fLUnKnhaXYU Posted July 13, 2019 Share Posted July 13, 2019 This shows-off a little fun Ive been having while learning T3D V3.xx , this is v3.9 . The models use only a diffuse colorand a normal and specular map , for now . The human characters are made using with MakeHuman v 1.1.1 and use the BVHarmature for motion cature animations , such as CMU Hahne Conversion , then exported to DAE with Blender 2.79 . Normalmaps and the like are made with GIMP 2.8 and the InsaneBump plug-in . I thought that maybe someone would get a kick outof it for some reason . Quote Link to comment Share on other sites More sharing options...
Duion Posted July 13, 2019 Share Posted July 13, 2019 So what is it? Does it have any functionality? Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 13, 2019 Author Share Posted July 13, 2019 Duion , Its whatever comes with v3.9 binary . Those are playerClass human characters and tanks are wheeledVehicle . Though everything here is quite basic , a root and run animation , mount zero for vehicle pilot and collision boxes . You can see the Cheetah tires , I'm going to keep the visible wheels and axles to represent the old plastic toy look . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 14, 2019 Author Share Posted July 14, 2019 Although the turrets in the first pictures are non-functioning , heres a picture of an aiTurret mounted to a wheeled vehicle . That mounted weapon is the cheetah double barrel turret . This is how I plan to set up the 2 toy tanks to work Quote Link to comment Share on other sites More sharing options...
Caleb Posted July 14, 2019 Share Posted July 14, 2019 I like the plastic toy look you have going on. Keep on learning and keep on having fun! Quote Link to comment Share on other sites More sharing options...
Duion Posted July 16, 2019 Share Posted July 16, 2019 Why are the trees 2D? You are using Torque3D. Quote Link to comment Share on other sites More sharing options...
NekoDemon117 Posted July 16, 2019 Share Posted July 16, 2019 The trees only need to be 2d in the backdrop outside of the player bounds. Trees in the play area should all be 3d models. 2d is only really (properly) used in the play area for grass, other similar foliage, and very small shrubbery. Quote Link to comment Share on other sites More sharing options...
Duion Posted July 16, 2019 Share Posted July 16, 2019 The LODing or imposterization of the trees is handled automatically in the engine, so in the background they will automatically turn into 2D models, maybe he set it up wrong. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 16, 2019 Author Share Posted July 16, 2019 Duion , NekoDemon117 ,Those trees are just 1 quad planes . I might make a criss-crossing model with 2 quads ., Caleb , Im glad that you like it . Im having more and more fun with it as I continue to learn .. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 16, 2019 Author Share Posted July 16, 2019 here are a couple more pictures i have of these ,These are 2 AiPlayer on a navmesh following my player Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted July 30, 2019 Author Share Posted July 30, 2019 although merely a single plane , the trees have collision and small ledges .even though Ive encountered an issue concerning the player controlled turret theyre working nicely in 1st person in these pics . 1st person , player not mounted , but turret is the control object . player mounted to turret , 1st personMy problem involves third person firing . Ill post about it in the C++ forum .That sorta concludes my little show-off episode . I guess no one noticed the Marx Battleground trees and destroyed building . It was meant to be a little joke as theyre probably the most famous plastic toy soldiers type of things But oh well then , hope you enjoyed it .. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 17, 2020 Author Share Posted May 17, 2020 RETURN OF HERO 1 ! or whatever his name is . Here he is in ver 3.9 . The green guy is the player the other 2 are AiPlayers . I guess its been a while since hes been shown off . If anyones wondering , it was imported into the shape editor and the dsq's added in the shape editor as well , the animations are really nice and the color texture is the original 256 . but i did run it through GIMP/insane bump to see what kind of normal i'd get . Quote Link to comment Share on other sites More sharing options...
Duion Posted May 17, 2020 Share Posted May 17, 2020 I'm more wondering why you art now looks good instead of this weird abstract stuff you had before. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 17, 2020 Author Share Posted May 17, 2020 Duion , this time I did focused a little on appearance and considered some things I could change . I guess the colors looked a little over saturated so I lowered the saturation of some textures wih Gimps Hue/Saturation tool and lightened or darkened some textures with brightnss-Contrast , basic things like that until I liked the appearance and it seemed a little more realistic to me . Also I had to delete the old imposter files because they weren't being re-generated after the editing had been done on the images . after removing/renamimg whatever they were automatically generated . Plus , a little fiddling with the detail sizes in the shape editor and a little extra color shift with the postFx editor . I thinks thats about it , just some simple basic stuff , Im gonna try some more . thx Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 18, 2020 Author Share Posted May 18, 2020 OH! YEA! the whole crew then . Im sure youre wondering and yes theyre all scripted playerData or however you say it spawned as AiPlayers . . Quote Link to comment Share on other sites More sharing options...
Duion Posted May 18, 2020 Share Posted May 18, 2020 Did you remove the halo on your nature assets? It may improve the visuals a bit, if you do so. Here is a tool that does it automatically on textures: https://www.reinerstilesets.de/de/programme/halo-remover/ it is german, but you just need to run the tool. It basically fills the alpha channel of alpha textures with similar colors than the texture itself, so the vegetation does not look that dark in the distance. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 18, 2020 Author Share Posted May 18, 2020 Thanks Duion , I have that little program . might try it on a file that I edited to a lighter color which left a white egde on the image , though , its an image with multiple colors so it probably wont work well and Ill need GIMP , its tree foliage , you cant see it unless youre very close Quote Link to comment Share on other sites More sharing options...
Duion Posted May 19, 2020 Share Posted May 19, 2020 That software automatically fills the alpha channel with perfectly matching colors, no need to worry, I always let it fill the whole image just to make sure. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 20, 2020 Author Share Posted May 20, 2020 Duion , I don't think there's a halo problem as with the alpha , I think Ill just stick with using GIMP . Actually I'm not happy at all with the appearance without the postFx because I'm using it to mask bad art . I'm stepping back , turning off the post FX and try to adjust the textures for realism first . I know , maybe should've already taken that approach instead of messing things up first . anyhow here's my way cool picture . I think that's all of them except for a couple material variants , and the Buggy! . Hope you like the pic . Anybody have any tips on importing those old structures ?Cool!:) Quote Link to comment Share on other sites More sharing options...
Duion Posted May 20, 2020 Share Posted May 20, 2020 It is too bright and too green, I found things to look more realistic if you have your green more into the brown on the color spectrum and there is very likely a halo problem, you can see black pixels on the grass for example. You can use Gimp to remove the halo, but it is complicated, since you have to cut out and fill the alpha in the correct order, otherwise it will be filled with black again and I don't know how to make Gimp show the alpha channel color, Blender shows it, when you load it as a texture. Quote Link to comment Share on other sites More sharing options...
Steve_Yorkshire Posted May 20, 2020 Share Posted May 20, 2020 Kork and Elf girl reunited! Just need Space Ork, Boombot and Forge guy (did anyone really notice him?) for the full party. ;) Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 21, 2020 Author Share Posted May 21, 2020 This is no postFX , notice the ultra dramatic boost in frameses . I used GIMPs fuzzy select and set the threshhold to where i left out the alpha affected pixels on the edge and in the material editor I left transparency unchecked and set the alpha threshhold slider until the edges looked ok .but yes , Duion is correct , I zoomed way in and saw the alpha affected pixels . Steve_Yorkshire I did a quick search for spaceKork and didnt see anything . ForgeGuy is the new T3D soldier yes? HOW did I leave that out ? Geez .THX. Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 23, 2020 Author Share Posted May 23, 2020 more showing off as Kork wins the wheaties cup . Quote Link to comment Share on other sites More sharing options...
fLUnKnhaXYU Posted May 25, 2020 Author Share Posted May 25, 2020 departing for tall builings in the distancearriving Quote Link to comment Share on other sites More sharing options...
Duion Posted May 25, 2020 Share Posted May 25, 2020 I see you used my dandelion plant, it seems I did not know about halo removal back then as you can see in the distance the plants turn very dark, with halo removed they would stay green and blend with the grass, especially if you use the fizzle fade a bit as well. I know it is nitpicking from me, but it is a small detail that can have a big impact on the overall look of the scene. Quote Link to comment Share on other sites More sharing options...
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