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Stranded II General Free Stranded II 3D ModelsPoll
What would you like to see more of?
Only registered users are allowed to vote
High detail with high poly count models (Anaconda) | 16.13% (10) | |
High detail models through texturing (Drum) | 66.13% (41) | |
Low detail with high poly count models (Jerry Can) | 6.45% (4) | |
Low detail models through texturing (Paper) | 11.29% (7) |
62 votes cast
Psytechnic has written
So there are two distinct ways of doing this each with a different set of models required. I won't start modelling until you are sure of which type you want; Just a basic cover object or a house with usable furniture.
House with usable furniture will be great. First I though of using the house just in editor, but then player should be able to build it too...
Also, if you'll have some free time, I'd like to request an anvil model. I tried some modelling myself but I'm not really good at it...
and you need to set statevalue 4,0; to make it do no damage. thats how fireplaces work,not eternal fire. eterna fire keeps being operated even on rain,but do damage.
Szkieletor has written
House with usable furniture will be great. First I though of using the house just in editor, but then player should be able to build it too...
Psytechnic has written
So there are two distinct ways of doing this each with a different set of models required. I won't start modelling until you are sure of which type you want; Just a basic cover object or a house with usable furniture.
House with usable furniture will be great. First I though of using the house just in editor, but then player should be able to build it too...
Either you're not explaining what you want well enough or I'm not explaining the options well enough.
If you want a house with usable furniture, YOU HAVE to have a 'shell' model style where each user object is it's own model. For example, the house model will be walls, a hole for the doorway and nothing else. In script, you would set an on:build event to create a door and place it in the hole. Being that the door is a separate object, you can script its on:use command to rotate 90 degrees. You can also set other things on the house build, such as an inner storage or stove, each with their own scripted functions. The advantage of this is that each separate item can react, be used and have different states all within the confines of the house, however, this will take an intermediate level of scripting and a fair amount of hard work. This is the method I prefer you to take, but this will take time to model individual parts.
The alternative is that everything is one model, with an alternate model with an open door. The house, the doors and any furniture in it all get classified under one ID, meaning the furniture inside will be purely for decoration and will produce the same result as using any other part of the model. (I.E, from the game's point of view, using the stove, storage, toilet or a brick in the wall opens and closes the door). This is very limited in the functions you can perform, however, this is an incredibly quick method to script.
If you have any ideas on expanding these concepts, let me know.
Szkieletor has written
Also, if you'll have some free time, I'd like to request an anvil model. I tried some modelling myself but I'm not really good at it...
Ask either the S2EXT members (god knowns how you could) or possibly Builder (Massive Mode creator). Both have really good anvil models that have been well structured and textured. You can tell they put effort into it
Psytechnic has written
If you want a house with usable furniture, YOU HAVE to have a 'shell' model style where each user object is it's own model. For example, the house model will be walls, a hole for the doorway and nothing else. In script, you would set an on:build event to create a door and place it in the hole. Being that the door is a separate object, you can script its on:use command to rotate 90 degrees. You can also set other things on the house build, such as an inner storage or stove, each with their own scripted functions. The advantage of this is that each separate item can react, be used and have different states all within the confines of the house, however, this will take an intermediate level of scripting and a fair amount of hard work. This is the method I prefer you to take, but this will take time to model individual parts.
This option. It doesn't matter for me how long it will take, if you just have enough free time. Furniture I'd like will include chairs, drawers, eventually wardrobe, a stove. Table is already in original StrandedII.
Szkieletor has written
This option. It doesn't matter for me how long it will take, if you just have enough free time. Furniture I'd like will include chairs, drawers, eventually wardrobe, a stove. Table is already in original StrandedII.
Psytechnic has written
If you want a house with usable furniture, YOU HAVE to have a 'shell' model style where each user object is it's own model. For example, the house model will be walls, a hole for the doorway and nothing else. In script, you would set an on:build event to create a door and place it in the hole. Being that the door is a separate object, you can script its on:use command to rotate 90 degrees. You can also set other things on the house build, such as an inner storage or stove, each with their own scripted functions. The advantage of this is that each separate item can react, be used and have different states all within the confines of the house, however, this will take an intermediate level of scripting and a fair amount of hard work. This is the method I prefer you to take, but this will take time to model individual parts.
This option. It doesn't matter for me how long it will take, if you just have enough free time. Furniture I'd like will include chairs, drawers, eventually wardrobe, a stove. Table is already in original StrandedII.
Excellent, you have actually just gave me a great idea. I'll use the table as a scale marker
Now let's talk about floor plan. I can combine my stairs model into it to make a two level house, downstairs, I was thinking of a small kitchen, a large living room ad a sort of hallway. As for the second floor, I was thinking of a bathroom, bedroom and study.
How does that sound?
Lion_Hearted has written
Do you know how to animate?
Psytechnic has written
before anyone asks, I'm not making any units
Psytechnic has written
Now let's talk about floor plan. I can combine my stairs model into it to make a two level house, downstairs, I was thinking of a small kitchen, a large living room ad a sort of hallway. As for the second floor, I was thinking of a bathroom, bedroom and study.
How does that sound?
How does that sound?
Nice. Nothing to change, I think. How rooms will be placed, it's up for you.
Lion_Hearted has written
I was talking to Don't know how to script...
listen. if i could,i probably would animate,but anim8or cant make b3d models,and only b3d model animations are fit into s2. anim8or can animate,but s2 only reads animations from b3d. got it now?
nvm. i wont put units in it....
if i animate 3ds and then export it b3d will the animations stay?
talls has written
description=start
Stairs... For climbing...
description=end
Stairs... For climbing...
description=end
put it in a script=start and script=end fencing.
Vibhor has written
One question
if i animate 3ds and then export it b3d will the animations stay?
if i animate 3ds and then export it b3d will the animations stay?
This is exactly the problem I'm having. As far as I know, there IS a way to export animation to 3DS files, I just don't know how to do it :(. Once I work that out, I might start making units.
Sorry I wasn't fast enough to respond talls, but if you need any help with these models, feel free to message me.
Edit: after having no end of hassle with MediaFire, I switched my file host to MegaUpload. All links have been changed, but there is no change in the models themselves. I've simply uploaded them somewhere else.
Edit: Created a hand-drum model as response to a request from talls. It's the last item on the first post of this thread.
Screenshots:
http://img32.imageshack.us/img32/2512/97222005.jpg
http://img256.imageshack.us/img256/1711/79900968.jpg
http://img710.imageshack.us/img710/6500/33242165.jpg
edited 4×, last 29.03.10 09:54:57 pm
http://img709.imageshack.us/img709/6682/tany.jpg
http://img682.imageshack.us/img682/4383/yellowd.jpg
http://img15.imageshack.us/img15/8316/redjta.jpg
http://img706.imageshack.us/img706/4309/bluew.jpg
http://img64.imageshack.us/img64/314/metalf.jpg
Added: HIGH QUALITY car tire
http://img441.imageshack.us/img441/8897/74390378.jpg
http://img94.imageshack.us/img94/7576/79894492.jpg
http://img62.imageshack.us/img62/6500/48306833.jpg
Added: Egg and Fried Egg (one package)
Egg:
http://img51.imageshack.us/img51/6113/egg02y.jpg
http://img14.imageshack.us/img14/6144/egg01.jpg
Fried Egg:
http://img14.imageshack.us/img14/7725/eggfried02.jpg
http://img193.imageshack.us/img193/7537/eggfried01.jpg
Downloads are last items on first post.
edited 2×, last 07.04.10 01:19:53 pm