made a proof of concept. FacePalmer should be able to port them to the game in theory.
Getting them in the game is not that tricky, but to do it right with the different layers will require a lot of rendering individual parts for masks.