Custom Models

Custom Models

Re: Custom Models Posted by Captain P on Thu Jul 27th 2006 at 3:30pm
Captain P
1370 posts
Posted 2006-07-27 3:30pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I'm thinking about some paintings and family portrait photo's - not very modelling intensive, but might demand some texture skills, depending on the style of the frames. Hmm, still, residential is quite a broad subject, as there are so many styles contained within. Shall we leave that open, or pick a specific style?

EDIT: Heh, yeah, super place to be right now. :smile: How's going there?
Create-ivity - a game development blog
Re: Custom Models Posted by Addicted to Morphine on Thu Jul 27th 2006 at 3:42pm
Posted 2006-07-27 3:42pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I say we can leave it open. I don't know what others think.

The paintings are a good idea, definitely lots of need for those to spice up walls etc. The stock ones are boring :sad: Any idea on the type you're going to choose? And what's the copyright laws on changing paintings into textures for ingame models?

Off Topic: <<As for China, I'm liking it, but having been here for 6 weeks and looking at 2 more, I'm definitely looking forward to home and familiar food, familiar places etc. Not to say I'm not enjoying here and now, but I can see the value of familiarity after being exposed to the strange, the new, and the surprising pretty much daily. If you want to see some photos they are kicking around the thread I started before I left. Thanks for the interest :smile: >>
Re: Custom Models Posted by Naklajat on Thu Jul 27th 2006 at 4:47pm
Naklajat
1137 posts
Posted 2006-07-27 4:47pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
CaptP said:
How about saying beforehand what thing you're going to model, so we can spread the objects evenly? I mean, 10 light bulbs and one chair isn't really what we're shooting for... and it allows starters to pick easier models while more experienced modellers can take on the more demanding objects?
I think this is an important point and bears repeating.
AtM said:
And what's the copyright laws on changing paintings into textures for ingame models?
I believe that would fall under "Fair Use" in this context, but it would be worth looking into to avoid anyone getting sued for copyright infringement. Also, paintings over 100 years old (i.e. Leonardo, van Gogh, are generally in public domain, but it would still be wise to check before finalizing your project (or spending a lot of time or effort, for that matter).

o

Re: Custom Models Posted by fishy on Thu Jul 27th 2006 at 9:52pm
fishy
2623 posts
Posted 2006-07-27 9:52pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i don't think it would be a case of 10 lightbulbs. you could narrow the criteria even further, to something like industrial light fittings, or lights you'd find in a nightclub, or sci-fi lights or whatever, and the submissions would still have the variety of 10 different artists. for instance, this is a model that i made last night as a reminder of how it all works, and i doubt that anyone else would have come up with the same thing.

User posted image

http://www.quantum-physics.co.uk/images/3spot.jpg

http://www.quantum-physics.co.uk/images/3spot.jpg
i eat paint
Re: Custom Models Posted by Captain P on Thu Jul 27th 2006 at 10:36pm
Captain P
1370 posts
Posted 2006-07-27 10:36pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
It's not so much the problem that we create identical items, but the limited usefullness of the resulting prop package. I've never seen a map that was about different light fixtures so far (though, it could be a fun idea? :smile: ). I think broad packages, containing a variety of objects, are of most use to mappers.

And no, I was definitely not thinking in that direction for light fixtures. More like a spotlight, or desk light. Nice thingie. :smile:
Create-ivity - a game development blog
Re: Custom Models Posted by fishy on Fri Jul 28th 2006 at 1:02am
fishy
2623 posts
Posted 2006-07-28 1:02am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
the thing about broad packages is that very few of them have any deapth. hl2 has a broader range than anything i'd expect from the snarkpit, but some of the model types have very little variety. light fittings are a classic example of this, which is why i keep going on about them, and even a handful of new ones would be well received.

i wouldn't expect anyone to create a map based on light fittings though :razz: , but if each mapper that downloaded such a pack found even one light that suited his purposes, then it would be a success.
i eat paint
Re: Custom Models Posted by MisterBister on Fri Jul 28th 2006 at 11:19am
MisterBister
277 posts
Posted 2006-07-28 11:19am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
I'd like to do that big, futuristic city project but I find
it to be almost impossible to do without some custom models. I just
don't have the time to learn the modeling programs, to create all the
custom textures for the models ect. ect.
If youre still interested you can have all my custom content from
cloudcity... However i havent made any custom models, only reskinned
ones.

http://www.snarkpit.net/forums.php?forum=2&topic=6209&135
Re: Custom Models Posted by reaper47 on Fri Jul 28th 2006 at 6:03pm
reaper47
2827 posts
Posted 2006-07-28 6:03pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
If youre still interested you can have all my custom content from
cloudcity... However i havent made any custom models, only reskinned
ones.

http://www.snarkpit.net/forums.php?forum=2&topic=6209&135
Thanks, MisterBister. I'm having this very special idea of what it should look like (which is probably my problem) so I'm afraid this would mean a lot of very custom model work :/

Seeing your cloudcity project was surely a motivation for starting my own "futuristic city" map. Maybe I can ask for your texturing expertise when I run into problems. This is all rather new for me in the Source engine.

How did you re-skin the models? Do you have to re-save the whole model file or can you just apply new textures to existing ones with a script or something?
Re: Custom Models Posted by MisterBister on Sat Jul 29th 2006 at 10:54am
MisterBister
277 posts
Posted 2006-07-29 10:54am
277 posts 78 snarkmarks Registered: Oct 17th 2004 Occupation: studying Location: SWEDEN
Seeing your cloudcity project was surely a motivation for starting my own "futuristic city" map. Maybe I can ask for your texturing expertise when I run into problems. This is all rather new for me in the Source engine.
Sure, I will help you if you have any issues.
How did you re-skin the models? Do you have to re-save the whole model file or can you just apply new textures to existing ones with a script or something?
Well... Re-skinning a model sounds easy, bit it sure isn't.
I had to de-compile the model, change the QC-file (in which all data about the prop is written as well as where the textures are) and then compile it again.

It's supposed to be a quite simple process, but it feels like Valve forgot about the modelling part when they where fixing issues. It took med about 6 hours to find out how to do the whole operation properly.
Re: Custom Models Posted by Addicted to Morphine on Mon Jul 31st 2006 at 1:05am
Posted 2006-07-31 1:05am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Tomorrow is the first of the month, and I want to get a thread up in General Banter about the Custom Content Challenge with the guidelines and due date, as well as a front page news post. So, we need to decide on what we want. A residential model pack, or a light fixture model pack. Captain P wants the residential one, fishy wants the light fixture one, and I'm undecided.

If you plan on joining in or just have an opinion, please let me know (either here or via PM). If I don't hear from anyone I'll just have to make an executive decision before August 2nd.

I would have given more warning but I was on a weekend trip. :smile:
Re: Custom Models Posted by midkay on Mon Jul 31st 2006 at 1:25am
midkay
398 posts
Posted 2006-07-31 1:25am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Oooh... residential model pack, you say? Sounds very interesting to me, I want! :smile:

I haven't read this whole thread, but it sounds like a contest is being held for people to create their own models and use them in HL2? I know 3dsmax almost inside and out (although modeling is probably my weakest point), but I was glancing at the Valve page on "how to get custom models into HL2" and it really looked like a pain.

I might give it a try if a contest was held though.
-- midkay
Re: Custom Models Posted by Addicted to Morphine on Mon Jul 31st 2006 at 1:52am
Posted 2006-07-31 1:52am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Yeah, we want to pick a simple theme for people to create custom content that, if we get enough good entries, will be put together and distributed, and hopefully used.

The hope is to do something simple so people new to modelling will get to learn the ropes (or at least get started learning the ropes :smile: ) and hopefully get their work out there and used. Also, I hope it will encourage those who already know how to model to spend an hour making something a little more advanced, but still within the limits of the challenge's theme.

It's not really a contest in there wont be any voting for a winner at the end, and its more like an intra-snarkpit challenge for fun, and hopefully for a finished model pack that people can download and use.

So... 2 votes for a domestic themed pack (broad theme)

1 vote for light fixture themed pack (more specific)
Re: Custom Models Posted by nooba on Mon Jul 31st 2006 at 4:26am
nooba
146 posts
Posted 2006-07-31 4:26am
nooba
member
146 posts 104 snarkmarks Registered: Jan 20th 2004 Location: Australia
I was glancing at the Valve page on how to get custom models into HL2 and it really looked like a pain.
It's actually quite easy once you learn how to do it..

It takes me about 1-2 minutes to get models ingame :razz:
Insurgency
Re: Custom Models Posted by midkay on Mon Jul 31st 2006 at 4:30am
midkay
398 posts
Posted 2006-07-31 4:30am
midkay
member
398 posts 120 snarkmarks Registered: Apr 15th 2005 Location: United States
Morph-

Ah, I see.. I'd try and participate either way, I don't care which category. Sounds fun. :smile:

Nooba-

Cool, maybe I'll give it a shot then. :smile:
-- midkay
Re: Custom Models Posted by Addicted to Morphine on Tue Aug 1st 2006 at 1:32am
Posted 2006-08-01 1:32am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Alright, I'm making a thread and a newpost about this right now. Everyone better participate!