Field Scene Screens (non bombing mission) Gallery

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appart from the smelly damps of the previous posts...  :?
here are some more vertices to enjoy.



 8)

... added some light, forgot to turn it on...  ::)

 8-)
 
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This is the place where you are supposed to do your first grinds.
 
I am going to split this from the main topic and put it in here, since it is not part of the first bombing mission.
 
I laughed when I saw your avatar on the punching bag Spoox. These shots look great. Nice work :)
 
I laughed when I saw your avatar on the punching bag Spoox. These shots look great. Nice work :)
I think it's the other way around, I took my avatar off the punching bag (as can be found in the original thread where this came from).

Yup fire up your game and look at it, or use palmer.
I use 7Mimic for that, but only if you have the psx version.
 8)
 
I suppose not many poeple are reading this board, but hereby I want to join to join Team Avalache.
 
You can of course, and if you have good work to provide, everyone will be more than happy to recruit one more member.
 
And plaese bear in mind this was far from finished :)
All of was done in Blender 2.56.
However I dont really know how Spoox or others line their renders up that closely the the original background images.
All I did was eyebaling it but this surely not what Spoox is doing judging by the alignment of his pictues.
So, Spoox please respond to this thread as I believe I can contritube to this awesome project.
And as an offnote please turn the sample rate on your renders cause that makes them look very smokey :)
 
Very impressive stuff, anaho!
Spoox, being the crazy genius that he is, managed to reverse engineer the field files, and load walkmesh and camera data into 3DSMax via Maxscript. This basically means he can get 100% accurate camera angles right from the get-go. If I recall correctly, he can get a script for any field, but you'd have to get Max to use it, unless of course he or somebody else can convert it to python or similar so that it can be used in blender.
 
Very impressive stuff, anaho!
Spoox, being the crazy genius that he is, managed to reverse engineer the field files, and load walkmesh and camera data into 3DSMax via Maxscript. This basically means he can get 100% accurate camera angles right from the get-go. If I recall correctly, he can get a script for any field, but you'd have to get Max to use it, unless of course he or somebody else can convert it to python or similar so that it can be used in blender.
So now I'm a crazy genius.....[evil laugh]Mowhaha![/evil laugh] :evil:

Well yes, I've been able to export the psx dat-files into maxscript walkmesh with camera (not quite 100% accurate, but position and direction is, the camera matrix is quite complex, so I haven't been able to pin down the POV of the camera)
Why?
I've been looking in some older object files which have been exported sometime, but they were faulty (multiple verts, overlapping faces) so I started to make a new object exporter. While doing that, I came to the conclusion that a camera can not be stored in obj files.....
...and since I'm using Max...maxscript was the next best alternative, and i must say that it works. .....[evil laugh]Mowhaha![/evil laugh] :evil:

Blender....hmmmm lets have a look....python...how does that work.....
---=Several minutes pass during this line of text=--

My first python scrible...

try this for the walkmesh:
Code: [Select]
Code:
#----------------------------------------------------------# BLINELE.py#----------------------------------------------------------import bpy def createMesh(name,  verts, edges, faces):    # Create mesh and object    me = bpy.data.meshes.new(name+'Mesh')    ob = bpy.data.objects.new(name, me)    ob.show_name = True    # Link object to scene    bpy.context.scene.objects.link(ob)     # Create mesh from given verts, edges, faces. Either edges or    # faces should be [], or you ask for problems    me.from_pydata(verts, edges, faces)     # Update mesh with new data    me.update(calc_edges=True)    return obdef run():   # Verts    verts1 = (    (-128.0,1.0,0.0),    (-128.0,99.0,0.0),    (-84.0,97.0,0.0),    (2.0,28.0,0.0),    (-33.0,108.0,0.0),    (-128.0,120.0,0.0),    (-127.0,137.0,0.0),    (-95.0,138.0,0.0),    (51.0,107.0,0.0),    (140.0,18.0,0.0),    (140.0,108.0,0.0),    (0.0,-142.0,0.0),    (-128.0,-142.0,0.0),    (142.0,-140.0,0.0),    (50.0,182.0,0.0),    (-33.0,181.0,0.0),    (-31.0,310.0,0.0),    (-193.0,313.0,0.0),    (-193.0,181.0,0.0),    (105.0,313.0,0.0),    (235.0,182.0,0.0),    (235.0,312.0,0.0))    faces1 = (    (0,1,2),    (2,3,0),    (4,3,2),    (5,6,7),    (4,8,3),    (8,9,3),    (10,9,8),    (11,0,3),    (11,12,0),    (9,11,3),    (9,13,11),    (4,14,8),    (15,14,4),    (15,16,14),    (17,16,15),    (18,17,15),    (19,14,16),    (19,20,14),    (21,20,19))    ob1 = createMesh('WalkMesh',  verts1, [], faces1)    return if __name__ == "__main__":    run()
so far this  should be the walkmesh in blender (mind you, this is still a template, not yet an exporter)

Now I'll have to find out how a camera works within blender....

Oh, anaho, regarding the sample rate....I'll save that for the final renders ::)

 8)
 
Hi Spoox, thanx for looking for a solution. You indeed seem mad talented :)
Unfortunately I know nothing about coding or python so I really cant be any help here.
For now here is a very early Condor Cave WIP.
http://imageshack.us/photo/my-images/857/condorwip.png/
If someone tests this ingame and gives me feedback I would be very glad.
It probably won´t be spot on but for now this a probably quite a good accuracy with an exporter.
 :mrgreen:  ANAHO :mrgreen:
 
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