I need a little favour....
I need a little favour....
Lo all as u can guess i need a litle favour...... im not gonna give it all away but my worlds based in the medieval age.... can anybody make some models for me.... i need a catapult .... and any other medieval vehciles/weopons u can make me i no its a lot but im to in experianeced to make them Oh also like a bow in there
hedge made some nice castle stuff long ago for the first reina roja.
i'm sure i still have it somewhere.
as for other things, i have some stoneage themed buildings that might be handy that i made for zoric 9 (i think). since midevil themes generally use stone stuff they could probably be used.
heres some pics:
a simple building:
a cave-like house:
small kettle:
large kettle:
small quarry:
large quarry:
well:
worship stone
these next 2 buildings somewhat go together
Flintcar Wheel Fac
Flintcar Fac
the above 2 were used to make the Flintcar:
it has spinning wheels on it but i also have an unanimated version made if you want it instead. it just needs to be mapped so it can use the same texture as the animated version which is easy to do..
most of the buildings can be considered mid to very high poly for this game (especially the large quarry). all the bricks/logs used are full pieces copied and pasted to basicly 'build' the buildings instead of useing textured boxes so they all have alot of detail to them.
i'm sure i still have it somewhere.
as for other things, i have some stoneage themed buildings that might be handy that i made for zoric 9 (i think). since midevil themes generally use stone stuff they could probably be used.
heres some pics:
a simple building:
a cave-like house:
small kettle:
large kettle:
small quarry:
large quarry:
well:
worship stone
these next 2 buildings somewhat go together
Flintcar Wheel Fac
Flintcar Fac
the above 2 were used to make the Flintcar:
it has spinning wheels on it but i also have an unanimated version made if you want it instead. it just needs to be mapped so it can use the same texture as the animated version which is easy to do..
most of the buildings can be considered mid to very high poly for this game (especially the large quarry). all the bricks/logs used are full pieces copied and pasted to basicly 'build' the buildings instead of useing textured boxes so they all have alot of detail to them.
I've got work-in-progress models for a kinda poetic-license catapult, that's designed to be a fixed defensive weapon (it's turreted, on a swivelling base sorta thing). I don't have a wheeled catapult, or seige tower, but that might be a fun thing to make.
Meanwhile there are some models originallly designed for The Republic's medieval era - a particularly bad-looking knight on horseback, and a couple of huts and stuff, that are vaguely medieval-looking.
If you have anything specific in mind, it's always worth suggesting something specific :)
f
Meanwhile there are some models originallly designed for The Republic's medieval era - a particularly bad-looking knight on horseback, and a couple of huts and stuff, that are vaguely medieval-looking.
If you have anything specific in mind, it's always worth suggesting something specific :)
f
those pics aren't the textures, thier just screenshoyts of the models
just uploaded a zip of the pictured models to http://www.tuwr.net/~miscstuff/buildings.zip
just uploaded a zip of the pictured models to http://www.tuwr.net/~miscstuff/buildings.zip
the first line of your post...Fooli wrote:I challenge you to find the words in my post that indicate I'm making anything
so...your making a poetic-liscense catapult. right?Fooli wrote:I've got work-in-progress models for a kinda poetic-license catapult, that's designed to be a fixed defensive weapon (it's turreted, on a swivelling base sorta thing). I don't have a wheeled catapult, or seige tower, but that might be a fun thing to make. f
yeh soz for double postying but..... any 1 reckon they can work with these models -screenshots below- if u can tell me .....
:edit: well the screenshots didnt work so ill give ya the best next thing ...
[url]http://.civil.umaine.edu/catapult/Project%20Photo%20Gallery.htm
This is the site where the images are and the 3d model... i have permission to use it so help urselves and play around with it....
:edit: well the screenshots didnt work so ill give ya the best next thing ...
[url]http://.civil.umaine.edu/catapult/Project%20Photo%20Gallery.htm
This is the site where the images are and the 3d model... i have permission to use it so help urselves and play around with it....
I couldn't find a 3d model there. From the screenshots it looks high poly, probably untextured (using materials rather than uvmapping), and whether it's set up to animate properly is anyone's guess.
If I get some time I'll try to finish it off - no promises though: I've got quite a lot of other stuff to do first.
Main issue with this sort of model is that it depends on rotational animations, which are awfully time-consuming to build and tend to whack the filesize up a lot because it takes so many frames to make it look smooth. There's also the issue of what it fires (if anything). In that model there's a bunch of rocks waiting to be loaded; you could use the same rock model as the weapon associated with the catapult, and that'd be fine - but the rock would have to automagically appear at the top of the firing arc, kinda thing - it wouldn't be seen in its "rest" state. There might be something cunning I can do to fix that - basically fudging it so the rock starts in the "bowl", and at the point of release, it scales down to something so tiny you can't see it while being "replaced" by the rock weapon model - scaling back up again when the catapult returns to its rest position.
As you can probably tell, it's less than ideal and would require a fair amount of work. I still think it'd be fun to do, though - whenever I get time, I will.
f
If I get some time I'll try to finish it off - no promises though: I've got quite a lot of other stuff to do first.
Main issue with this sort of model is that it depends on rotational animations, which are awfully time-consuming to build and tend to whack the filesize up a lot because it takes so many frames to make it look smooth. There's also the issue of what it fires (if anything). In that model there's a bunch of rocks waiting to be loaded; you could use the same rock model as the weapon associated with the catapult, and that'd be fine - but the rock would have to automagically appear at the top of the firing arc, kinda thing - it wouldn't be seen in its "rest" state. There might be something cunning I can do to fix that - basically fudging it so the rock starts in the "bowl", and at the point of release, it scales down to something so tiny you can't see it while being "replaced" by the rock weapon model - scaling back up again when the catapult returns to its rest position.
As you can probably tell, it's less than ideal and would require a fair amount of work. I still think it'd be fun to do, though - whenever I get time, I will.
f
Last edited by Fooli on Wed Nov 09, 2005 6:16 pm, edited 1 time in total.
There ya go. One catapult. You got lucky: I had a quiet work day and needed a break from doing peoploids :)
Get it from the model library here: http://theuniversal.net/modellibrary.php?showcat=35
I haven't tested it fully so there may be issues here and there. It's designed as a mapvehicle or an auto defence turret... the tricky bit will be setting up the weap script and vehicle/building settings to make that happen.
I assume you'd like a ballista next :)
f
Get it from the model library here: http://theuniversal.net/modellibrary.php?showcat=35
I haven't tested it fully so there may be issues here and there. It's designed as a mapvehicle or an auto defence turret... the tricky bit will be setting up the weap script and vehicle/building settings to make that happen.
I assume you'd like a ballista next :)
f