Weapon models -1 reply

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English Rose

Armed With...Photoshop...

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27th January 2004

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#11 15 years ago

Hey thanks, I'll do some searching through the net for some good pictures of cannons they had back then. The cannon is needed just for show in the map, though it would be good if it did actually fire, but maybe that could happen later. looking good so far. It's very much appreciated. thank you :) :) :)




TucoTheUgly

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19th June 2004

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#12 15 years ago

alpha2 version ;) gun42sc45csa.jpg gun1.jpg gun2.jpg gun3.jpg Do you want the gun with the thing it stands on, or will you do that in radiant? Also, is it possible to "spawn" the model in ie RTCW once it's in md3?




Hewster

WildWest Creator

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26th October 2002

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#13 15 years ago

Hi Tuco, first some info for you: I use 3DsMAX for model creation for WildWest, however any modelling program that can export to .md3 can be used (I believe there is a plugin for Maya). Gmax is a free version of 3Dsmax, and can be used to export and import .md3. Player models are in a different format (.mds), and currently can only be exported from 3DsMAX. the .ase format is not used by the engine, however it can be used in mapping, where the geometry is converted into the compiled map by the q3map2 compiler. .ase models allow for more flexibility with tris count, size, and ease of editing shader paths. It is the preferred format for "misc_models" in the maps. ok.. modelling the Winchester, you may want to look at the Henry model, since (I believe) the 2 rifles are very similar.. (look at the third person models, as the 1st person ones are distorted, and have been optimised to look correct with the games perspective. I cannot say if you model will make it into the game, because ATM, we have no plans for adding any new weapons. Your best bet is to work with a mapper, creating map models form them, this way you can be sure of your work being seen, and also be helping the mapper a LOT. on a final note, you should be aware that poly count is everything in game modelling, the lower the better, in fact this is where the real skill comes with game modelling, creating a low-poly model that looks like a high poly model.. models with high-poly counts will drastically reduce in-game FPS (performance) As a guide line, our max poly count for 1st person models was 1500 polys, many of the weapons are a lot less than that. love the cannon model (although looks a little high on the poly count ?), for some pics of a cannon model I knocked up, see this thread: http://www.gamingforums.com/showthread.php?p=764017#post764017 and Finally... WELCOME to the WildWest community :D Hewster EDIT: yes you can "spawn" an .md3 in-game (the mapper must set this up as a misc_game_model)




Hfx-Rebel Advanced Member

AzH owns my ass

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15th March 2004

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#14 15 years ago

hey there tuco...welcome to the WW :cya: ...your models are lookin good!!:thumbsup:




TucoTheUgly

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19th June 2004

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#15 15 years ago

The poly count is 3984 according to maya's poly count. When I find the option to delete polygons that aren't visible I guess I'll lower it to about 60% of that, since I didn't care about visibility at this stage (still learning).

As for the rifle, I'm gonna scrap it and start over once I'm done with the cannon.




TucoTheUgly

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19th June 2004

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#16 15 years ago

Ok, this version is @ 2464 and still room for Improvement as far I know maya. gunopt.jpg




TucoTheUgly

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19th June 2004

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#17 15 years ago

And finally, @ 1500 polys gunoptfin.jpg




Ignacio

Slap leather, varmint!!!

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7th October 2003

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#18 15 years ago

Nice!




Gringo Starr

Green Whorn

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8th May 2003

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#19 15 years ago

Yeah, very nice work Tuco!




Deimos

Pierce the Heavens

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27th January 2003

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#20 15 years ago

Ooo the gold color makes it look nice! Great work Tuco!