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RPG custom objects ideas thread

Requests and ideas for mods/objects/tracks/MT/screens etc.

Postby beep » 25.03.2013, 20:41

yeah :)

i saw too mix is possible with own blocks
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Postby eie » 25.03.2013, 21:00

Sadly it seems I might be stuck until monday without Internet on my computer. Thus I probably won't be making a guide until then. I was thinking of doing a Blender tutorial, because it seems trivial to do it on 3ds Max. Unfortunately I think it might be harder than I first expected, so maybe you could just go ahead and make one for 3ds Max hawk, that'd be great :)
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Postby Promaxer » 25.03.2013, 21:52

I have a few questions:
Can you put a specific texture on the custom blocks by modding?
Is there a download link for the latest custom blocks hawk has been making, like the statues?
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Postby JumperJack » 26.03.2013, 06:19

HawkGer wrote:- Stadium blocks (especially if we won't get a TMunlimiter any time soon)


yeah who knows. hylis actually is involved in a heavy discussion about the addition of such tool in the official version of the game. he probably only wants to add it to custom titles, though, but that wouldn't be a problem in our case. ;)

HawkGer wrote:- Lighting objects (a bird whispered to me that we might get lucky on that one)


very interesting! :D
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Postby HawkGer » 26.03.2013, 13:32

Yeah Promaxer, modding for objects is possible when standard textures are used. Right now you can't do that though since the NadeoImporter has not been updated yet. I don't really want to publish any of my blocks yet...they all have no icons yet and they need to be updated anyway with the release of Stadium (to make them moddable).

I uploaded my tutorial now after I had to fight with the Adobe Media Encoder for hours and eventually gave up and used VirtualDub:
Object Creation Tutorial

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ImageImageImage

Object Creation Tutorial
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Postby maxi031 » 26.03.2013, 15:59

Nice development here.
Gratz beep on your first block :).
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Postby beep » 26.03.2013, 17:40

Thx :)
i builded some others easy blocks
and i ll try to convert them :dash:
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Postby Promaxer » 26.03.2013, 22:27

i just have one more question, if i make those on a track do i need some sort of locator for the other players to play?
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Postby HawkGer » 26.03.2013, 22:36

You have to create a title pack in order for other players to see these objects (they can't even open your map otherwise). That is one reason why objects haven't been very popular yet with the standard crowd. Once we have the RPG title pack running smoothly that shoudln't concern us though.
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Postby Promaxer » 26.03.2013, 22:43

yeah thanks hawk, your really giving us something great here
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Postby eie » 30.03.2013, 18:36

HawkGer wrote:[color=#333333]"Importer has been tested with files exported from Blender and 3dsMax (with Fbx 2012.2 exporter, available atFBX - Platform-Independent 3D Data Interchange Technology - Autodesk)
3d file must contain meshes with materials.


I tried looking for that Fbx 2012.2 exporter and I found this link:
Autodesk - Autodesk FBX - FBX
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Postby maxi031 » 30.03.2013, 23:43

New blender have fbx exporter in it. Just download new blender:
blender.org - Get Blender
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Postby beep » 01.04.2013, 14:55

Some new easy bloks:
Image

i have to convert them
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Postby eie » 01.04.2013, 19:23

I don't hope that is an Aprils fools, because all those objects look awesome :D !!!

I will see if I have time to do this for myself this week, but it's good we already have a plenty lot of them =) And it's nice that you post what you have done, so we don't make any duplicates ^^

btw what is the height of the normal track road and the current platform jump blocks?
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Postby HawkGer » 02.04.2013, 01:59

very nice objects beep!
eie, for measuring block sizes you can use my ruler object for measuring directly ingame:
http://www.maniapark.com/ressource.php?id=1387

Btw. maybe we could gather some links for free 3d models sites. I found these for example:
Free 35 000+ 3D models. Download without registration - Archive3D.net
Download Free 3D Models Of Outdoor 3D Model Download,Free 3D Models Download
Free 3D Architecture Models
OpenGameArt.org
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Postby 22vek » 02.04.2013, 20:19

While I was reading this article I was immediately inspired by all those idea's.
After a while trying to work with 3ds max design I figured how to make a block.
But there were some issues, after solving the most there was still one problem.

As I watched the tutorial of HawkGer (Thanks for the great video) I
noticed that I missed a map as it seems to "PacksCache" Where I saw a
folder Stadium with the required drawing files.
So I used the ones in tmf (tmnf).
As result a green-purple colored object.
I assumed that to be the problem since it was the only thing that did not fit the picture.

I hope you guys know how to solve it or where to actually search for.

Image

ps. My English may not be the best ;)
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Postby HawkGer » 02.04.2013, 20:57

hey 22vek, great to see you starting to make objects.
The part in my tutorial where I added the textures might have been a bit unclear. The textures I added from the PacksCache file are not required, you can use any texture you like, including the ones from tmnf. So this can't be your problem.
My guess is that either you wrote the names of the textures wrong or that the "Texture" folder is somehow wrong. For example if you wrote "Textures" instead of "Texture".
For the name of the texture make sure to add _D, _S and _N at the end. So for example if your material is _TDSN_mytexturename_Concrete
then your texture has to be named "mytexturename_D.dds"

Don't have any other ideas right now but try those things first ;) gl
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Postby 22vek » 03.04.2013, 17:34

I tried to solve my problem, which I did.
Thank you HawkGer

As for my problem, Stupid, I did not match the mytexturename in 3ds max design aswell for the texture itself, because I did not fully watched your video good enough.
I saw boxyboxtest(Not sure) on your name of your file as for the material in 3ds max design.

One other thing I like to know, I have 3ds 2013 and for the layers I had some other buttons, I managed to (,I think) get the same result as on your video. Do you have any experience with the newer 3ds max designs?
I got 2012 and 2013, but if you think I would be better of using 2010, that do be no problem.
I also got Inventor(It is Autodesk Inventor professional 2012), I was wondering if you know if that is compatible with 3ds max to FBX for the same result in tm. Just like beep asked to make it able to use in tm. (My English is developing)

Any Idea's what would be a good start for this beginner?

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Postby HawkGer » 03.04.2013, 18:10

"I saw boxyboxtest(Not sure) on your name of your file as for the material in 3ds max design."
At the end of the video I used that name for the _Lod0 and _Lod1 objects, it's important to name those objects after the name of the .fbx file. It doesn't have anything to do with the material though. For the material only the name of the texture is important.


I only ever used 3dsmax 2010 for 3d modelling, so I don't know about the newer versions. They should work fine though, if not even better. About Inventor....I really don't know. My guess is that the lightmaps won't work properly (different UV mapping) when exporting directly from Inventor. But you can export from Inventor into 3dsmax, add your Unwrap UVW layers there and save the .fbx file. I'm sure that would work. Try the direct method though first, maybe it works.


Btw. I really don't know that much about 3d modelling....the stuff I showed in my video tutorial is basically all I know....so I'm just a beginner myself ;)
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Postby Panasco » 04.04.2013, 09:30

I am not into modding and editing, (and I don't even want to try since I know I'd do horrible :thumbsup: ) but I came up with the Idea of some kind of crevice!
Image

CB = CircuitBase
UC = Upper part of the Crevice
LC = Lower part of the Crevice

I think this would be pretty cool, just a gap smaller than a normal platform hole, only big enough for a car to barely pass through. You may not like that idea at all, but I'm really possessed by it :hail: .
I'd be glad if I saw someone giving it a try :> Maybe it would also be possible to create a center part between UC and LC, to make the Crevice deeper :golly: . Or crevices for different kind of surfaces, not just the CirciutBase :golly: :golly: .
Anyhow - If someone wants to go about doing this, the details are up to him :)

(P.S. : Sorry for the awful drawing :D )
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Postby HawkGer » 04.04.2013, 12:44

Something like this?
Image

Image

Image

I only made this with two objects..so there is not much variation. But that is easy to solve with some more objects...
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Postby Panasco » 04.04.2013, 12:57

Yeah, that's pretty much the way I imagined it, nice work! :thumbup:
I can already think about so many awesome CPs and scenarios I could build with that... :gamer:
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Postby Mario » 04.04.2013, 13:26

i want a simple circuit base block, but only a quarter of it :gamer:
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Postby 22vek » 05.04.2013, 02:44

Thnx for the replay HawkGer.

Here is my first block made idea:
Image

Any idea's or advice would be pleased.

Tell me what you think.
I am definatly trying to make some more objects and try out some things.

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Postby Panasco » 05.04.2013, 07:58

Looks great imo! It somehow reminds me of a skatepark, what would be a nice practice btw, with all the ramps, pipes and rails! (And I think I just got a new idea for a TM
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