HD textures

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jmoyet
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Post by jmoyet »

Fenrir2469 wrote:i do have an idea for a texture...
whats the idea?
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Post by Fenrir2469 »

how do i add the texture to the hovertrans model?
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Post by jmoyet »

Fenrir2469 wrote:how do i add the texture to the hovertrans model?
go to the install folder then \TheUniversal\Clients\Data\Models\Vhcls

if your doing a planet \TheUniversal\Data\Models\Vhcls

*Update oh and remember to rename the new files with the old texture file names Update*
Last edited by jmoyet on Mon Sep 17, 2007 2:42 am, edited 1 time in total.
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Post by qpunk »

if thers going to be HD textures what about HD models such as buildings so far models sizes are in the 50 100 in kb mine are in the 250kb rang wean i make em
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Post by jmoyet »

qpunk wrote:if thers going to be HD textures what about HD models such as buildings so far models sizes are in the 50 100 in kb mine are in the 250kb rang wean i make em
i dont know 3d modeling but that would be good as long as it doesnt drop the fps too low.

if you got anything post a screen shot of it here.
Last edited by jmoyet on Mon Sep 17, 2007 2:43 am, edited 1 time in total.
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Post by qpunk »

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Post by jmoyet »

looks good. using Google sketch? for high detail texture it with 800x800 texture size oh higher and save the texture as .jpg at 100% quality for smaller file size. my texture is 1024x1024 in .bmp format takes 3.00MB in .jpg format it takes 193kb
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Post by qpunk »

i have bin busy on this what do you guys think

Image

animation is not my thing tho
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Post by Fooli »

Nice model. Where'd ya steal that from then :p

Animation is probably the most entertaining part of the process!
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Post by jmoyet »

qpunk wrote:i have bin busy on this what do you guys think
if you made that you have good modeling skills and texturing skills.
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Post by zaroba »

that looks great.

can i get a few copies of that with different weapons? like a pistol, sub machine gun, grenade launchers, and a rocket launcher? i could make use of it on sabrada.
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Post by qpunk »

have not made eny weapons

the texturing that you see is not compatable with TU so need some one else to do it

o im a building modeler so making this was murder probably never going to build charicters agean.
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Post by Jayecifer »

Lol, how convenient.

Qpunk, do you realize that with the ability to model characters like that you could easily find a career in game development field?

If your skills have indeed increased to this point I'd like you to join my dev team.
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Post by Fooli »

Heh. From

Image

to

Image

in just a couple of months. It's a miracle! :)

Seriously qpunk, if you made that by hand you must be some kind of genius. If, as is more likely (I'm afraid) you started with something from Poser, another modeller's work, or perhaps something from XSI, then... well, all well and good innit but that's no way to learn. Happy to be proved wrong :)

Equally, happy to help sort out the textures if it's a copyright free model. I guess it's using multiple materials, which is a pain to convert to single texture... but sometimes possible.

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Post by Jayecifer »

There are letters watermarked all over the image.

"MO XSI" and "SHADER" I'm guessing.
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Post by Fooli »

Heheh, so there are. As I suspected :) Making humanoids in XSI is about as simple as selecting the "make humanoid" button and deciding how big it is. But the free package (the one you get with the HL2 sdk) has crippled export... basically you can make anything you like for HL but it's not a great deal of use for anything else. Fantastic time-saver but not very original.

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Post by zaroba »

qpunk wrote:have not made eny weapons

the texturing that you see is not compatable with TU so need some one else to do it

o im a building modeler so making this was murder probably never going to build charicters agean.
can you email it to me at vikingzaroba [at] gmail.com?
i'll work on adding various weaps to it and retexturing it next week.

oh, and animating it.
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Post by Jayecifer »

I looking for some stock humanoid forms to tear apart to create our modular character creation system thing. Would this "XSI" thing be the way to go? How much work to get the models into a format that's usable? Preferably .obj
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Post by qpunk »

no the red robot was taken from the game o.r.b. in the game its the commandos space suit

ya its from HL2 urbin person i sead i was working on it never sead i made it i did modify it such as lighting the water marks in the pic is from the program the programe is mod tool its free to use and well easy to use

o by the way i hate making charicters just thout i cud help in the with that as i can see thers a small selection, im build buildings so working on that was a pane

if you think in eny way i was trying to pull something off as stealing no way but i am headed tord the EAU a college for the company EA

Jayecifer the free program that i used here will work it has the ability to export to .obj files
it has a vary good texture ability but wean you export it go makes you texture in .tga format and wont work in game
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Post by Fooli »

Jayecifer wrote:I looking for some stock humanoid forms to tear apart to create our modular character creation system thing. Would this "XSI" thing be the way to go? How much work to get the models into a format that's usable? Preferably .obj
I'd be interested to know how you're approaching the modular thing, Jaye. You going for separate limbs, torsos etc, or more like the "adjust the sliders to change your physique" approach?

XSI is by a company called Softimage - it's less well known than Max/Maya but it's up there with them in terms of features etc (eg, Valve use it for HalfLife). The free Mod Tool version has limitations on export, no mental ray rendering etc - but it does work with HL2 formats (if I recall) and apparently integrates with XNA too, if that's your thing. There might be a way to convert to .obj - looks like qpunk may know how. Beyond that, the full-fat version of the software costs about $5,000 but there's a $500 package that might be useful, if your project's at the stage where you don't mind spending a bit of money. I don't know what limitations that medium level package has, but with luck it's not on the export side ;)
qpunk wrote:if you think in eny way i was trying to pull something off as stealing no way
Fair enough qpunk, though it did seem that way, a bit. Seriously though, if you're using XSI and the mesh bit is already taken care of, it'd be fun to sort out the animation too. No idea how that stuff works in that package but there's nothing quite like making a model walk to bring it to life (or making it dance or fall over in an amusing fashion, etc :)

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