Free Model for Community
by Will Harrison · in General Discussion · 10/02/2004 (6:41 pm) · 34 replies
Hey everyone,
Here's a temporary home to the GX: Biohazard website.
I didnt write any design docs or anything like that just yet... just put everything that I've worked on for this together in one place. Also, the music (my first attempt at music :o) ) and the overall look and feel of it helps me to better visualize the game.
Also worth mentioning, there is a link to the player model. Contained in the zip file is a DTS version, playable in the Torque demo, and a MS3D version, which you can open and edit, etc. in Milkshape.
So go ahead and download/use it if you like.... but maybe let me know what you plan on doing with it. ^_^
EDIT -- If there are any problems downloading, etc. please let me know.
Here's a temporary home to the GX: Biohazard website.
I didnt write any design docs or anything like that just yet... just put everything that I've worked on for this together in one place. Also, the music (my first attempt at music :o) ) and the overall look and feel of it helps me to better visualize the game.
Also worth mentioning, there is a link to the player model. Contained in the zip file is a DTS version, playable in the Torque demo, and a MS3D version, which you can open and edit, etc. in Milkshape.
So go ahead and download/use it if you like.... but maybe let me know what you plan on doing with it. ^_^
EDIT -- If there are any problems downloading, etc. please let me know.
#2
I plan on chucking this alongside our other player model for illumina as a temporary secondary team model :)
Great work.
10/02/2004 (10:39 pm)
Hey great! Thanks .I plan on chucking this alongside our other player model for illumina as a temporary secondary team model :)
Great work.
#3
...when will Illumina have a playble demo?
Or is there one already?
10/02/2004 (11:07 pm)
Awesome! Let me know how it goes....when will Illumina have a playble demo?
Or is there one already?
#4
good news is its ALLLLLLLOTT more stable on the new 1.3 codebase. infact i had a 400 ping (aus to us) and 0 lag throughout our playtime.
10/03/2004 (12:29 am)
Playables a few months away yet.good news is its ALLLLLLLOTT more stable on the new 1.3 codebase. infact i had a 400 ping (aus to us) and 0 lag throughout our playtime.
#5
Let me know when theres like an early beta to test, eh?
10/03/2004 (12:28 pm)
400 ping and no lag... thats greatLet me know when theres like an early beta to test, eh?
#6
Click the "No Flash?" icon to the left (under the title) and you'll find links to all the files currently available.
EDIT --
Or just click here to go straight to the links page.
10/04/2004 (8:34 pm)
As it has been suggested, I have added an html-only page, for those who prefer not using or dont like Flash.Click the "No Flash?" icon to the left (under the title) and you'll find links to all the files currently available.
EDIT --
Or just click here to go straight to the links page.
#7
10/04/2004 (8:41 pm)
Nice model, thanx. :)
#8
....
Does anyone have feedback or suggestions on improvements?
Ultimately, I would like to have a site where beginners can follow step by step through the construction of a working torque-made game (multiplayer/singleplayer FPS/TPS). People could download player models and change them up for their own mods. There could be pre-fabricated architecture components... like a spiral staircase, hallways, or a simple room... so beginners could piece together their own maps. Different kinds of weapons and vehicles could be used... objects, like crates and barrels... without having to make them from scratch... just so that beginners have lots of working examples to learn from and can modify to make their own things. Basically, like a repository for Torque-ready components.
I'm doing this is for GG only, as I'm a Torque user... and so it really exists primarily for this audience only... and for me to continue it in the way that I have tentatively planned will be mostly dependant on the level of user involvment and feedback.
Thanks all ^_^
10/04/2004 (9:53 pm)
Thanks, Willbkool.....
Does anyone have feedback or suggestions on improvements?
Ultimately, I would like to have a site where beginners can follow step by step through the construction of a working torque-made game (multiplayer/singleplayer FPS/TPS). People could download player models and change them up for their own mods. There could be pre-fabricated architecture components... like a spiral staircase, hallways, or a simple room... so beginners could piece together their own maps. Different kinds of weapons and vehicles could be used... objects, like crates and barrels... without having to make them from scratch... just so that beginners have lots of working examples to learn from and can modify to make their own things. Basically, like a repository for Torque-ready components.
I'm doing this is for GG only, as I'm a Torque user... and so it really exists primarily for this audience only... and for me to continue it in the way that I have tentatively planned will be mostly dependant on the level of user involvment and feedback.
Thanks all ^_^
#9
Would you be up for creating a player model for my project from some drawings and stuff, its just a long shot, if you don't want to thats cool.
Anyway, welldone man, your a great modeller, mapper and texture artist!
By the way what programs did you use? Milkshape and ?
-Banshee
10/04/2004 (10:17 pm)
Wow, that model rocks!Would you be up for creating a player model for my project from some drawings and stuff, its just a long shot, if you don't want to thats cool.
Anyway, welldone man, your a great modeller, mapper and texture artist!
By the way what programs did you use? Milkshape and ?
-Banshee
#10
I used Maya6 for modeling (just the polygon tools) and Photoshop for textures (using wacom tablet)... and Milkshape for easy exporting (easier than Maya) at the expense of skinweights... but I bound the player to the skeleton in an idle pose, where the joints are rounded, so you cant tell mostly. Re tablet, any artists here who arent using one yet, I highly recommend getting one. Had mine for a few months now and it hella better than using a mouse, for texture maps anyway.
What kind of theme is your game? I'm trying to make things that are as generic as possible so that people can extend it into other things. Like, if you look at the player model I posted, if you take away the two packs on him and take away his head... you have a pretty basic man/character shape... and I layed out the texture map so that it would be easy to make your own changes. So I thought it could be modified for anything from a medieval character to a futuristic one pretty easily.
What else would people like to see besides characters?
10/04/2004 (11:45 pm)
Hey thanks, Banshee...I used Maya6 for modeling (just the polygon tools) and Photoshop for textures (using wacom tablet)... and Milkshape for easy exporting (easier than Maya) at the expense of skinweights... but I bound the player to the skeleton in an idle pose, where the joints are rounded, so you cant tell mostly. Re tablet, any artists here who arent using one yet, I highly recommend getting one. Had mine for a few months now and it hella better than using a mouse, for texture maps anyway.
What kind of theme is your game? I'm trying to make things that are as generic as possible so that people can extend it into other things. Like, if you look at the player model I posted, if you take away the two packs on him and take away his head... you have a pretty basic man/character shape... and I layed out the texture map so that it would be easy to make your own changes. So I thought it could be modified for anything from a medieval character to a futuristic one pretty easily.
What else would people like to see besides characters?
#11
EDIT --
I used eJay's Dance 6 to make it. Anyone else a user here?
10/04/2004 (11:47 pm)
Oh, and what do you all think of the music? Does it suck? A friend said it's not scary enough... but I really wasnt trying to make it scary... more of a kind of ominous feeling of doom.EDIT --
I used eJay's Dance 6 to make it. Anyone else a user here?
#12
10/05/2004 (9:01 am)
@Will Awesome job on that human biohazard model. I love the texture. If you need scary music let me know. I work on a wierd rythmic noise trip hop blend of music. I would like to help if possible. Actually have some stuff you can use now if ya want. Let me know and I'll send you an e.
#13
My game is very much centered around the look of Black Hawk Down, I love the feel of the film and I am try to get that across.
So my player models will be wanting to look like this:
http://www.campdoha.org/images/downloads/Black%20Hawk%20Down.JPG
In fact I have made quite a good model of a Jeep-Pickup-Truck, I have unwrapped it but I am hopeless at skinning, if you where to simply skin it for me I would be very happy, I know a player model is a big thing so you don't have to do that if you don't want to work with me.
10/05/2004 (10:49 am)
Wow, I never throught of Maya.My game is very much centered around the look of Black Hawk Down, I love the feel of the film and I am try to get that across.
So my player models will be wanting to look like this:
http://www.campdoha.org/images/downloads/Black%20Hawk%20Down.JPG
In fact I have made quite a good model of a Jeep-Pickup-Truck, I have unwrapped it but I am hopeless at skinning, if you where to simply skin it for me I would be very happy, I know a player model is a big thing so you don't have to do that if you don't want to work with me.
#14
@Banshee - I was going to make an APC for the initial deployment point. Just sort of sitting there behind you, not driveable or anything... also, there will be a Black Hawk kind of gunship atop a building for a second deploy point. The whole battle (for the first map) will be in a city zone, similar to Black Hawk Down, except more modernized, like a metropolis with high-rises. If I could, I'd like to use you Pickup-Truck for a 3rd deploy point... and I'll skin it for you. If you'd rather not, that's okay too.
10/05/2004 (11:20 am)
@Paul - That'd be great! If you could send a small sample of it or maybe a link to it I'd like to hear it. In fact anything people would like to contribute that I can encorporate into this game, I'd appreciate it alot.@Banshee - I was going to make an APC for the initial deployment point. Just sort of sitting there behind you, not driveable or anything... also, there will be a Black Hawk kind of gunship atop a building for a second deploy point. The whole battle (for the first map) will be in a city zone, similar to Black Hawk Down, except more modernized, like a metropolis with high-rises. If I could, I'd like to use you Pickup-Truck for a 3rd deploy point... and I'll skin it for you. If you'd rather not, that's okay too.
#15
I'm thinking of either making something similar to the UT2004 Assault Rifle:

or just a realistic M16... like you see in the poster.
....
Ian has suggested this character from FF for a player:

(thanks for pics Ian)
So I would proabably make something similar to that to replace the current blue palyer... or I would just go ahead and make the red player.
Any suggestions?
10/05/2004 (11:46 am)
The Resource Poll is showing an interest in weapons...I'm thinking of either making something similar to the UT2004 Assault Rifle:

or just a realistic M16... like you see in the poster.
....
Ian has suggested this character from FF for a player:

(thanks for pics Ian)
So I would proabably make something similar to that to replace the current blue palyer... or I would just go ahead and make the red player.
Any suggestions?
#16
The weapons in 2k3 and 4 make me chuckle because they are too unrealistic in the way they are balanced. Just keep in mind that the weapon should look easy to use and be relativly out of the way for it to be used effectivly by someone. Go with slightly more modern mods of existing weapons. I think thats the way to go.
10/06/2004 (3:18 am)
It looks unweildly, like it couldn't be held correctly. There just seems to be too much weight in the back. The perfect weapon is the weapon that can be held without much effort.The weapons in 2k3 and 4 make me chuckle because they are too unrealistic in the way they are balanced. Just keep in mind that the weapon should look easy to use and be relativly out of the way for it to be used effectivly by someone. Go with slightly more modern mods of existing weapons. I think thats the way to go.
#17
Thanks offering to help me out!
If you have MSN please contact me, if not email me at this address instead:
jeo2k3_cheese_monkey@hotmail.com
10/06/2004 (5:36 am)
My Truck isen't %100 done, it still needs 2 doors, and some wheels, the doors are seperate because I want them to be able to move, I don't mind you using it as long as thanks if given in both are projects (in mine, thanks for the texturing and in yours thanks for modeling).Thanks offering to help me out!
If you have MSN please contact me, if not email me at this address instead:
jeo2k3_cheese_monkey@hotmail.com
#18
@Banshee, I thought it was a complete model. Let me know when its complete and maybe I can skin it for you. :)
10/07/2004 (10:10 pm)
@Paul, thanks for the comments, I'll take that into consideration.@Banshee, I thought it was a complete model. Let me know when its complete and maybe I can skin it for you. :)
#19
EDIT: Actually your mailbox is full so I guess I can't send anything.
EDIT AGAIN: Did you still want the songs Will?
10/08/2004 (1:56 pm)
@Will I am sending you the music I promised right now. Let me know if you want to hear more.EDIT: Actually your mailbox is full so I guess I can't send anything.
EDIT AGAIN: Did you still want the songs Will?
#20
Could you put the downloads on another host? I can't even access the page. Tripod is so unreliable. Thanks.
Nathan.
10/09/2004 (6:35 am)
@Will,Could you put the downloads on another host? I can't even access the page. Tripod is so unreliable. Thanks.
Nathan.
dakz0rz