Glest content, ready to be imported into your fantasy mod! - Page 3

Glest content, ready to be imported into your fantasy mod!

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Glest content, ready to be imported into your fantasy mod!

Post by azaremoth »

CarRepairer wrote:Ah yes, I should attribute the horse model to azaremoth (why he made horses that look like pigs I'll never know ;)
I though horses look like that?! :mrgreen:
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

OK, I am going to (finally!) finish this mini-project today. Stand by, I will upload the models as S3O with textures. I will atlas most of these and create normalmaps.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Glest content, ready to be imported into your fantasy mod!

Post by CarRepairer »

Argh wrote:OK, I am going to (finally!) finish this mini-project today. Stand by, I will upload the models as S3O with textures. I will atlas most of these and create normalmaps.
What you consider as a mini-project is to me a goldmine filled with diamonds and jewels and chocolate. Thank you very much, I will be watching intently.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

Good news: I finally got the atlasing done, got normalmaps made, etc., the Glest buildings and stuff are nearly ready.

Bad news: after merely scaling it to P.U.R.E.'s stock humans, which are slightly bigger than S'44 or SWS scale, Glest's standard buildings are all 2X2 (i.e., infinitesimal, vs. typical Spring buildings).

Luckily, in most cases, scaling them up 2X to 4X4 won't be a big deal. in the case of the farm, I can just add more fence, remove the well (it should be a separate thing anyhow, for medieval villages) and randomize how many cows are in the resulting yard in the script, or something. In the case of the blacksmithy, I think it's best to leave it 2X2 and totally unchanged- I can kitbash it to a bigger size, but it's fairly accurate unless I want to put an outbuilding for storage on the back, like most of them had IRL, or something, and I figure it'd be better to have a generic shack instead (er, assuming anybody would be interested in making one).

So, I'm going to go ahead and fix this. The Technodrome and Library will get re-scaled, so they aren't puny (it won't be obvious with either due to the non-specific door designs, I can keep the "junk" at standard scale, etc.).

IDK about the Glest castle model, either. I only looked at it once, but basically it resembles a real castle (or even a dunjon / keep) very... abstractly. It might take a serious kitbash to make it reasonable for Spring scale. I guess you guys making these fantasy games don't really care that much atm, but it annoys me.

Lastly, Glest doesn't seem to have any medieval houses, barns, or other buildings, which makes building a reasonably-detailed medieval village impractical atm. Kind've annoying, tbh, I hate having stuff that's only moderately useful in WB, it's a lot nicer to have a set.

Image
Attachments
screen044.jpg
(43.93 KiB) Downloaded 2 times
User avatar
LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Glest content, ready to be imported into your fantasy mod!

Post by LordLemmi »

Good news ! :) I Hope you finish it soon <3
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

And lo, on the thirteenth day of the Advent of the Gnolkin to the Rainbow Throne, our tired party, being wearied by the rain and the lonely mountain road, did come upon the village of Meussenic; a shabby place of hovels barely worthy of the name- an ancient shrine to Messeline the Healer, a blacksmithy, and small plots with cattle lowing in the cold drizzle.

Image
Attachments
screen047.jpg
(139.82 KiB) Downloaded 2 times
User avatar
wilbefast
Posts: 255
Joined: 14 Oct 2009, 18:04

Re: Glest content, ready to be imported into your fantasy mod!

Post by wilbefast »

Is that all in the Spring engine? If so awesome work Argh!
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

Of course it's Spring, lol.

I built this vignette in about 5 minutes using World Builder. There are lots of little details that still need work, obviously.

But really, what I see in this scene is that for a "fantasy set" to be complete, we need more Stuff.

There's no Tavern in Glest; it wouldn't have had a game purpose in their game design, but it's something that would be cool. There are no medieval houses- the only thing I have that's remotely suitable is the S'44 generic brown hovel, and tbh, it's not that cool at this point (no offense meant to the generous contributors, it just looks low-poly and I haven't put a custom normalmap on it yet so it's rather fugly atm).

I need textures of cobblestones for the "town" area... etc., etc., and of course I could have used some of the genre-appropriate plants I have built, but as I said- no fixed shadowmap, no plants. Well, that, and they're currently scaled pretty big for this kind of scene, but nevermind- I plan to bring all the trees back to a smaller scale, now that I know what the performance hit will be like on modern hardware, the only real limitation there is Footprints.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Glest content, ready to be imported into your fantasy mod!

Post by Saktoth »

Those textures look pretty generic, and shouldnt be hard to kitbash.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

Some, yes. Kinda depends. Glest's artist did stuff pretty much the same way I do, so most of it's aligned for easy capture or re-use. Stuff like roofs and walls, especially. But bear in mind that it's all quite low-resolution- all that stuff you see, it's a single 512 atlas. So if you scale stuff up to make big things with this, it'll become glaringly pixelated really fast. That said, it should be possible, and it'd be fairly routine to make some tiles from it, since it clearly came from tiles for the most part, other than some custom bits. Meh, with most of it, though, making new stuff is not hard- this is wood and stone tile stuff, really yawner on the difficulty scale.

Anyhow, time for bed, I need to at least get a nap before I start another day.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Glest content, ready to be imported into your fantasy mod!

Post by Pressure Line »

.objs would be nice too, due to the fact that upspring essentially cannot be used to scale.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

I scaled everything you see here in UpSpring.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Glest content, ready to be imported into your fantasy mod!

Post by FLOZi »

Upspring's recalculate normals is 'good enough' but there is a loss of fidelity from actually setting the normals exactly as you want them in your modeller - unless you can recalc selected faces, not sure that you can, and even then, it's time intensive.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

You can't "lose fidelity". Verts are either welded, or not welded, from a rendering perspective. There isn't anything else.

I stand by my challenge for people to give me an object that I can't fix in UpSpring after scaling. I have run into that issue, but it is not something you'll see every day, and certainly not with a Unit model that's segmented in the usual ways.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Glest content, ready to be imported into your fantasy mod!

Post by FLOZi »

I mean that you lose the exact welded/unwelded state. You can't weld individual verts in upspring, you can in your modeller. You lose the exact nature of your model, unless you are using an extremely simple model or spend (waste) a lot of time reworking it. What is that if not a loss of fidelity compared to the original art. :roll:
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

Absolutely, I agree with you on that. Heck, I was going to build something where UpSpring won't fix it correctly, just to help people understand this issue better.

Suffice it to say, most of the time, it's a non-problem, you can fix stuff up. That certainly doesn't mean "never". It's just that I see it actually happen with low-poly stuff very rarely.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Glest content, ready to be imported into your fantasy mod!

Post by Pressure Line »

also its a lot easier to get a .obj into wings to kitbash than having to arse around converting .s3o to .obj. so PLEASE Argh, include obj sources.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Glest content, ready to be imported into your fantasy mod!

Post by CarRepairer »

Thank you, thank you, thank you! This is the greatest day in spring's history. In fact PC gaming is about to hit a whole new level!
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Glest content, ready to be imported into your fantasy mod!

Post by CarRepairer »

...so where can I download these?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Glest content, ready to be imported into your fantasy mod!

Post by Argh »

Haven't released them yet. Still working on a few things. Got the Castle done, still haven't finished some of the scaffolds and some other stuff. Please be patient, I'm also working on new city stuff for WB so it's been a bit of a juggle lately.
Post Reply

Return to “Art & Modelling”