Multiplayer BOD mod in a new engine.

Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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Sir Random
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Postby Sir Random » Tue Jul 05, 2011 10:23 pm

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Argoon</i>

P.s - I forgot to say Sir Random, i comprehend what you want and i would love that, but we aren't a professional game team with 100 plus developers being payed to work and with that kind of skills (at lest me), we are a bunch of BOD fans trying to give new life to the game that we love, so lets not dream to high for now and have realistic expectations, if we are able to transfer the original models and gameplay to a new engine i (and i hope we) will be very happy.
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">Yeah, I know we're never going to produce anything as good as that image, but I can't help feeling the BoD characters will look very flat in a modern engine, as details like Sargon's belt are just textured.

Another approach would be to use normal maps, as they can add detail fairly easily without changing the model. I know normal maps are usually made from a high-poly veraion of the model, but they can be created from the base textures too. The BoD world textures can be converted to normal maps too, to make the bricks look 3D.

What format are the model textures for Unity?

Argoon
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Postby Argoon » Wed Jul 06, 2011 1:25 pm

Yes that is the technique that i use the most, CrazyBump (payed) and smart-normal (free) can make passable normal maps from diffuse textures.

About the Unity engine he supports a big range of texture formats, but the ones that i use the most are: png, tga and dds (bmp and jpg are also supported).

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Postby Sir Random » Thu Jul 07, 2011 5:57 pm

I use the Nvidia Photoshop plugins for making normal maps and .dds files, very useful tools.

I downloaded Unity and tried to import a small mod map (in .max format), but Unity just crashes. It seems the .fbx plugins are only for Max2008 and newer, so I can't convert it to fbx either. [:(]

Is there any free modelling software that can import Max2.5 'max' files and export .fbx files?

Miles
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Postby Miles » Thu Jul 07, 2011 7:40 pm

If you have a newer version of 3dsmax, I'd imagine you could load a 2.5 file to export as an fbx. I don't think the basic Unity3d tools have problems importing .max files, though, just as long as they were saved by a newer version of 3dsmax.

Maya would be able to handle .fbx files, but I don't know about it still supporting max 2.5.

Milkshape3d (shareware) would surely be able to load in .max 2.5 files, but unfortunately it seems they stopped development on the program just as the .fbx export was only partially complete. This was in 2009, so maybe someone in the MS3d community completed the .fbx export plugin.

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Postby Sir Random » Fri Jul 08, 2011 1:54 pm

Thanks Miles, but I only have 3DSMax 2.5. I just wanted to see how Blade textures would look with normal maps, but I suppose I can create a small map in Doom3 for that.

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Postby charly » Mon Jul 18, 2011 10:19 am

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">
My visualation of an updated Blade world is something like this:
http://www.youtube.com/watch?v=MGf0oGGGQqQ
<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">


uuuuu that would be heaven to play blade with this graphic, maps like this with orc and zombies abnd golems :DDDDDDDDDDDDDDD

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Postby Harrison » Fri Aug 12, 2011 7:25 pm

Hi all bladers!

I found the way to remake original BOD-characters and animation so that they can be exported to new engine. The system of bones embedded into the skins is used for models. Animation is converted from parts of characters to the new system of embedded bones.
A small video clip from 3DSMAX with the model of Barbarian and Bar_wlk_no animation is shown below:

http://www.youtube.com/watch?v=n2AZejNwKdA

Also, I exported new Barbarian model and some animations into .egg-format for Panda 3D engine:

http://www.youtube.com/watch?v=Hy6xLdyLscw

http://www.youtube.com/watch?v=t5sOjfDfhiQ

Big thanks to Sir_Random for his work on adjusting the camera and animation as well as in the original BOD-game:

http://www.youtube.com/watch?v=oekVZ8GKRBg

The archive containing .max-files (3DSMAX 9) with Barbarian model and some basic animations is located here:

http://uploading.com/files/eaaa6c1a/MAX-files.rar

Barbarian model and some animations in .egg-format:

http://uploading.com/files/7494feb6/eggFiles.rar

and some animations and weapons:

http://uploading.com/files/eb243aec/eggFiles1.rar

Panda 3D is interesting because it applies Python scripts. But as Argoon said, Panda 3D has no editor of the game levels. This is mainly software-driven engine. Therefore I will try to use NeoAxis and other engines.

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Postby Sir Random » Sat Aug 13, 2011 4:37 pm

Harrison,
I am attempting to learn 3DMax, so I can try creating Doom3 and Source models.

Is it a big task to scale-down the models and keep them working? Barb is enormous in Doom3!

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Postby Harrison » Sat Aug 13, 2011 8:59 pm

This should not be difficult. Sorry, some time I will not have access to 3DSMAX 9. Now I can only use 3DSMAX 2.5. But you can try to solve this task yourself.

You can use any Maxscript commands. Click "Open Listener" button (Command panel->Utilities->Open Listener). Insert next string in the window of Listener:

$Barbarian_N.scale=[m,m,m]

where m - is the scale-coefficient. Press Enter. The object Barbarian_N must be scaled.

In the window of Listener you should see "[m,m,m]".

Repeat this command with root-object of Bones_System that called "Center":

$Center.scale=[m,m,m]

Press Enter. The Bones_System must be scaled too.

But maybe you just need to change the unit-system in the 3DSMAX? For this you must know the unit-system in Doom3. Just change the system of units in the 3DSMAX (in the file with Barabarian_N model before export to Doom3) on the same system of units as in the engine. Sorry, I don't remember how it make in 3DSMAX 9 (maybe in Customize option in the main panel). See the help of this program.

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Postby Sir Random » Sat Aug 13, 2011 10:21 pm

Thanks Harrison,
I'll give that a go.

Another problem, the Max .EGG importer only works with models, the animation importer isn't finished [:(]. I presume the original max anims won't work with your rotated joints?


There's a lot to learn in 3DSMax, my head hurts already... [:)]


EDIT\

Ok, I managed to scale down Barb (0.05) and I think he looks really good in the D3 engine (for a 2001 model). With tesselation and better normal maps he should look a lot smoother.

http://www.youtube.com/watch?v=rAo0KGQC9nA

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Trinitron
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Postby Trinitron » Mon Aug 15, 2011 6:25 am

Barbarian in Doom3 engine really great stuff.[:p]

Maybe there can be all forces to throw on this engine? I could help, but not in forces I search for a game engine and study each of them as time now not so is alot of, - study, search of money for her ([:D]) and all the rest that is created in life of the young hot guy.[xx(][xx(][xx(]

But I wait, when will find that engine of game which we will precisely develop then I can help, than to a smog, I apologize.[:I]

Harrison
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Postby Harrison » Mon Aug 15, 2011 8:59 pm

Good work, Sir_Random!

Sorry, I don't tried to import animations from .egg-format into 3DSMAX. I tried to import only static models and it's worked normal.

<blockquote id="quote"><font size="1" face="Verdana, Arial, Helvetica" id="quote">quote:<hr height="1" noshade id="quote">I presume the original max anims won't work with your rotated joints?<hr height="1" noshade id="quote"></font id="quote"></blockquote id="quote">

What max anims? If you speak about original BOD-anims made with RAS-models - yes it will not work correctly with "new" Barbarian_N model made by Bones_System tool.

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Postby Sir Random » Mon Aug 15, 2011 9:07 pm

Harrison, I presume you have 3DSMax versions of the new Bones_System Barbarian_N files? (model and anims)

I have tested a simple animation, and the rigging seems fine for Doom 3:

http://www.youtube.com/watch?v=WdBbyZmSD7g


If I can get the anims into max, it should be straightforward to convert them to Doom 3.

EDIT\

Yay! Thanks Harrison, got the anims working [:D]

http://www.youtube.com/watch?v=QpzbzeImOV4

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Postby IrateGiant » Thu Sep 01, 2011 4:45 am

Hi guys! I see the great work with Doom3 engine and I found this video:

http://www.youtube.com/watch?v=LwsTLbWsrBY

From this page:

http://www.doom3world.org/phpbb2/viewto ... &sk=t&sd=a

Maybe one step more for Blade in other engine. [:D]

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Postby prospero » Thu Sep 01, 2011 3:27 pm

That's OK if you want first-person point and shoot. [:)]

To my mind, the main thing that raises BOD above all others is the combat system. If a new engine can't replicate this, then I for one would sooner stick to the existing engine.[:D]


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