Sharing / Donating Resources - models, textures, audio

  • Thread starter Thread starter Tempus
  • Start date Start date
Status
Not open for further replies.
The Shinra models are a combination of npc skins and separate clothing. The clothes, it uniforms, helmets, etc will be available but the characters are vanilla content which we can't provide.

I have also decided to throw in my train engine too. Tempus is doing a retopo on it as I lost the original sources due to a hard drive failure. I hope to get back into modelling myself soon and might get around to doing some animation with it in my spare time.
 
I wonder if you're able to get the wheel system fully animated, as it is my experience that it's quite complicated to achieve.
8)
 
Minor updates to the station:

station_19.jpg


I'm hoping to do the final release by the end of this month, but I'm having trouble getting the top of the Shinra Building visible! The draw distance cuts out abruptly. I've been tweaking the .ini settings and have got it this far, but I confess my ignorance: I don't really know what the hell I'm doing :D Below is a shot of the (partly visible!) Shinra Building as seen from the Sector 8 reactor train station. I'll fix the UV mapping on the building later.

station_18.jpg


Also, this needs to be re-integrated:
http://i365.photobucket.com/albums/oo94/JigsawPieces/My Models/ClockArchBuildingRender24.png
http://i365.photobucket.com/albums/oo94/JigsawPieces/My Models/ClockArchBuildingRender10.png

I've converted a lot of old content into blend files along the way, so that should be helpful when compiling my resource pack.
 
Last edited:
Tempus, great job. It's so nice you're fired up and keep delivering.
Love the models/textures!
 
This has been long overdue, checking from the post , almost a year.......but anywho, the complete asset download for MakoDawn is now available on moddb.com. Kinda surprised that Tempus didn't post here but I guess that is just because he is so busy lately with the other projects he has moved onto. -
http://www.moddb.com/mods/mako-dawn

I know someone was thinking about the train animation for an updated intro scene. My train has been included in the mod but it was still a wip at the time so not sure if Tempus retopo'd it before UV'ing and texturing. If anyone is interested in some collab on that animation I would be willing to give a hand as I need to learn the in's and outs of the new animation system for the work I am doing now on a blender import/export plugin.

station_15.jpg
 
Last edited:
This is a very beautiful scene! Well done! As about the intro... isn't there an official demo video by SE already? And enough mods too including the CC ending. What we haven't seen yet is the SE tech demo and the CC ending in its original 1080p res...
 
The screen shots from are taken in-game from Fallout 3.

I had heard at some point you guys were going to make your own version as I assume copy written material shinagins. That and making as much as possible by the community.

Anywho my main interest was to work with whoever was interested in animating the train part. Although it was my baby and modellers envy probably has its part to play, I know the community will do it justice and that was one of my main reasons for releasing it. My main reason was to have some motivation to get into animation again and help give more to this project.
 
Ah, thanks for posting that, neo! As can be seen under the downloads section, I also released a music pack of FFVII arrangements.

For anyone who has questions / wants to chat about this (or other stuff), I'm usually on IRC sitting in the #waver channel on the Rizon server. I can't guarantee I'll have answers to your questions, but it's a point of contact at least. I don't sign into AIM / MSN anymore, though I do check my gmail emails somewhat regularly.
 
The screen shots from are taken in-game from Fallout 3.

I had heard at some point you guys were going to make your own version as I assume copy written material shinagins. That and making as much as possible by the community.
Granted it's been a while since you posted this.

The fallout 3 engine (GECK) I guess is a bit 'outdated' (mostly being unsupported) however you may find this of .. interest. It's not too disimiliar an idea from QGears (just based on Morrowind's data set).

Anywho my main interest was to work with whoever was interested in animating the train part. Although it was my baby and modellers envy probably has its part to play, I know the community will do it justice and that was one of my main reasons for releasing it. My main reason was to have some motivation to get into animation again and help give more to this project.
How did you plan on handling the animation? My self I would prefer parametric based animation (IE different elements operate relative to their motive input stimulus), In this case you have numerous elements (locomotive with active drive wheels cars with passive / rolling stock wheels). That of course is just getting the train too stop (LOL). Anyhow I remember people were working on it.
I think the problem these days is RL is grossly interfering with people doing anything.
Anyhow glad you've not given up hope on seeing "projects" through. Heck I still work on stuff I started (it seems eons) a while ago.

Cyb
 
Status
Not open for further replies.
Back
Top