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Community Junk Wars Bonus Pack
http://www.runestorm.com/forums/viewtopic.php?f=28&t=77691
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Author:  Blade sword [ Mon Jun 10, 2013 10:24 am ]
Post subject:  Re: JWBP Vani

For my own part I was more interested into ranged weapons and my lack of knowledge about editing UT wasn't a good thing for modding it ...

Good job man with the stuff

Author:  Vani [ Mon Jun 10, 2013 11:33 am ]
Post subject:  Re: JWBP Vani

I like both ranged and melee weapons. I'll look into doing a BW pack someday...
Also this pack will get updated. Next update will probably contain some custom sounds and about 12 new weapons.

Author:  Vani [ Tue Jun 11, 2013 11:49 am ]
Post subject:  Re: JWBP Vani

Small update.

- Custom sounds
- Few bugfixes
- Added 10 weapons.

Have fun!

I had to scrap 4 weapons, sadly, because I couldn't texture them. I really suck at texturing.

Author:  Baryonyx [ Tue Jun 11, 2013 2:25 pm ]
Post subject:  Re: JWBP Vani

Just an idea: How about adding some more shields?

EDIT: Going to love that anchor. :lol:
Testing tomorrow.

The anchor deathmessage definitely needs some bad pun about an anchorman. 8)

Author:  Vani [ Wed Jun 12, 2013 8:35 am ]
Post subject:  Re: JWBP Vani

I had no shield ideas. Suggestions?

You can also suggest as many death messages as you want.

By the way: If the pack is bug free and meets the ModDB standards can we add it?

Author:  Baryonyx [ Wed Jun 12, 2013 9:31 am ]
Post subject:  Re: JWBP Vani

Obviously there could be a medieval shield. How about a framed picture? A flatscreen? a STOP sign? (just recolouring the JW sign) Maybe an Umbrella?

I tested the pack again and indeed I love the anchor. The slow hit rate is totally justified considering how BIG it is. :P

Custom sounds are cool too. However, the one on the Shovel was very quiet.

Couldn't find any more things that could be better. Not all weapons have deathmessages yet, right?

Author:  Vani [ Wed Jun 12, 2013 12:30 pm ]
Post subject:  Re: JWBP Vani

Actually they should now. I've fixed a small bug where they didn't appear correctly.
About the shields: Maybe this weekend.

I'll fix the shovel sound too.
EDIT: I just realized it uses the vibrator sound.. no idea why this happened.
EDIT²: Ok, dumb mistake.. I have no time to reupload the pack for now, it will be fixed for the next release. Just do this:

- Open the soundpack "jwvansound" in UnrealEd.
- Choose "All" and right-click on "*shovel"
- Click on "Sounds" and change the stuff written at [0] to:
Code:
Sound'jwvansound.shovel.shovelsound'


Sry, incredibly dumb mistake. I have no idea how I could miss this...

Author:  Baryonyx [ Wed Jun 12, 2013 1:50 pm ]
Post subject:  Re: JWBP Vani

Hey, no problem man. It's still a beta and shit happens. I'll just wait till the next version. Take your time and do it right. ;)

Author:  Braethias [ Thu Jun 13, 2013 10:25 am ]
Post subject:  Re: JWBP Vani

what did you add as a shield?

maybe something like a piece of fender from a car? Hah

Author:  Vani [ Thu Jun 13, 2013 11:06 am ]
Post subject:  Re: JWBP Vani

Shields are easy to make, there will be a couple of new ones next update...

Stop sign, a couple of medieval shields, radiator, fender (gotta model my own one, shouldn't be that hard :p), a PC, maybe more if I get some ideas.

I guess I gotta learn UV texturing. I really want to add those 4 weapons but I can't texture them without a good UV texture. For ordinary persons: I need a 1 part texture that covers the entire model or else it messes up. And I first gotta learn how to do that with blender... they made it way too complicated imo.

Author:  Captain Xavious [ Thu Jun 13, 2013 11:53 am ]
Post subject:  Re: JWBP Vani

Blender UV mapping is no more complicated than UV mapping anywhere else. :P

Basic premise of UV mapping is to convert a 3d model into a 2d image. The UVs will be split up into chunks called islands. You want to create these islands manually by marking seams (essentially the same as where you'd find seams on clothing).

Go to edge select mode, and select edges so that you can create a complete circuit, type Crtl+E and select Make Seam. After making some of those press U > Unwrap and it will unwrap the models according to your seams marked. Its easier said than done, but basically try to make edges on sharper corners to minimize visible texture seams and make sure no one area that is marked off by seams is particularly complicated or loops around to meet itself.

To see which faces will be split up as an island, go to face select mode, select a face in the island in question and press Ctrl+L to select linked faces. In face select mode, if there is a seam separating the faces it is not considered linked. It also would be the UV island when unwrapped.

I'll upload a blend file demonstrating a simple, effective way of uv mapping a moderately complex shape in just a bit.

EDIT: ALSO remember to split up a new window pane set to view UV/Texture editor for maximum productivity.

EDIT: And here we are.
Attachment:
UV Sample.zip


The orange edges are the seams, and if its texture is not visible in Textured view, go to the UV/Image editor and click Image > New and select UV Test Grid.

Now looking at it, you should see a bunch of squares on the head. The test grid is incredibly useful for checking distortion and scaling of a UV map. Ideally, with the test grid in view, all the squares on the mesh should be about the same size and they should look, well, square. That's not really the case for my sample, but chances are its about good enough for what you'll need. Some situations call for uneven scaling to maximize useful UV grid space, such as the inside of a gun barrel, it doesn't really need to take up a lot of area on the UV map because it will barely be seen, so you scale it down and the squares become larger (imagine each square is a single pixel on the texture, smaller squares = greater pixel density).

Tip: Use CTRL+L to select all connected UVs of currently selected ones (to select whole islands). There is also a selection option for islands too.

When you are happy with the UV map, export it by pressing UVs in the UV/Image Editor and selecting Export UV Layout. This will make texturing it a lot easier.

And a tip that will help make your textures look a bit less glowey is to generate some ambient occlusion once your mesh is UV mapped. This is a pretty easy process that makes your textures look a lot better by essentially shading in crevices and parts where light couldn't easily get to it. To do this, go to the Properties bar and click the little camera, scroll down to the Bake tab and expand it, then make it look like what this next picture shows:

Attachment:
Bake.PNG


Then press the bake button. When done, go to the UV/Image editor and save the image as whatever you want. Now when you get done texturing the model, assuming you have an image editing program that lets you work with layers (I recommend GIMP, its free) place the Ambient Occlusion texture on top of it and set its draw style to Multiply, adjusting opacity to taste. And that should be about it to apply ambient occlusion!

Personally, I suck at texturing and about all I can do is take materials online and cut them out to the islands that need it, maybe play with like a generated cloud pattern with low opacity and set to multiply, soft light or something else to add a subtle layer of grime or what not, and let AO do the rest. With that in mind, I tend to try and UV map models I'm texturing so that the islands are separated by material too.

Author:  Braethias [ Thu Jun 13, 2013 5:23 pm ]
Post subject:  Re: JWBP Vani

You're so helpful Xav. :D

Author:  Blade sword [ Fri Jun 14, 2013 2:53 am ]
Post subject:  Re: JWBP Vani

You can give some basic coloring by using the materials and the shading process showed by the captain
however before starting a such thing save your model with the work you have done with UV mapping and the single material addition.

all the things you will do after this shouldn't be saved as your model or be saved as an alternate file if you want further modifications on the colors keep in mind that you can't modify the UV map in this process because this will render the material painting incompatible with your non painted one.

So when you will add materials try to use the face selection, you can even use the L button to select parts that are separated with the seams or by geometry.

when you add a material in the edit mode you can choose the color and use the assign button to apply the faces you want to color. once you have added the basic colors you wanted you only need after this to use the baking button and save the picture as a new element.

Author:  Vani [ Fri Jun 14, 2013 8:35 am ]
Post subject:  Re: JWBP Vani

Sorry guys, but I have to tell you that I can't work on the pack anymore. At least not for now...
The circumstances render me unable to work on the pack right now and I don't have time to get into the more complicated coding and texturing stuff.

I wanted to add about 6-8 new weapons and the shields I promised but for now it's simply impossible.
I'm in some real trouble right now, that's all I can say...

If I can resolve the situation you can expect some further support for this pack though, don't worry.
I'm still planning a poison/heal syringe, alternate screwdrivers and wrenches for repairing and a couple of other basic weapons like a billiard cue, a bowling pin.. classic stuff. :D
I already got most 3d models.

Thanks for the help, Xav and Blade! I'll need this someday.

Author:  Captain Xavious [ Fri Jun 14, 2013 8:38 am ]
Post subject:  Re: JWBP Vani

Not a problem, man. I understand completely.

Author:  Blade sword [ Fri Jun 14, 2013 10:19 am ]
Post subject:  Re: JWBP Vani

Same here :handgestures-thumbupright: take your time with the stuff.
You have something nice already :)

People who needs help will receive it ;)

Author:  Baryonyx [ Fri Jun 14, 2013 12:33 pm ]
Post subject:  Re: JWBP Vani

Sorry to hear that, I hope you'll be able to resolve it soon. :violin:

I actually came here to say that there's Vani in one of the deathmessages of the greatsword left.

Author:  Vani [ Fri Jun 21, 2013 6:51 am ]
Post subject:  Re: JWBP Vani

FYI I had some legal issues to solve. Luckily I'm off the hook now. Don't worry, I didn't murder or anything, some idiot thought he had to give me a hard time...

Well, to cut a long story short:

New update will come. It will feature 18 new weapons, raising the pack's number of weapons to 50 which should be final. For now. Also I added 8 new shields.

There will be some variety, like a poisoning syringe, 2 igniting weapons, heavy throwable weapons (for example a horseshoe) and so on...

Weapons are modeled and textured except for 2, coding is as good as finished (I still need help with some stuff, but Xavious is a great help. :D) and I'll try to release it soon.

I hope we can release it on ModDB then so non-runestorm users can use the pack.

Author:  Baryonyx [ Fri Jun 21, 2013 2:32 pm ]
Post subject:  Re: JWBP Vani

I got inspired to make a little map resembling a pub for playing darts. It's almost finished. And I added some of your JW meshes as decoration and reference to you. Do you allow me to release it publically once it's finished? You will be credited of course.

Author:  Vani [ Fri Jun 21, 2013 3:07 pm ]
Post subject:  Re: JWBP Vani

It's okay. :)
Just noticed you're german btw.

Author:  Vani [ Sun Jun 23, 2013 4:10 pm ]
Post subject:  Re: JWBP Vani

Heyyo!

New version of the pack is (finally) here!
Thanks to Xav for helping me out!!

It includes 8 new shields and 19 new weapons, including a few unique fire weapons, a poisoning weapon and of course lots of style. (Plastic flamingos, backscratchers...)

This should be the final release, but that doesn't mean there aren't any secret bugs.. :D
Have fun and report bugs immediately so I can fix them!

http://www.mediafire.com/download/kvzya ... WBPVan.rar

By the way:
There's no actual car fender ingame, the car bumper's name in the game's code is "fender" because I confused the two words at first. Non-native speaker's curse, eh. :D

Author:  Sgt. Kelly [ Sun Jun 23, 2013 5:54 pm ]
Post subject:  Re: JWBP Vani

This is amazing!

It's about dang time that UT2004 got it's own purple, floppy, penetrator. :D

Author:  SX [ Sun Jun 23, 2013 6:30 pm ]
Post subject:  Re: JWBP Vani

And it's fiery cousin.

For the burning to death deathmessage.

Xan caught a burning STD from Vani.

Author:  Captain Xavious [ Sun Jun 23, 2013 8:49 pm ]
Post subject:  Re: JWBP Vani

Pretty sure a reference to "fire in the hole" would be much more tactful.

Author:  Braethias [ Sun Jun 23, 2013 9:49 pm ]
Post subject:  Re: JWBP Vani

I completely agree with Xav. b

Author:  SX [ Sun Jun 23, 2013 10:20 pm ]
Post subject:  Re: JWBP Vani

Captain Xavious wrote:
Pretty sure a reference to "fire in the hole" would be much more tactful.


You sure? last time I checked a flaming penetrator lacked anything tact.

Author:  Captain Xavious [ Mon Jun 24, 2013 12:14 am ]
Post subject:  Re: JWBP Vani

Well played SX. Well played.

Author:  Braethias [ Mon Jun 24, 2013 12:30 am ]
Post subject:  Re: JWBP Vani

Then it's our job, NAY! Our DUTY (haha, duty. get it? penetrator? duty? Erm.) to create some!

Author:  Captain Xavious [ Mon Jun 24, 2013 1:07 am ]
Post subject:  Re: JWBP Vani

What are we creating?

Also, just gave this a good play. Loving it, the more elaborate weapons that ignite and poison enemies are a great touch.

If you want to add more healing weapons, I recommend maybe the Crucifix to get some good ol' fashion faith healing in! At least if they're a team mate.

Author:  Baryonyx [ Mon Jun 24, 2013 6:39 am ]
Post subject:  Re: JWBP Vani

Downloading and testing! :mrgreen:

Hmm, how about using the +25 healthpack static mesh as healing weapon? :P


EDIT: Tested and just found some minor mistakes with the deathmessages. Everything else works and plays great! The syringe is another favourite now! :D

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