UPDATE:
Light Infantry Factory
Added the smoke stacks, They're in the same position as i can get them from the images, but the stacks look wrong. Maybe i have to make them lean inwards. I'll make some adjustments, i changed the ribbed things on the side to flow with the mesh, but those stacks are all one mesh each.
Best posts made by JRL101
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RE: Buildings inside and out.
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RE: Buildings inside and out.
So far so good.
STEP1) Replicate as close as possible.
STEP2) Add additional details
STEP3) Clean
STEP4) Create High Detail MESH for distortion map.
STEP5) Rework original textures and edit where needed. -
Music i found. Sound sorta like something? :)
I constantly play new music everyday. On of my addictions lately is called "GlitchHop" I like that glitchy texture with calmer overtones .
but here's something i came across today... which is kinda weird considering what i've been up to.
Kalya Scintilla - Dance the Spiral Never Ending -
RE: Machines Animator!
@Encrypted Im going to attempt to contribute now i have the ability too. I tried a few years back but there was nothing like unreal or a working wings 3d back then. Now everything is possible. I thought "what better way to re-train my self on new software than to try replicating things from my favorite game!"
Its nice and simple animation too so i can really try at it. -
RE: Voice-acting
@Encrypted I thought echos were a reverberation taking longer to return to your ear.
A reverberation is perceived when the reflected sound wave reaches your ear in less than 0.1 second after the original sound wave.Yea Machines unit voices (i've been looking them up) just sound like they are either filtered through an autotune (like soundwave from transformers), or have that radio effect over them.
Give this SITE an experiment for autotuned filters ^ ,^ heaps of fun.Very starcraft that game sound. Adun'twain-us
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RE: Voice-acting
@Encrypted Well make a list of lines from each unit, and try to replicate one unit per sitting.
Wait isn't echo reverb? If you use an oscillating square frequency for the auto tune you'll get more of that robotic voice.
Let me show you what i did with my sisters voice to make a WOPR style voice.WOPR_Unfiltered.mp3
WOPR_WFWSiteExport.mp3
WOPR_WFWSiteExport_NoHarmony.mp3I only cut up her voice, added noise and autotuned it to a square modulation, then changed the pitch per word. Obviously i tweaked the tempo and stuff.
EDIT: I told her to read the words out of order, to destroy the inflections, even just reading the line backwards and cutting it back in order can help.
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RE: Voice-acting
@Encrypted hmmm sorta understandable, but how close to the originals can you make it? I cant remember what the original sounds even sound like.
Also just a thought, maybe we should use different peoples voices for different types of units?
The seeding pod voice sounds pretty good (i have no idea what the original sounds like) it sounds like what operations voice should sound sorta like.Cant understand what badass.mp3 is actually saying, except "stop ..... get back to work" after listening to it a few times i can figure out it says "Stop messing around and get back to work" but you want it understandable instantly, maybe reduce the.. reverb? its not "attack" ... um its the opposite one, the out going one, the one that controls how fast/sudden the echo stops. Im not remembering my audio words today.
it needs some noise too, like light crackling/popping in the background maybe? -
RE: Buildings inside and out.
@bilal Useful! Thankyou. Some are missing top views or some front views, but they'll do for now.
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RE: Buildings inside and out.
@Ddc_Cl already have that, problem is some of the units have parts all over the place, then when you open the files the mesh is all kinds of messed up. I've been using them for rough scales, but honestly i'm better off just re-making them from images. Most of the folders are also named weirdly. so finding the right ones its problematic.
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RE: Buildings inside and out.
UPDATE:
Adding the front stuff, not sure if i should give this internals.
Getting weird triangulation creases on the front surface.. may have to manually work the vertices.
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RE: Buildings inside and out.
@Encrypted Still need to add the side vents, cables, pad feet, the door? that sorta cabling/piston mechanical looking weird shape.
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RE: Buildings inside and out.
@M123 interesting, the pad seems to be a texture on the ground, and the building is placed where the pad is placed. That's a cool effect, makes the pad look like its placed on the actual ground instead of clipping into the ground with the building :)
Possible use of decals in unreal for placing buildings. -
RE: Assembling Machines
Ooo ooo! that fan one gave me an idea.
I present the "TRI-Flyer" or "The flea" for the individual ones.
On on their own they can climb terrain and they hop to move around, but cant fly, but when three join together they can fly and move quicker and pick up other units! but they cant attack, unless you keep them a "flea" and change out their adapter for a weapon? alternatively it could be a faster scout.. you could disconnect them with a "flea" button and they'd pop apart mid air. giving them a better chance to partially survive in a bad situation.
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RE: Assembling Machines
Cerberus reminds me of that Assault troop transport? in C&C? that transports smaller units but lets them fight. so it basically gets so many slots, and then can fire a weapon of each type. Bit like a moving bunker from terran/starcraft
Assault troop transport
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RE: IMPORTING with the exported models - Experimentation
SNEAK PEAK!
Working from the images i was supplied I decided to try and improvise a version of the enforcer.
I tried to keep some of the hard lines so it still looked similar. Dont know what the weird grey lines are on the tracks and gun barrels, i think i put them on for a render and now i dont remember where they are.
Im trying to keep him as flat as possible for now, so i can go crazy with a high res version for the Normals.
Here's what it looks like working on it.
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RE: IMPORTING with the exported models - Experimentation
@M123 said:
Added to the post with the others (as close to a top view as I can get with the in-game camera).
Sweet!
Seems like the game does a bit of both - sometimes a single texture file is shared between multiple units / objects, sometimes there are duplicate files.
Have a look in the\models\planet\
folder and do a search for "sand_b" o_Olol oh yea.
Yeah - I forgot to mention that before, sorry.
I noticed that when I was putting together that pack of textures - the lower third of the top-right portion of this texture is tinted the team colour when it is applied to the tracks of a Dozer Constructor. I think the tint completely replaces existing colours in the texture - for the red team, the blue/green wires become red with no trace of magenta/yellow.That will obviously not matter after i make new ones, with unreal you can specify what areas can be coloured with a map. so no worries there. I just cant figure out how the obj file has that embedded.
That could take a while :P
Hopefully some others can pitch in and/or you can get the game running somehow.No problems not like its gonna take me a day to do every single one. I might be able to do one a day if i just do that one all day. but that would just be modeling. no textures or rig or animations.
Maybe screenshot one each day or two week?
Im gonna try keep this at a leisurely pace. this is meant to be enjoyable, not work. ^ u^
I'll mention if i get it working. But without even know why it crashes i doubt i will. -
RE: IMPORTING with the exported models - Experimentation
Okay now with new information i can see im missing parts all over the shop.
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- Gun parts
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- These textures were wrong
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- Antenna missing
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- Head is missing
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- Connecting shape for gun mount to body
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- Wist separator
I don't actually need these parts for what i want to do, but its curious they're in separate files.
The textures have actually bee applied correctly. I suspect the legs are grey with a player colour to make them red.
As when i try to render it the whole model is tinted red. No idea where its storing that change though. Another thing that doesnt really matter since i only need them for scale.
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RE: IMPORTING with the exported models - Experimentation
@M123 Could i request a top view too?
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RE: IMPORTING with the exported models - Experimentation
@M123 Ahh so does it share textures between units?
EDIT: Crap so it was correct, the head must be stored separate too. that's so weird. that also makes sense why some of the other files didn't have wheels. and i was wondering why the textures were a-symmetrical from the images.
shared textures, unless its the same thing, are never good. instead of loading only the data the game needs it loads the entire file for all things, potentially wasting memory. it makes installation size smaller but that's the only reason to do it.THOSE IMAGES ARE PERFECT!!
Now i need them for all unit/buildings. lol
If I have screenshots i only really need one model for scaling. Unless someone has measurements for all the different units/buildings? (pffft thats a dream)