Sharing / Donating Resources - models, textures, audio

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That looks very nice, anaho. I was actually eyeballing that earlier! I saw a Shinra Tower elevator scene you made when I was searching the forums, how would you feel about sharing that?

If you want any of the .blends for my stuff, just ask. You can browse the galleries linked to in my original post for stuff. Perhaps you'd like my floor 59?
http://i365.photobucket.com/albums/oo94/JigsawPieces/geckScreenFloor59.jpg
Obviously you'd be able to cut out the junk on the ceiling which is obscuring the floor.

Also, I have a WIP train car:
http://media.moddb.com/images/members/1/356/355160/cargoInterior_03.JPG
It's actually quite an old model and I won't be doing further work on it until the Shinra Building floors are complete.
 
Just my 2 cents: That 59th floor is nice! Does it match the original render or did you just eyeball it? Would be cool if this was open, of course.
I plan to release everything btw I am just bottlenecked by my bandwith. Yeah, I know Third World is great and at all that ;)
And another thing: If you plan to use that in a game engine be aware that the texturing is as cheap as it gets and some objects dont even have UVs. Also I went a bit crazy with the subdivisions.
You can greatly reduce the render time by giong to the World Panel and under Gather lower the sampling rate. Or untick AO completely for quick renders.
 
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Just my 2 cents: That 59th floor is nice! Does it match the original render or did you just eyeball it? Would be cool if this was open, of course.
Thanks :) I just guesstimated it by sight. It's pretty much impossible to have things the same as the original render and feel and look 'right' in Fallout 3 from a first-person perspective. Also, things generally need to be scaled to the Fallout 3 player mesh otherwise things like chairs and doors look out of whack.

If you get the nif scripts for Blender it'll allow you to open any of my already released models without having to wait for me to upload .blends. You use a later version of Blender than me, but I think the later versions can use the nif scripts too or at least have their own version. The bonus to this is the model will already be pointing to my textures which are part of the same download. The imported .nif looks fine and provided you check the 'keep objects separate' box (or something like that) it's basically the same as the .blends I'm working on except everything is on one layer.

If the nif scripts don't work I can upload .blends and .fbx files, but the disadvantage there is you won't have the textures or same directory paths. The textures paths of the .nifs are relative, whereas my .blends are absolute (at least I think they're absolute).

I plan to release everything btw I am just bottlenecked by my bandwith. Yeah, I know Third World is great and at all that ;)
And another thing: If you plan to use that in a game engine be aware that the texturing is as cheap as it gets and some objects dont even have UVs. Also I went a bit crazy with the subdivisions.
That's ok, I can always use your elevator model, for example, as a basis for my own which I'd create over the top of it.
 
Glad to see you guys starting to collaborate. I did some playing around with this mod and it has some things we definitely need to get into ffvii PC. Here is a rough render of one of the floors. I didn't line it up perfectly, but you get the drift.

uc


If one of the more experienced modelers doesn't convert the floors I will at some point.

I also wanted the nif and dds files to be easier for everyone to use no matter what software they us so i converted all the elements in this mod to obj and jpg. Here you go.

http://www.mediafire.com/?54l7ilxenhn0865
http://www.mediafire.com/?4a130tfrsz39qs9

Most of the textures should load right up in Blender. At least they do for me.
 
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The only problem with converting the textures to JPG is that you'll lose quality. The DDS texture files are mostly a mixture of DXT 1, DXT 3, DXT 5 which are already compressed, although there's a couple that are uncompressed, such as 59's walls. The transparency and specular maps are stored in the alpha channels of the diffuse and normal map textures respectively, so reducing them to a single image will mean that data is lost. You can, however, separate them and save them as separate files quite simply in Photoshop or Gimp.

Ultimately it's up to whoever uses the stuff - I'm not against it. I'm just saying there'll be more artefacts and a loss of quality with the textures if they're further compressed. It might not be noticeable at a distance though. Still, I'm pretty sure Blender can view DDS files by default and there's plugins for Photoshop and Gimp as well as a plugin to allow you to view the thumbnails in thumbnail view in Explorer.




In other news, I managed to make anaho's elevator scene into something I can use in Fallout 3 :) Since I haven't started texturing / UV mapping it yet I can't show it in game. Use your imagination!

insideElevatorModel_02.png


insideElevatorModel_03.png


I got it down from +400,000 polys to roughly 3,500. There's still some minor stuff missing - like on the console - but good enough to show off! The only thing remaining from the original model is the floor (albeit edited) which I'll probably also replace. Still a lot of work to do, but it was definitely better than starting from scratch. Thanks anaho; I hope something of mine is of use to you :)
 
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How do render that partly visible wireframe in Blender? Two separte renderlayers with one object set to wire and the other solid and them merge them in Gimp/ Photoshop?
How do you get the fade-out of the wireframe? Just by deleting the wireframe render?

Junele1: Had to delete the sculpted sidepanels as these were 180MB of just geometry data. It is still not finished, but I think that it is hardly noticeable ehen not looking at the original.
http://www.mediafire.com/?gf2qhnthpimtrmr
 
Neither the shaded part nor the wireframe are renders. I took two screens of my 3D window, one in shaded mode and the other in wireframe. I put the resulting screens on two different layers in photoshop, removed their backgrounds, coloured the wireframe and then blended them together with a layer mask on the wireframe, which was the top layer.

That Junon elevator looks neat. I saw a render you did of it, it looked really nice. I probably won't be able to use it in my project though, since I'm only making the Shinra Building at this time.




Latest elevator work:

intElevator_07.png


intElevator_08.jpg


The last shot is from in Fallout 3. So far most of the model only has diffuse maps, but once it has normal, spec, glow and environment maps it should look neat :)
 
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Thanks :) Fallout 3 should be fairly cheap to buy now given that it's a few years old. You could probably pick it up second-hand somewhere. Incidentally all my FF series copies are / were second-hand - I'd play them on the ol' PSX, but it won't work recently :(

Anyhow, I'll be doing another release soon at the end of this month. It'll include this elevator which will hopefully be finished by then, as well as a small update to floor 61, access to a vantage point above the outer plates looking back at the center of midgar, and two train cars. As always, things are ongoing ;)

Here's two more images of elevator WIP. Now featuring a reflective floor among other things! They're a bit heavy file-size wise, so I'll link to them.

http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/intElevator_10.png
http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/intElevator_11.png
 
Version 1.2 has been released on moddb and the Nexus. New content includes lower elevator, two train cars and a slightly updated floor 61. If you're rummaging through the data files, train content is prefixed with 'trn_' and the lower elevator starts with 'int', which stands for 'interior'.

moddb page: http://www.moddb.com/mods/mako-dawn/downloads/mako-dawn-v12
Nexus page: http://fallout3.nexusmods.com/downloads/file.php?id=17324

moddb content doesn't show up immediately because it needs to be authorized first, so yeah ;)
 
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Here's a recent render of the train car I've been working on. It's not finished yet. It was modelled rendered in Blender 2.6

trainRender_06_largeEditJpg.jpg


One of the texture maps for the car:

fuelCarDecals.jpg


As with my other stuff, anyone's welcome to use this for whatever they want when I release it.
 
Seriously, that train car looks perfect :|
Thanks :) I still need to add / change some stuff. The pipes running along the side have a slight downward bend in the before they go over the middle in the original game (and they're darker, I think). Right now I'm working on getting it looking nice in Fallout 3. What looks good in Blender usually doesn't look good in Fallout :( This is how it looks in FO3 so far: http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/fuelCar_07.jpg Still, I guess it's better than when it used to look like this: http://i365.photobucket.com/albums/oo94/JigsawPieces/shinraBldgMod/fuelCar_01.jpg :D

Well hello there Jake!
Hello :D
 
Haven't seen you on msn for a looooong time D;<
I don't sign into msn very often and I when I do I don't see you online. I'll leave myself signed in this week. Oh, and I don't know if you're aware, but I replied to your moddb comment ;) But yeah, if you want to chat I'll be on.
 
Made a little video showing some of the content that will be released in v0.3:
 
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