Size ref model

willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
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.

Comments

  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    edited January 2010
    if you search the props for one named player you will find the current marine at it's correct size.

    hope this helps.
  • willy-wilsonwilly-wilson Join Date: 2010-01-12 Member: 70102Members
    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.
  • Draco_2kDraco_2k Evil Genius Join Date: 2009-12-09 Member: 69546Members
    Well that's one familiar problem. Signed.
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    I also support the idea. It would be great to have some size reference to model before some importing/exporting tools are released.

    +1
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Just so happens I am in the middle of working that out.
    Will see where I get upto and if I can product a correctly sized cube.
  • NossahNossah Join Date: 2002-11-11 Member: 8234Members, Constellation
    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.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    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.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited January 2010
    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.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    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-->

    <a href="http://www.unitedworlds.co.uk/online-gaming/download/natural-selection/ns2scale.rar" target="_blank">Download: ns2scale.rar (1.41 KB)</a>
  • dandi8dandi8 Join Date: 2010-01-25 Member: 70309Members
    How does one export to NS2?? O.o
  • sloppy_joesloppy_joe Join Date: 2002-12-25 Member: 11527Members
    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.

    <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>
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