Re: Model Requests

#121
DarkMoriarti wrote:ROFL! Canon ~cannon XD

As long as im not too busy tomorrow I'll have a hi-poly baked out & an AO to make it look half way presentable. Speaking of shaders, anyone know how many maps are available to use, don't want to start a spec or bump only to not use them
Yes, the game has been moved to BLITZ3D at version 0.2.0 which allows support for Normal + Specular maps. =)

Re: Model Requests

#122
GeckoYokohama wrote:I love the printer model ! I imagine how it can be scared ! When you run near of the printer, it prints randomly a 106 photo or something... (scary messages like BEHIND YOU), and the printer could make some awesome noises when printing > fear blench. :D
079's photo
DON'T SHOOT! LET THEM BURN!

Re: Model Requests

#123
DarkMoriarti wrote:Is there a way to pull the mesh files out of the game, I don't have any scale reference. & my girlfriend is an environment artist & is itching to do a make over of the walls/floors etc but as the rooms are random generated, our guess is it uses a modular system.
Yes, you can try to import one of the items from the GFX folder in the game (Usually there are a couple in .OBJ or .3DS) however there's a really great free program for importing -> exporting of almost any format to a .B3D format for the Blitz3D engine, it's called FRAGmotion. http://www.fragmosoft.com/downloads/ I can also rip a few models for height reference if you'd like.

For adding finished new props in-game requires some level file editing in 3D world studio,, I'm sure a mapper here can do it easily though.

And yes, the game is using a modular design system =) -- there's actually a story background reference in-game to this in one of the office rooms if you go to the monitor and use it, It's a modular design theory command created to help make expansion and recovery faster, but it didn't really catch on for personnel. The random generation helps add the the replayability and unpredictability.

Re: Model Requests

#127
I must say risingstar, I am impressed by your work rate (and willingness to contribute!) and I think you must be thanked on the behalf of the game and the community.

Now, as an past modeler (and knowing the work-flow of model-making), I think you may be hitting the max. production limit - it's just too much work, even for simple models, to make them from start to finish, on such a rhythm.

I got some time (and frankly I need some time out from studying), and I was thinking about this. Maybe I can contribute with some textures - they do contribute heavily towards a good end product. They require some well-paced time to get right, which is why I think it'd be advantageous if I gave a hand.

And I also recall that when I was more concerned with 3D models, textures were somewhat an annoying, hurdle-ridden part of model-making...

You'd need to release your models somewhere though so I (and possibly other contributors) can look at/work with them, though.
SCP-079, SCP-294 & other models / SCP:CB Inventory Mod
I confirm you can win SCP:CB on Keter using only a keycard.

Re: Model Requests

#128
Thanks Hakkla :)

The truth is I'm actually more of a programmer than a modeler. A short while back I attempted to make my own version of SCP: CB as a fan project in order to learn Unity3D, which was new to me at the time (this was before the source code was released, or at least before I knew about it). I enjoyed writing the physics, pathfinding, and inventory system, among other things (Using built-ins wouldn't be any fun), but I found that there was just too much modeling involved with making a good horror game for me to do it entirely on my own. So I decided to split my time; I would try to get involved with the real SCP: CB so that I could practice modeling and expand my collection of finished models by helping out with the game, and spend the time that I would normally spend programming working on games and apps which were not graphics heavy, or else were procedurally generated, as is the case with a current project of mine. Doing a good mix of modeling and programming is good experience, and keeps me from tiring of either one :)

Anyway, working together sounds like a great idea. In theory I should take all of my textures with my camera, and then fix them up in photoshop, but I usually end up being lazy and downloading royalty-free textures from the internet to save time. Already having good textures to work with would definitely be a big help! As for posting the models, I am aware that simply taking a picture doesn't really help you guys out. How would you recommend I post the models themselves? I would not want to simply upload them somewhere where they might be taken without our permission.

-I don't think I've addressed this yet so in case it comes up, I do most of my modeling in 3ds max. I do not collapse the stack except when necessary and I save frequent unique backups in the event that I find I made a mistake somewhere in the process and need to recover something. In the event of collaboration it would probably work best if the other person had 3ds max as well, although it would definitely not be necessary (especially since I know a lot of people like to use Blender these days ;)

Re: Model Requests

#130
Omniary wrote:If I could think of any other office supplies one could find in the facility, I'd say:

-A printer-
-Sharpies, or other pens/markers-
-Whiteboards (possibly with various writings on it in-game)-
-Bulletin boards-
-Manilla Folders-
-Crumpled paper-
-Styrofoam cups-

You don't have to do some, or any of these, but I think it'd be cool to see these in the game. :K
Pardon moi, Omniary... but can you re-add me in the game? I want to fuck with people again...
cron