TrGMCliff [Working]
Moderators: Haplo, Lead Developers
TrGMCliff [Working]
[url=http://img133.imageshack.us/my.php?image=mistor5pc.jpg]Screenshot.[/url]
Is NOT intended to be incredibly tall (should be about as tall as a town wall). Length should be about 1/3 to 1/2 the size of a cell. The top of the mesh needs to be deep enough such that it can be pushed into the heightmap fairly easy.
Is NOT intended to be incredibly tall (should be about as tall as a town wall). Length should be about 1/3 to 1/2 the size of a cell. The top of the mesh needs to be deep enough such that it can be pushed into the heightmap fairly easy.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
If no new people learn we are fucked. Why not learn blender? That works. Maya has never been compatible in the history of TES modding... how'd you get started on that?i feel that i can be of more use in other areas of the project instead of taking up claims from those who actualy know what the are doing
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I can gladly do it if i will succed with exporting it and if you can ask the question I ask you at msn. How large is a cell?
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
- Lady Nerevar
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- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
blender freaked me out with its horrible (to mea alteast) UI. so i kinda droped the whole modeling thing. then my bro got maya cause thats what one uses to model for unreal turnament (wich he wanted to do). i found it easir then blender and started to learn.how'd you get started on that?
i wouldnt say that im a total n00b at modeling. but my technique probably does seem wierd, especialy when some kind of feature gets turned of my accident and i end up confused in a program that dosent like me too much. i mostly just generate a plane and start pulling vertexes (none of that extruding and mirroring stuff)...
... and i realy dont have much luck with instaling 3rd party technology, like exporters. i think im doing everying right, but some where some setting is probably off (or the thing is malfunctioning due to the wierd way bro instaled it) wich is skrewing up the thing.
anyhow, rants aside, i am still learning to model. i just dont feel that i am ready to hold a claim succesfully yet.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
Ok, here is the first prototype. I have no idea if it is good or not, and i know that it is quite far from the concept you gave me Poha!. This is absolutely not meant to be a finished version, i just want some feedback.
[img]http://s53.photobucket.com/albums/g64/Joco_Modding/th_cliff.jpg[/img]
http://i53.photobucket.com/albums/g64/Joco_Modding/cliff.jpg
(This is the link if you are intrested to see a large one...)
[img]http://s53.photobucket.com/albums/g64/Joco_Modding/th_cliff.jpg[/img]
http://i53.photobucket.com/albums/g64/Joco_Modding/cliff.jpg
(This is the link if you are intrested to see a large one...)
When making this mesh (and I should have made this clear in the first post) the top of the cliff needs to extent backwards at least half of the height. As a crude moch-up:
As of right now, you have the front of the cliff, but we need the top part of the cliff also... hopefully PoHa! can explain it better.
Code: Select all
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"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
ok thats easy. Is it ok if the back is a hole or does it have to be a plane???
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
The back wouldn't really need anything, as it's intended to be buried in the terrain.
To reiterate Noir's point, all that I had thought would be necessary for this is the top, and the front. However, the two sides that you have would increase its useability by quite a bit, I think.
So as to what I think this should be, it might be nice to have a short dip down part on the back, to make it easier to bury in the terrain, but that's not at all necessary, just an idea, that others are free to comment on.
Err... to explain what I mean, I'll make a cutesy diagram:
To reiterate Noir's point, all that I had thought would be necessary for this is the top, and the front. However, the two sides that you have would increase its useability by quite a bit, I think.
So as to what I think this should be, it might be nice to have a short dip down part on the back, to make it easier to bury in the terrain, but that's not at all necessary, just an idea, that others are free to comment on.
Err... to explain what I mean, I'll make a cutesy diagram:
Code: Select all
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"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- Lady Nerevar
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i will work on it and give another one later today or tommorrow.
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
Ok here is one that i have improved. I prefered to make links...
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev3.jpg
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev2.jpg
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev1.jpg
This one was a view in nifscope...
http://i53.photobucket.com/albums/g64/Joco_Modding/nifpiccliff.jpg
I have problems with exporting the .nif. Blender says: Change texture to UV. If i do it complains something else and the texture gets screwed.
In this case i exportet .obj and the result was this.
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev3.jpg
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev2.jpg
http://i53.photobucket.com/albums/g64/Joco_Modding/cliffrev1.jpg
This one was a view in nifscope...
http://i53.photobucket.com/albums/g64/Joco_Modding/nifpiccliff.jpg
I have problems with exporting the .nif. Blender says: Change texture to UV. If i do it complains something else and the texture gets screwed.
In this case i exportet .obj and the result was this.
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
The model has to have a set of UV coordinates. That's an absolute requirement for every game. There are many blender tutorial on the subject. Its definately worth learning.
The texture gets screwed when you change it to UV because you haven't set the UV coordinates, so it doesn't know how to place the texture on the model.
The texture gets screwed when you change it to UV because you haven't set the UV coordinates, so it doesn't know how to place the texture on the model.
What about polyccount? The problem with blender is that polycount and facecount isnt the same thing really, since quite a few faces are quadrilaterals and not polygons. This current one has thousands and thousands of polys, i don't know the exact value at present because it isnt finished.
But i would like to know if i am on the right track or not.
Is the shape and structure ok?
Is the texture ok?
What else; please comment.
/Joco
But i would like to know if i am on the right track or not.
Is the shape and structure ok?
Is the texture ok?
What else; please comment.
/Joco
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
Hmm... I missed these posts somehow...
The polycount thing with blender isn't too much of a problem. I've dabbled with it myself, and I there is a way to convert quads to triangles, and it seems to work just fine. Sorry, I can't recall how off the top of my head. Horodnic might know.
The shape is looking pretty good, I'd say. Its hard to tell though; it may be too long, which could make it more difficult to use, but I can't be for certain on that.
As far as the texture goes, I can't be too much help their either, except to say that somewhere, I believe it was decided that Goldmoor should have light-grayish rocks, or nearly white ones. These would need to be based off of photos to be in line with Beth's textures.
I have also wondered about the possibility of simply taking a Beth rock texture, and lightening it up to a near white, or simply using one that is light gray. I am not, however, all that experienced with textures.
The polycount thing with blender isn't too much of a problem. I've dabbled with it myself, and I there is a way to convert quads to triangles, and it seems to work just fine. Sorry, I can't recall how off the top of my head. Horodnic might know.
The shape is looking pretty good, I'd say. Its hard to tell though; it may be too long, which could make it more difficult to use, but I can't be for certain on that.
As far as the texture goes, I can't be too much help their either, except to say that somewhere, I believe it was decided that Goldmoor should have light-grayish rocks, or nearly white ones. These would need to be based off of photos to be in line with Beth's textures.
I have also wondered about the possibility of simply taking a Beth rock texture, and lightening it up to a near white, or simply using one that is light gray. I am not, however, all that experienced with textures.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
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I use the decimate tool to split quads. The texture needs an UVW and a separate texture built on it. I don't really know what it needs. Maybe ,if you post some pictures from more angles, or at least those that are important, I may help you fixing it up.
Sorry for being so inactive. You know how school is these days. I'm waiting for the Christmas holiday. Until then I have to learn for exams and other crap.
Sorry for being so inactive. You know how school is these days. I'm waiting for the Christmas holiday. Until then I have to learn for exams and other crap.
As I said, when christmas comes I will have something for you, but at the moment I have alot in school so i havent had much time. Please, if I am to make progress tell me what polycount approx is reasonable. 1000? 10 000? 100 000?
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
Let's shoot for around 700 then. That would be approximately half the polys of a rock of the same size, and around the same polys as some of Beth's ledges.
And sorry for not remembering the school thing. I'm not the best of keeping track of who's doing what and why and when. But now its here, so I shouldn't forget.
And sorry for not remembering the school thing. I'm not the best of keeping track of who's doing what and why and when. But now its here, so I shouldn't forget.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
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RockMossLedge01 - 519 faces
RockMossLedge02 - 882 faces (Both of these are similar in size to what this cliff should be)
RockGreatForest645 - 1492 faces (similar height to what the cliff should be, yet its a full rock instead of a cliff)
So no, I wasn't kidding. I said around 700, too. If Joco must, then he can go for the full 1000. If he needs more than that, or if it just isn't looking right at those polys, then it can be discussed. For now, I think that's a decent enough number to try to be around.
If you have any evidence to support 700 being a bad number of polys to shoot for, then please post it. Otherwise, please don't undermine me. Thanks.
RockMossLedge02 - 882 faces (Both of these are similar in size to what this cliff should be)
RockGreatForest645 - 1492 faces (similar height to what the cliff should be, yet its a full rock instead of a cliff)
So no, I wasn't kidding. I said around 700, too. If Joco must, then he can go for the full 1000. If he needs more than that, or if it just isn't looking right at those polys, then it can be discussed. For now, I think that's a decent enough number to try to be around.
If you have any evidence to support 700 being a bad number of polys to shoot for, then please post it. Otherwise, please don't undermine me. Thanks.
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
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Well this thing is like very long so I dont really know if I wilt be able to keep the limits. Maybe I have to make it shorter...
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
Ok, been a while since, but here is an update...
I have made the model a bit shorter, I have reduced the polycount from 88 000 to 2500, but i will reduce it even more.
I have now succeded with exporting the nif but the texture disapears in the nifscope. This will be finished very soon...
Sorry for the long time this have taken but my world has been a bit upsidedown and all.
I have made the model a bit shorter, I have reduced the polycount from 88 000 to 2500, but i will reduce it even more.
I have now succeded with exporting the nif but the texture disapears in the nifscope. This will be finished very soon...
Sorry for the long time this have taken but my world has been a bit upsidedown and all.
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
Good to hear from you, Joco, and good to hear that the cliff is coming along. Sorry to hear about the upside down world. My aunt had that once; made her sick.
Texture disappears in Nifskope? Morden, Eyeball, do you guys know anything that would cause that? Incorrect path, or somesuch maybe?
Any latest pics to show off for everyone to see?
Texture disappears in Nifskope? Morden, Eyeball, do you guys know anything that would cause that? Incorrect path, or somesuch maybe?
Any latest pics to show off for everyone to see?
"When you find out someone's sleeping with your wife, you want to kill the f***er"
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
~Prof. Gardner
"You wiki'd my girlfriend?"
~Dexter
- Kikaimegami
- Developer
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To change the Quads to Triangles, simply go into Edit Mode, select all (a-key) and go to Mesh->Faces->Convert Quads to Triangles. I don't recommend leaving it like this, though, because modeling with quads is always better, but to get a count mid-project, it works fine.
As for exporting, make sure to do all of the following:
For the problem you were having, go to the Buttons Window, Shading, Map Input and make sure the button UV is pressed.
NIF Export mode set to 20.0.0.4
Check in UV Face Select mode to see that all of your faces are facing outwards. It's fairly easy to notice in that mode because they will be transparent looking from the outside. If they are not, find those that aren't and go to Edit Mode, select the verticies for those faces, and under the Buttons window, Editing, Mesh Tools click "Flip Normals".
Export your mesh and convert it to 20.0.0.5 NIF for Oblivion with Nifskope. I'm not entirely sure how to make collision meshes, so you will need to check out the NifTools forums for that I may research it, though, since I'm interested in how it works. You may be able to steal the collision mesh from an existing object and if that is the case, you convert the file as you normally would.
As for exporting, make sure to do all of the following:
For the problem you were having, go to the Buttons Window, Shading, Map Input and make sure the button UV is pressed.
NIF Export mode set to 20.0.0.4
Check in UV Face Select mode to see that all of your faces are facing outwards. It's fairly easy to notice in that mode because they will be transparent looking from the outside. If they are not, find those that aren't and go to Edit Mode, select the verticies for those faces, and under the Buttons window, Editing, Mesh Tools click "Flip Normals".
Export your mesh and convert it to 20.0.0.5 NIF for Oblivion with Nifskope. I'm not entirely sure how to make collision meshes, so you will need to check out the NifTools forums for that I may research it, though, since I'm interested in how it works. You may be able to steal the collision mesh from an existing object and if that is the case, you convert the file as you normally would.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
Or you could take the number of faces you have and multiply it by 2. Your faces should all be quads if you're modelling in quads.I don't recommend leaving it like this, though, because modeling with quads is always better, but to get a count mid-project, it works fine.
Faces*2= number of triangles/polys.
- Kikaimegami
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Sometimes, though, you will have triangles. Especially if you have any objects that end in points, also, circles with have a certain number of triangles. Though, unless you have something with a lot of points or spheres, that shouldn't matter too much.
[img]http://tes.kikaimegami.com/etc/atrios-sig.jpg[/img]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
[url=http://www.kikaimegami.com/main]Home of the Machine Goddess[/url]
As soon yuo have used a modifyer or a bevel more than half of the faces will probably be triangles.
Even more useless person
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/2661nb.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/computeraddict5tq.jpg[/img]
[img]http://i53.photobucket.com/albums/g64/Joco_Modding/winampuser3dk.jpg[/img]
- Eyeball88
- Developer Emeritus
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The Nif Exporter for 3dsmax has collision functions, so it's not too hard to make one. If someone only has access to Blender, someone with max can do that part of it.Kikaimegami wrote:Export your mesh and convert it to 20.0.0.5 NIF for Oblivion with Nifskope. I'm not entirely sure how to make collision meshes, so you will need to check out the NifTools forums for that I may research it, though, since I'm interested in how it works. You may be able to steal the collision mesh from an existing object and if that is the case, you convert the file as you normally would.
On a side note, I didn't realize this had been claimed, so I tried my hand at it while trying to pound out Goldmoor landscape features. Mine is considerably higher poly, but in my defense PoHa! is crazy. All that's left is UVW Unwrapping and mapping.
[url=http://img407.imageshack.us/my.php?image=cliffprogress5yu5.jpg][img]http://img407.imageshack.us/img407/7050/cliffprogress5yu5.th.jpg[/img][/url]
"My dear, I believe that Cheirotherium's footsteps are undoubtedly testudinal."