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 Post subject: Static Model Assignments/Signup
PostPosted: Mon Dec 06, 2004 2:56 am 
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Post here if you volunteer to make a certain prop/static model.

As with the other "asset" threads, this one is not for discussion, but merely a place to let people to know what you want to work on, so we don't have redundant work happening. Also, the first post will be updated with the latest information and the old replies removed to keep the thread organized and easy to read.

G

=======================================

Static Model List

- Cars, Trucks and other Vehicles

---- Volvo 760 - gw

---- Mercedes E200/E280/E320/E320 CDI

---- Mini Cooper

---- Saab 9 5

---- Renault Espace

---- other?

(Want to make a car for the project? Check out http://www.suurland.com/blueprints.php? ... order=name for a large selection of reference blueprints to get you started.)

- Post/Mailboxes - obsidian

- Newspaper stands - obsidian

- Trash cans - dfloss

- Street Lamps - Goliath

- Doors

- Windows/Window frames

- Parked (stationary/non-interactive) vehicles

- Road signs on posts - Goliath

- Road signs, hanging

- Traffic lights - obsidian

- Fence: Wood

- Fence: Metal

- Bench: Wood

- Bench: Metal

- Road barriers

- Road rubble (broken slabs, of concrete, potholes, etc. that would be easier to model than create with brushes)

- Traffic cones (these may already be in D3, I think... we can re-texture them though)

- Tables and Chairs: Cafe

- Tables: Picknick/park

- Trees and Bushes - insectattack

=====================================

These are just the things off the top of my head and a few things that I picked up from reading other posts. Post replies to sign up for something and a mod will update this list accordingly. Of course, it's fine to have people working on the same type of object... I'm sure we'll want more than one kind of road sign, for example. But we also want to avoid 5 people making similar traffic lights, and meanwhile no one making any tables.

G

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Last edited by goliathvt on Mon Feb 21, 2005 9:23 pm, edited 5 times in total.

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 Post subject:
PostPosted: Mon Dec 06, 2004 7:07 am 
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pixel pusher
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Don't forget free 3D models which can save a bit of time, on this page there's a useful park bench and two street lanterns that look fairly decent (dxf format) :-

http://www.3dcafe.com/asp/househld.asp

I also don't see much point in making models of bog-standard street signs that consist of little more than a pole with a metal sign on them. A standard cylinder with a flat patch mesh on it would suffice. The flat mesh would be textured with a two sided decal.


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 Post subject:
PostPosted: Mon Dec 06, 2004 7:52 am 
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Its good to have bog standard light posts cause if a change needs to be made its easy for it to be made to all of them and also when each mapper is making their own they don't have to worry about little things being slightly different. guarenteed identical lamposts and signs for everyone.


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 Post subject:
PostPosted: Mon Dec 06, 2004 8:51 am 
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colganc wrote:
Its good to have bog standard light posts cause if a change needs to be made its easy for it to be made to all of them and also when each mapper is making their own they don't have to worry about little things being slightly different. guarenteed identical lamposts and signs for everyone.


Fair enough if everyone is making a different map, but this is one project to form a London style city square with surrounding buildings - it's not like we're going to throw signs up higgeldy-piggeldy wherever the fancy takes us - it has to make sense. Traffic lights at intersections, no parking signs in logical places (in London that would be everywhere :) ), one way signs on one way roads.

But if people reckon models for what essentially constitutes a pole with a piece of metal stuck on it, fair enough - I just think it's overkill.


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 Post subject:
PostPosted: Mon Dec 06, 2004 11:20 am 
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found a secret
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What something to stick on your pole ?

http://www.highwaycode.gov.uk/signs04.shtml

All the UK signs you need.

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 Post subject:
PostPosted: Mon Dec 06, 2004 2:40 pm 
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Yeah, the reason I listed things as simple as road signs on the static model list was to ensure uniformity. I think it'd be easiest to supply a few pole models and a bunch of sign models (it'd be easier to get the correct and consistent shapes in a 3D app than in the editor) that have their origins lined up such that they're a piece of cake to add to the map...

Just right-click, add euro_pole01. Right-click, add euro_sign_oneway. Line up the origin points. C'est tout.

If we have them created within the editor, then we might have signs with different thicknesses or different sizes for the signs, using too many or too few subdivisions for the "pole" cylinder patch, etc.

Plus, with the few signs I modeled last night, I ended up putting a base at the bottom of them that would be a pain to make in the editor.

G

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 Post subject:
PostPosted: Mon Dec 06, 2004 3:30 pm 
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I'm sold ! :D

BTW, I guess your going to "bash" the signs up a little - wear and tear and all that ?
You could maybe even have one or two with bent edges, or poles at slight angles.


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 Post subject:
PostPosted: Mon Dec 06, 2004 4:19 pm 
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Yup. The reference images I have for the signs are waaaay too spotless. We will definitely need to weather them up a bit.

G

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 Post subject:
PostPosted: Mon Dec 13, 2004 8:58 am 
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The first 10 posts have been the best...

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On pg 18 of "D3CDIT"Project thread I posted a few images of a building entrance I had modelled. I'm highly intrested in being involved with the project.

http://www.doom3world.org/phpbb2/viewto ... &start=340


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 Post subject:
PostPosted: Mon Dec 13, 2004 11:28 pm 
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I seen that shot revender but I'm wondering what the intention is. Are you planning to model an entire building?

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 Post subject:
PostPosted: Tue Dec 14, 2004 2:22 am 
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The first 10 posts have been the best...

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rich_is_bored wrote:
I seen that shot revender but I'm wondering what the intention is. Are you planning to model an entire building?


I could do that. But at this point it was just to put together something that could be turned into normal maps.


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 Post subject:
PostPosted: Tue Dec 14, 2004 4:44 am 
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No, textures are great. We need that for sure even if all you can contribute is normal maps.

I thought you were starting on a building because you had a whole entrance modeled.

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 Post subject:
PostPosted: Tue Dec 21, 2004 10:37 am 
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I wasnt quite sure where to post this, but this thread seemed like a good place for it. I have been trying to learn lightwave so I can model some stuff for the map. Im a Max man myself, so there is currently a lot of teething going on.

I have been working on a street lamp for us to use, so here is a shot of it so far. I have not modelled the luminaires yet, becuase I am still trying to get texturing working. This could take a while :roll: so I thought Id upload a pick of the untextured mesh anyway, and see what people think of it.

Image


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 Post subject:
PostPosted: Tue Dec 21, 2004 2:48 pm 
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If you're doing this in lightwave, check out my lightwave/static model tutorial... it covers how to get stuff properly textured in both Lightwave and Doom3.

http://www.doom3world.org/phpbb2/viewtopic.php?p=17647

G

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 Post subject:
PostPosted: Tue Dec 21, 2004 3:51 pm 
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Well, your tutorial is what I was basing most of my lightwave learning from, since it was relevant to Doom3. I just went over it again for the third time, and it still doesnt work. I am only trying to generate a diffuse map at this point, to keep things simple, I am pretty sure that cant be whats screwing it up, because I am not specifying any normal or spec maps in the material.

Any suggestions? I am about ready to give up :(


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 Post subject:
PostPosted: Tue Dec 21, 2004 4:32 pm 
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Hey... head here so we don't clog this thread:

http://www.doom3world.org/phpbb2/viewtopic.php?p=68686

G

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 Post subject:
PostPosted: Thu Jan 20, 2005 8:40 am 
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Great project! I've read the whole board, and I'm impressed with the progress so far. As a Doom 3 modder, I'm also excited about the PR potential of the success of such a project ;)

Anyhow, to the task at hand: I wouldn't mind modelling a 2CV or Smart Car for D3CDIT. I could texture it too (except for normal mapping [1]).

I think I'll do it for kicks anyways, and post some screenies to see if youse[2] are interested.

EDIT: Should I keep anything specific in mind if this model were to become driveable?

-Glee

----------------------------------------------
[1] As I can't generate a Doom 3 normal map from Blender, as I understand it.
[2] plural


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 Post subject:
PostPosted: Thu Jan 20, 2005 11:24 am 
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Gleemonex wrote:

EDIT: Should I keep anything specific in mind if this model were to become driveable?

-Glee


I'd check out the bones from the id's buggy and try and match their bones structure and names, that should make life easier for making it drive able.

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 Post subject:
PostPosted: Tue Feb 08, 2005 6:02 pm 
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I've been meaning to help out with this project for some time now, but couldn't find the time...

To start off, I guess I could start off with a few models.

These look fun:

-Post/Mailboxes/Newspaper Boxes
-Traffic Lights

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 Post subject:
PostPosted: Tue Feb 08, 2005 6:50 pm 
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Added you to the first post. I also removed my name from a few things because... well... I just don't think my modeling abilities are up to the level of quality in this project, and I don't want my noob-ish work to bring it down. No worries though, I have plenty of other areas to which I really want to contribute, so.... :D

G

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