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Messages - qmodder

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126
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 21:07:14 »
The battle scene is very different but here is the reconstruction I did a while ago of it:

Also had some more fun with the models  :D
Character Models

Heli Gunner's Firing Line attack animation:


I probably going to add the reactors to Midgar next... going to have fun with the Spin tool  :wink:

127
Team Avalanche / Re: Midgar City Information
« on: 2015-02-13 18:35:38 »
I was making the model since its used in plenty of other scenes as well as Shinra Building infront, President Shinra Office, North Mako Reactor, South Mako Reactor, Sector 7 Pillar Bombing, Climbing the "Golden wire of hope" and is used as a background in the Hundred Gunner / Heli Gunner battle

128
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 19:11:30 »
Ive been making the city so I can place the Shinra Building Outside Elevator (eleout) and render the background since without the city its black:


Normally this field overlooks the Sector 4 Reactor and the plates neighboring it.

129
Team Avalanche / Re: Midgar City Information
« on: 2015-02-12 16:03:15 »
50 meter pillars!


Also here is my current plate design:


Not sure why but it looks a bit wrong to me.  Have any ideas what the issue is?  Bad scaling?

Im trying to build it in a way that if you place all the outdoors scenes on it, they would fit without problems and look good

130
Team Avalanche / Midgar City Information
« on: 2015-02-12 07:19:45 »
I have been looking around for information about the characteristics of Midgar but haven't found much.  From ingame text, we know that the plate is 50meters from the ground but what is the radius of the plate? 100m? 1km?  Also what is the "Thickness" of the pizza? I was guessing 7.5m based on the North Mako Reactor bridge but can't be sure.  And also are there any good reference images available? 
I am trying to properly scale my North Mako Reactor Bridge to fit nicely into a real scale Midgar then "Spin" it for the other 7 sectors

Any information would be helpful   :D

131
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-09 17:56:13 »
I was wondering if we could generate that information from blender in the same way we render different layers of the image so certain tiles are behind others

132
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-07 08:10:38 »
The way I generate the tiled images is by combining the layers in Palmer, then "Write modpath textures". It's not something you get straight out of Blender.
I think that KnifeTheSky77 meant about removing the constraints from how backgrounds are currently tiled, and have full control over what layers can be displayed and where. My current work on finalizing my fields has shown how much limiting that can be.

I know you can do it in Palmer but you need an XML file that has the texture coordinates so it can "untile" it and display it properly.
The XML looks like this and I was wondering if you could auto generate it


<background2d image="maps/ffvii/field/startmap.png" position="0.0115064 -0.301172 10.3248" orientation="0.999969 0.00701926 0.000122074 0.00256355" fov="30.7098" range="-3072 -3072 3072 3072" clip="960 720">
    <tile destination="-480 -384" width="48" height="48" uv="0 0 0.0625 0.0625" depth="999" blending="alpha" />
    <tile destination="-432 -384" width="48" height="48" uv="0.0625 0 0.125 0.0625" depth="999" blending="alpha" />
    <tile destination="-384 -384" width="48" height="48" uv="0 0.0625 0.0625 0.125" depth="999" blending="alpha" />
    <tile destination="-336 -384" width="48" height="48" uv="0.0625 0.0625 0.125 0.125" depth="999" blending="alpha" />
    <tile destination="-288 -384" width="48" height="48" uv="0.125 0 0.1875 0.0625" depth="999" blending="alpha" />
    <tile destination="-240 -384" width="48" height="48" uv="0.1875 0 0.25 0.0625" depth="999" blending="alpha" />
    <tile destination="-192 -384" width="48" height="48" uv="0.125 0.0625 0.1875 0.125" depth="999" blending="alpha" />
    <tile destination="-144 -384" width="48" height="48" uv="0.1875 0.0625 0.25 0.125" depth="999" blending="alpha" />
    <tile destination="-96 -384" width="48" height="48" uv="0.25 0 0.3125 0.0625" depth="999" blending="alpha" />
    <tile destination="-48 -384" width="48" height="48" uv="0.3125 0 0.375 0.0625" depth="999" blending="alpha" />
    <tile destination="0 -384" width="48" height="48" uv="0.25 0.0625 0.3125 0.125" depth="999" blending="alpha" />
    <tile destination="48 -384" width="48" height="48" uv="0.3125 0.0625 0.375 0.125" depth="999" blending="alpha" />
    <tile destination="96 -384" width="48" height="48" uv="0.375 0 0.4375 0.0625" depth="999" blending="alpha" />

133
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-06 19:16:26 »
You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )

Can you export from blender in tiles? Im really looking for a way to do this?  And also generate the XML from the depth info?

134
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-31 19:46:33 »
Fixed camera angle, bridge size, bridge scale, railing scale and added the part of the plate where the bridge connects to!


EDIT1: update: Added more objects on the plates, pipes, junction boxes etc stuff you usually find around reactors.



EDIT2: Progress!  Added nicer lighting, 90 degree pipe turns, pipe junction boxes, cableboxes and more Shinra objects and made the Sector 8 plate a bit thicker so its closer to the original.
Quick full size render with plenty of samples:


135
Thanks to SpooX for the logo  :D

Made the text brighter like it is in the original:

136
About the letters, I think if we can find a bitmap of the kanjis we can import that and draw a 2D shape over them with the add verticle ctrl click tool then extrude from the 2D shape to get the 3D effect and shadows the original letters had

137
4K should be fine never had problems with 4 or 8K

138
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-29 16:01:22 »
Thanks for the tutorial!
I have added some better geometry to the bridge because bridges aren't perfectly square :)


Is there any way to get the original camera data for this scene so I can render from where the camera in FF7 renders from?

139
It is using a "Sun" light but its rather far away

140
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-28 16:57:17 »
Heres the blend file: http://www.mediafire.com/download/q3732u313tys9js/bridge_cycles.blend
I have everything needed setup

141
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-28 16:39:27 »
I tried applying the scaling and switched from mixing shaders to mixing colors however its still bad:


But really, I don't want to spend too much time on the materials, I want to spend more time modeling the rest of the scene that working out why this is stretching, are there any concrete materials that apply evenly automatic?

142
Made some progress, updated the OP. Does anyone here know what the Japanese characters mean and what they translate to?  I need to know what they are so I can model them

143
Team Avalanche / [HD Remake] Startmap Debug Room (Q-Gears)
« on: 2015-01-27 19:39:28 »
Since I'm making a debug room for Q-Gears I figured I might as well HD-Remake the FFVII one!
:


Version 0.2 (Fixed scaling, lighting and glossy issues): http://i.imgur.com/CB0BJha.png
Version 0.1 (Initial Render): http://i.imgur.com/3wY1qb4.png

Would be nice if you could find me a nice FFVII logo with a black/transparent background like the one in:
Thanks SpooX for the logo :D

Here is the original scene:

144
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-27 18:31:51 »
Sorry for the long absence but I was playing around with various scripts related to UV mapping.  I was trying to avoid it since its hard to extrude/scale and add more geometry once you have perfected the UV mapping but I decided its something you have to deal with and did my UV project :)


Its much better than before but its still  a bit stretched, is there anything I can do to fix that?

Here is a close-up

145
Q-Gears / Re: QGears team needs more people!
« on: 2015-01-24 14:28:15 »
We should sticky this

Also, whoever does not have an IRC client should use this link: http://webchat.esper.net/?channels=qhimm.com&nick=

(But really, you should get an IRC client, its better than web chat)

146
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-18 17:02:28 »
I'm trying to avoid UV-unwrapping because I fear it will make future changes to the bridge mesh harder.
From what I have seen from SpooX's models 3ds somehow auto fixes this, he applies a concrete material to everything without issues or having to make corrections.  Is there some way to mimic that in Blender?  The material is supposed to be a placeholder or somewhat of a standard material before I apply the real textures of the bridge that's why I went with a procedural material thinking that it would auto apply itself evenly but that is not the case.

147
Team Avalanche / North Mako Reactor Bridge (Q-Gears)
« on: 2015-01-18 07:56:12 »
I have been making the nrthmk scene in blender for use as a simple scene for Q-Gears field, possibly a debug area.  Here is where I have gotten so far


However I am having a slight problem with materials, the materials are stretched on the side of the bridge as seen here.  I'm using a procedural Musgrave texture that should not need UV unwrapping and should simply apply everywhere like it does on the rails


I have double checked the normals and recalculated them but the textures are still stretched, here is how the wireframe and normals looks like:


Any idea on what might be causing this?

148
The link above is a link to some mp3s,
Does anyone have the OGGs for this?
If so then would you please upload it because all the links are dead

149
Q-Gears / Re: Compiling QGears
« on: 2014-11-15 07:25:13 »
Got it working thanks to some helpful batch files I found in another thread

150
Q-Gears / Compiling QGears
« on: 2014-11-10 20:24:57 »
I'm interested in compiling Q-Gears but I'm kind of lost at how to get everything working.  Have not done this in ages and have forgotten stuff.  I have downloaded the sources and installed the ogre without visual C++ but I can not seem to get CMake and Code::Blocks to work

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