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Posted: 2005-01-28, 05:20
by Shadow
sure. let them know its a paintball mod. http://s3.invisionfree.com/pbxtreme/index.php?act=site is our website so far
thanks

Posted: 2005-01-29, 10:45
by KillerKind
Crossbow update. :)

Made a low poly version with a quick skin map, boned and then exported in game. The skin texture and anims from the "dartgun" are only temporary. I should have a new skin, custom fire, reload and idle animations finished soon.



Here is a short video of the weapon model in mdl viewer and in Ca3D-Engine.

Crosbow-Test-01.wmv
6193 KB


And a couple pics from the video:

MDL Model Viewer

Image

Ca3D Death Shot:

Image

Peace,

Killer`

Posted: 2005-01-29, 12:18
by Carsten
Awesome!
:wohow: :up:

I've never seen such a spectacular Ca3DE movie before. ;)
Groovy!

Posted: 2005-01-29, 21:16
by KillerKind
Thanks Carsten, glad you like!

One more update and then I have to spend time with family. This one is on the shotgun. Same thing - temp skin (nice skin map though) and stock anims which I will customize soon.



Shotgun 3DMax Render:

Image



Model Viewer and Ca3D Video:

Shotgun-Test-01.wmv
5045 KB


Peace,

Killer`

Posted: 2005-01-30, 14:38
by Carsten
Look good! :)

Btw, just in case you don't have the latest version of NewMaterials.pdf already, you might want to have a look into section 9 of http://www.ca3d-engine.de/Forum/NewMaterials.pdf

It explains where shadow artifacts come from (namely from models that are no closed 2-manifolds). Good news however is that, after a thoughtful discussion with Kai a while ago, I'll probably switch off shadow casting of first-persons view weapon models (v_ models).
This will increase FPS, and get rid of all shadow artifacts that are caused by some of these models. It will also make live for modellers easier, as these models then need not be closed 2-manifolds any more.

Posted: 2005-01-30, 16:05
by KillerKind
Carsten wrote:Look good! :)

Btw, just in case you don't have the latest version of NewMaterials.pdf already, you might want to have a look into section 9 of http://www.ca3d-engine.de/Forum/NewMaterials.pdf

It explains where shadow artifacts come from (namely from models that are no closed 2-manifolds). Good news however is that, after a thoughtful discussion with Kai a while ago, I'll probably switch off shadow casting of first-persons view weapon models (v_ models).
This will increase FPS, and get rid of all shadow artifacts that are caused by some of these models. It will also make live for modellers easier, as these models then need not be closed 2-manifolds any more.
Ah, thanks for the info. That is a problem!

I agree, it would be best for the modeler if he didn't have to worry about "closed geometry", at least for the higher res v_model. It is not really a problem for p_models and w_models, as these are low res anyway.

And here I thought I was doing well with my M203. Guess I'll have to revise my plan, as it is certainly not "water tight". I may just have to wait for you to switch off shadow casting. :frown:

Here's a look at the M203 using the 9mmAR anims. It has not been skin mapped yet, as I am still working on the mesh.

M203-Anims-01.wmv
1523 KB


Also, here's a quick video of a new custom fire animation for the crossbow. It's only of the model viewer, as it is not yet proper for in game - code for the projectile.

Crossbow-Fire-Anim-01.wmv
1826 KB


Peace,

Killer`

Glock 17

Posted: 2005-02-02, 14:56
by KillerKind
If anyone would like to check out the Glock 17 in game, download the zip file below. Extract files to the directory where you installed Ca3DE. Overwrite the DeathMatch.dll file when prompted. Make sure the new model files (listed below) are extracted to the models\weapons directory.

Glock17_p_Ca3D.mdl
Glock17_v_Ca3D.mdl
Glock17_w_Ca3D.mdl


KillerKind-Ca3D-Weapons.zip
840 KB



Killer`

Posted: 2005-02-03, 00:30
by Shadow
cool dude

Posted: 2005-02-07, 02:24
by Kai
Hi there ^^

I was away for quite some time.
I really like your models, also thanks for your nice skin on the glock17.
Looks like you are pretty talented, im very interested in what you will do in the future.

Posted: 2005-02-07, 03:29
by KillerKind
Kai wrote:Hi there ^^

I was away for quite some time.
I really like your models, also thanks for your nice skin on the glock17.
Looks like you are pretty talented, im very interested in what you will do in the future.
Hello Kai ^^

Very glad you are back. :D

No problem on the Glock skin. Hope you won't mind if I use the model for Project Mayhem.
You may use any of my models for the TechDemo if you wish.

Killer`

Posted: 2005-02-07, 04:37
by Kai
No problem on the Glock skin. Hope you won't mind if I use the model for Project Mayhem.
Use what you want for your mod, it looks very promising. Im currently busy with a new playermodel including the highresversion for the normalmap. So far i finished the lower bodypart.

I also finished some new props just for a new test (currently working on lod for meshes)
Image

This model is using the new material system and is made up with diffuse and normalmaps. The version on the left is used as a lower lod mesh (~70 poly), the right version is the much higher.

Posted: 2005-02-07, 05:12
by Shadow
is the lower version just a normal cylinder?
they look good btw. how u do the textures?

Posted: 2005-02-07, 11:56
by Kai
The one on the left side ?
Well it's a modified version of a cylinder , applied with a normalmap.
I create most textures by painting them, using photoshop. Sometimes i use photoreference but not in this case.

Posted: 2005-02-07, 23:09
by Shadow
well yeah i kinda guessed that u painted them.
but wut techniques and effects and tools or w/e did you use?
i have been strugling to create realistic textures for my models

Posted: 2005-02-08, 03:34
by Kai
Hmm its not really special, and this is just a quick material...

There is is no real secret behind my way, but i sum up my steps (very quick, but i could create a tutorial)

I start to think over the model doing a scribble, if needed. Then i start modeling and creating both high and lowres mesh. Highres is used for the nmap baking.

Now comes the diffusemap, i start with a basic color in Photoshop, if not sure i use some reference to get more detailed impressions..
In this case i want a little rusy, decayed, somehow corroded surface.
Those surfaces are very randomised, so you have to get away from the plain color, using masks ans layers on different blending modes. If well composed the texture may look like my version.

I rarely use any kind of filters, only "blur" ,"highpass", "fade effect" and "level adjustment" are very often used..
Oh yeah the only new filter set i use at the moment is MaP, a very powerful, procedural generator to create seamless masks...good for dirt or corrosion ..

You can download the free Plugin here
http://www.allegorithmic.com/v2/zone_desc.htm