Is there any way that the ns2 team could release the player start model as an .obj with the right size for ref for modeling. maybe even just a box with the right scale? It would help out a lot with judgeing scale when modeling.
yes i know but i cant import there format into any of the 3d packages i use. i think ive seen some videos around and it looks like they use max. and everything ive imported from max to maya is a huge scale. even a box at the right scale would do. just something to help out would be much better then guessing scale i got an old maglite prop i made into the engine and it was very very small in the viewer.
ah it seems i misunderstood the question, my bad. What is known for now is that the current .model files are some form of collada model files. Beyond that is anyone's guess. I tried importing the models in both maya and max with a collada importer but i haven't had any succes.
In the meantime you can always just model at whatever scale you want and scale it up/down when you get the refs. As long as you're not making anything that the players are going to be interacting with in any complex manner.
Damn Collada plugin is fuxed. I have finnished making a scale model sample scene, it has samples for Wall, Floor, Marine and Onous based on those given by Charlie. Need to import the scene to export to a usable model for everyone.
Edit: Removed the error code, I CBA to fix it, dont need to now.
Okay, here is my .obj file at last... Has 3 samples in it, Block on the left is a marine, Wall/Floor in the center and a block representing the onous. It should do for now. I checked it in the NS2 Viewer and it looks right. Dont ask me about textured mode...
<!--QuoteBegin-Flayra+--><div class='quotetop'>QUOTE (Flayra)</div><div class='quotemain'><!--QuoteEBegin-->Sizes · All sizes are in inches · Primary routes 160 to 192 wide, 160 tall · Secondary route entrances/exits are 80 wide, 128 tall · Wall textures are 128 tall · Floor textures are 128 wide · The male marine is 77 tall · MASCs are approximately 100 long and 50 tall · Doors are 100 by 100 · The Onos is 120 tall, 90 wide and 120 long (he must crouch to get through doorways)<!--QuoteEnd--></div><!--QuoteEEnd-->
Check this thread out to add models: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108525" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108525</a> This thread says 1:1 for 3dmax settings: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108471" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108471</a> I have found the models I compiled are very small in the viewer I think there is an scale command for the compile text.
scale being any float value above 0. from here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108436&pid=1744519&mode=threaded&start=#entry1744519" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=#entry1744519</a>
Comments
hope this helps.
+1
Will see where I get upto and if I can product a correctly sized cube.
I have finnished making a scale model sample scene, it has samples for Wall, Floor, Marine and Onous based on those given by Charlie.
Need to import the scene to export to a usable model for everyone.
Edit: Removed the error code, I CBA to fix it, dont need to now.
Has 3 samples in it, Block on the left is a marine, Wall/Floor in the center and a block representing the onous.
It should do for now. I checked it in the NS2 Viewer and it looks right. Dont ask me about textured mode...
<!--QuoteBegin-Flayra+--><div class='quotetop'>QUOTE (Flayra)</div><div class='quotemain'><!--QuoteEBegin-->Sizes
· All sizes are in inches
· Primary routes 160 to 192 wide, 160 tall
· Secondary route entrances/exits are 80 wide, 128 tall
· Wall textures are 128 tall
· Floor textures are 128 wide
· The male marine is 77 tall
· MASCs are approximately 100 long and 50 tall
· Doors are 100 by 100
· The Onos is 120 tall, 90 wide and 120 long (he must crouch to get through doorways)<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.unitedworlds.co.uk/online-gaming/download/natural-selection/ns2scale.rar" target="_blank">Download: ns2scale.rar (1.41 KB)</a>
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108525" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108525</a>
This thread says 1:1 for 3dmax settings:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108471" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108471</a>
I have found the models I compiled are very small in the viewer I think there is an scale command for the compile text.
<model>
<geometry "pillar.dae" />
<materials_path "models/mystuff" />
<scale 1.0 />
</model>
scale being any float value above 0.
from here:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108436&pid=1744519&mode=threaded&start=#entry1744519" target="_blank">http://www.unknownworlds.com/ns2/forums/in...t=#entry1744519</a>