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asadexes
02-07-2008, 12:08 PM
i'm releasing an RPG mod using the "big scale" model of the units.
The result will be something like "Warhammer quest" or "Advanced Heroquest".
I'm searching someone who is able to make 3d models of walls and objects for dungeons.

Devean
02-07-2008, 12:46 PM
i'm releasing an RPG mod using the "big scale" model of the units. The result will be something like "Warhammer quest" or "Advanced Heroquest".

Hey, that's a splendid idea! You mean that every unit will be a hero or a single monster and the quests will be more "pen and paper RPG"-like?

asadexes
02-07-2008, 12:48 PM
Yes,
I,m using the map editor and my modified models of the game objects for exteriors, but i need also walls and objects to make dungeons!

Ogre
02-07-2008, 01:25 PM
How are you getting models into the game? Could you please share that info. I'll take a look at my available time and see what I could help with. Do you have a formal list it items you need modeled?

Skelos
02-07-2008, 01:27 PM
If you will need to export some models to the game, you can just send it to me and I'll do the export.

asadexes
02-07-2008, 02:59 PM
here's the perfect mod team:grin:


I think we need some terrain tiles representing corridors and rooms of a dungeon,
later we'll need objects like treasure chests and specials to put into those dungeons.
I'm thinking about the scale of this, if is better to use the scale of the far view, the one of the near view, or my personal scale used in my mod ( asadex's realism Mod 2.0 ).

i'll prepare the xml support for the new models



As in the GW games i want to make FW a useful engine to make wargames and RPG games on the PC.
In fact with the miniatures of GW games you can play Strategy Games like WarhammerFantasyBattles as RPG games like
HeroQuest or WarhammerQuest, with very similar rules.
The same will be for FW on the PC.


I'm also hoping in a lobby online for multiplayer games 'cause with the actual IP mode is really impossible to find someone to play.

Ogre
02-07-2008, 03:17 PM
What format do the models need to be in to be imported into the game?

Off the top of my head I can save as a native maya file and export to OBJ and DirectX format.

asadexes
02-07-2008, 09:05 PM
That's an easy RPG made only for example

http://files.filefront.com/RPG+rar/;9591639;/fileinfo.html

- go to the village
- accept the quest
- complete the quest
- go back to the village

Get a gold victory

Daystar
02-08-2008, 01:23 AM
I do a bit of modeling, I can save in .3ds, .wrl, and others.

Skelos
02-08-2008, 09:26 AM
Any format, 3d Studio Max can read will be ok.

Maluzu
02-11-2008, 03:49 AM
I will be watching and waiting for updates guys, you all rock.... I hope you are able to produce some nice stuff!

<CHEERS>

I am willing to play test!

bigmit37
02-11-2008, 04:52 AM
here's the perfect mod team:grin:






As in the GW games i want to make FW a useful engine to make wargames and RPG games on the PC.
In fact with the miniatures of GW games you can play Strategy Games like WarhammerFantasyBattles as RPG games like
HeroQuest or WarhammerQuest, with very similar rules.
The same will be for FW on the PC.


I'm also hoping in a lobby online for multiplayer games 'cause with the actual IP mode is really impossible to find someone to play.

What does GW stand for?

Devean
02-11-2008, 10:03 AM
What does GW stand for?

I believe he means Games Workshop.

Ogre
02-12-2008, 02:43 PM
I'm thinking about the scale of this, if is better to use the scale of the far view, the one of the near view, or my personal scale used in my mod ( asadex's realism Mod 2.0 ).



Just trying to rough out some tiles. A pain given they need to meet a hexagon grid. What scale are you shooting for? I need to know to scale the walls and other items.

I also need any other information to help get the models imported correctly. Should I do normal maps for the textures, should I export them centered, what poly count should I be shooting for, etc?

This would be much easier if I was able to import them myself and do some tests before I send them out and find out they are all wrong.

asadexes
02-12-2008, 02:51 PM
Looking at the door you made in your (fantastic) preview it looks like is the same scale i used for my mod.
So i think is better to use the "realism mod 2.0." scale

This could have some pro:
1) bigger maps-bigger adventures-bigger fun
2) each hero can also hire mercenaries troops and use them for some quests
3) Each scenario is easyer to made, cause we can use, for exterior, the map editor and the map models of the game.

But this could have some "contro"
1) When one hero join the "party", graphically the two heroes will be a little bit distant, in fact each one occupy only one exagon.
2) for the player is easyer to manage bigger models in dungeons scenarios
3)each single tile must to rapresent a corridor or a room part, with the realistic mod 2.0 scale we will have very very big cooridors, perhaps too much big.
with the far view ( big scale) we could have too slim corridors
with the default small scale ( near view) we could have the perfect compromise

but this is a valutiation we must to do looking the models in to the tiles

About importing you've to ask to Skelos
P.S.
the models scale is easy to modify by xml files
so don't worry too much about


P.P.S.
I think that is better to think at the tiles of the dungeons as what we have seen in games like dungeon keeper II
as this
http://www-tech.mit.edu/V117/N53/dungeonkeeper.53.gif

or Better this
http://www.strategy-gaming.com/gallery/dungeon_keeper_2/imps.jpg

where corridors and rooms looks like dug in the rock

Ogre
02-12-2008, 04:15 PM
Good idea. What I will do is make each tile a complete hexagon and extrude the required walls to make the tiles we need.

@ Skelos: Any way I can import the objects myself? I have a feeling it would be simpler on all if that were possible.

Ogre
02-12-2008, 05:00 PM
where corridors and rooms looks like dug in the rock

How's this? Much easier to do this way also. They need proper UV mapping, etc but gives you an idea.

asadexes
02-12-2008, 05:15 PM
:shock:
That's really what i mean as cool
:shock:
Very nice work!

P.S.
I'm a good Photoshopper, so, for textures, i'm ready to work
now i'm thinking about dungeons skyboxes and i'm trying to do someting

Ogre
02-12-2008, 06:08 PM
hmmm.....dungeon skybox. The only thing that seems suitable to me is darkness as in the dungeon images you posted. External Skyboxes aren't an issue. Fopr that I use terragen2.

asadexes
02-12-2008, 06:39 PM
here's a
1st try of a 2 mins. work for undead skin for the dungeons
http://i229.photobucket.com/albums/ee234/asadex/skull.jpg

Devean
02-12-2008, 07:42 PM
I really like how's the work progressing :) Keep up the good work, guys!

asadexes
02-12-2008, 10:08 PM
Here my new Squad;)

left their harley
here come the skull Sqad
lol

http://i229.photobucket.com/albums/ee234/asadex/Untitled-1.jpg

Magog
02-12-2008, 10:31 PM
lol, awesome! :grin:

bigmit37
02-13-2008, 11:32 AM
:grin::grin:

Cool stuff.

asadexes
02-13-2008, 03:23 PM
Now we need Skelos to import models in the game format

Skelos
02-13-2008, 06:20 PM
Ok. Give me that models.

Ogre
02-13-2008, 06:40 PM
Working on the dungeon tiles and ornaments. Here a quick test layout I did in Maya. I did tyhe layout quickly by hand so excuse the crude snapping together of tiles.

asadexes
02-13-2008, 06:50 PM
wonderful,
i suggest to render a bit darker the part of "rock" on top,
or grey as the walls ( with the same "block" texture )

P.S.:shock::shock::shock::shock::shock::shock::sho ck::shock::shock:

asadexes
02-13-2008, 06:53 PM
now we need objects, as altars treasure chests and similiar, that can collide correctly with tose tiles
and, with the help of skelos, insert all in the game editor.

In this time i'm translating in "tasks" code 2 adventures of advanced heroquest as test game

Ogre
02-14-2008, 06:37 PM
Here a few WIP shots of dungeon decorations. More to come. When I have time I will neaten things up and send them to Skelos.

asadexes
02-14-2008, 08:57 PM
Great
Now is time to insert in game, put the folders online with Filefront and post the link or ask to skelos for his mail
p.s.
send me .dds textures

Ogre
02-19-2008, 01:50 PM
Still waiting on Skelos to get back to me. Sent him a PM early last week but no response yet.

Sure would be easier if we could import things ourselves...............

asadexes
02-19-2008, 03:25 PM
Sure

Ogre
02-20-2008, 07:22 PM
Here is a quick screen shot of the new textures applied to the models. A larger version is at http://mysite.verizon.net/cwstein/untitled.JPG

Alex Mars
02-21-2008, 06:49 AM
nice work. I'm looking forward to using the finished version for some maps.

Ogre
02-21-2008, 06:22 PM
Latest test shot with the new floor and wall textures.

asadexes
02-29-2008, 11:58 AM
Great preview;)

Skelos
03-04-2008, 04:54 AM
Ok. I'm back and ready to help in import!

asadexes
03-17-2008, 06:48 PM
Models Arrived?:confused:

Ogre
03-18-2008, 01:25 PM
Skelos said he had them and would get to them by March-11. Haven't heard anything.

Ogre
03-19-2008, 01:54 PM
I am beginning to think this won't work in the long run. It's nice of Skelos to offer his assistance to import the models but we are obviously not at the top of the list.

The only way this will work and make a difference to the community is if we can import the models ourselves. We cannot expect the developers to drop paying work to help the community create a free mod.

Nothing against Skelos or the Crew at 1C. We just need the tools to do it ourselves in a timely manner.

asadexes
03-19-2008, 02:04 PM
Models seems to be in .bma format
it's an experimental archiver by Alexander Cherenkov
http://filext.com/file-extension/BMA

Ogre
03-19-2008, 05:44 PM
I had downloaded the BMA program and it states the FW files are not bma archives.

asadexes
03-19-2008, 08:47 PM
We need a support from the game developers
they must give us a mod tool or the model converter

Skelos
03-20-2008, 06:37 AM
Sorry, we cannot because the graphic engine is not owned by our company.
We will support. All your models were exported and I'll put the link here soon.

Skelos
03-20-2008, 09:55 AM
Ok. I gave the link to Ogre in private message.

asadexes
03-21-2008, 05:29 PM
thanks Skelos
Now we'll try to put ingame,
any suggestions is welcome :grin:

Skelos
03-23-2008, 07:33 PM
Use your hexes as locations - not cities.

Ogre
04-03-2008, 10:59 PM
thanks Skelos
Now we'll try to put ingame,
any suggestions is welcome :grin:

Any luck?

asadexes
04-04-2008, 10:11 PM
the only help we had was the one Skelos wrote here
i'm workin' on but we absolutely need a mod tool from developers

Ogre
04-06-2008, 03:32 PM
the only help we had was the one Skelos wrote here
i'm workin' on but we absolutely need a mod tool from developers

I totally agree. I think the support they are trying to provide is great but the workflow will not work. We need a convertor and the appropriate mod tools.

asadexes
05-02-2008, 01:22 PM
We also need to rework unit models and we absolutely need an importer\exporter tool for the game engine

asadexes
05-07-2008, 02:53 PM
Till now we have done many tiles and many new items but we still need the importer from the game developer, without it is impossible to think about a modding project , can we know if it will be possible to have it or is totally impossible
http://i229.photobucket.com/albums/ee234/asadex/Senzatitolo.jpg

asadexes
06-12-2008, 02:41 PM
As this
http://forum.1cpublishing.eu/showthread.php?t=2783
or this
http://forum.1cpublishing.eu/showthread.php?t=2650