ZylonBane on 2/6/2008 at 20:18
I don't know why you're asking me. I don't do modeling. Someone who owns a copy of Neocron 2 would have to extract the models.
(
http://ln.neocron.com/5/productnews)
blaydes99 on 2/6/2008 at 21:00
Well, I'm not exactly asking you to model it, since I understand that you don't do modelling, but you've basically answered my question and alleviated my fears. In any event, there's a 10-day trial for download that I'll try to get to work on:
(
http://files.filefront.com/Neocron+Evolution+v22+10+Day+Trial/;6927493;/fileinfo.html) http://files.filefront.com/Neocron+Evolution+v22+10+Day+Trial/;6927493;/fileinfo.html
I'll cry for help soon.
UPDATE: Well, I now have the .pak files, and I found some lame tool (NC VFS), but it won't let me extract the models. Surely someone can rip these out of there somehow.
RocketMan on 3/6/2008 at 01:06
If I model it will you texture it?
blaydes99 on 3/6/2008 at 16:47
Rocketman, you are both a gentleman and a scholar. I'm not sure if you're asking ZB or me for the skin; I've never skinned before, but I'd give it a shot. ZB is much more talented with that stuff though (just look at SHTUP). This *could* even be a nice addition to beta 7, who knows? It's all up to the iron fist.
ZylonBane on 3/6/2008 at 17:23
I'm not sure why anybody would need to texture the model. The textures already exist.
RocketMan on 3/6/2008 at 17:43
Well...I think the UV mapping would be a challenge. The way I've always worked with textures has been to only make textures that fit the area to which they will be applied. I've noticed that lots of games have 1 texture say for an entire human being with arms and hair and torsos and fingers all over the place. I suppose this is to save texture memory or whatever but i can't imagine how you could wrap that around a model. There must be some algorithm built into the modelling program that generates that or vice versa. I just know that when it comes to mapping, I'm still working at a novice level. I know the theory behind the sophisticated UV mapping techniques but have never tried.
ZylonBane on 3/6/2008 at 19:28
Don't most 3D modeling packages have functionality for wrapping textures around non-flat surfaces?
RocketMan on 3/6/2008 at 21:47
Sure. I use 3ds, which has varying levels of complexity when it comes to mapping. You can lay the entire mesh out flat and manipulate a texture overlay by moving the verts around....or you can do what I do and use mapped primitives like spheres and boxes and cylinders to auto-map a texture around a shape that sorta resembles the primitive you choose. Obviously this method isn't nearly as good because you get warping anywhere where the model doesn't comply with the shape of the mapping primitive. The benefit is that it's fast, easy to use and has a shallow learning curve since you can use gizmos to see your progress on the fly. There are probably other ways of mapping that I'm not even aware of, as Max is a huge program.
Eldron on 4/6/2008 at 08:29
Inline Image:
http://bgdm.katorlegaz.com/lscm_tute/Tute_Images/012.jpglscm does the trick, made for blender, and exists as plugins for other applications.
But you can't get anywhere without experience and skills to back that up, most of the uvmapping consists of being smart.