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Messages - jonj2040

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1
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 21, 2013, 05:13:57 am »
Unfortunately blender only exports a stand alone game for the OS it is developed on;  however if someone is willing I can send them the blend file and they can export it for the Linux community.  You must have blender to do this and it's really simple you just have to do a small settings change to allow the executable export or the type of file its used Linux.

2
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 19, 2013, 01:37:23 am »
would anyone be willing to help with level design like draw a top down view of an area note ant elevation changes or you could also draw a perspective view, what ever you'd like to accomplish the task... if you'd like.  It would be much appreciated, and yes your name would make the credits.

This include dungeon design, and if your dungeon has a special needed item just run it buy me and I'll see if it's practical with my resources mainly the blender engine and my abilities with it. I'll also decide whether or not it fits the scenario.  If it passes I don't know you'll get favoritism on the credits list? or if you have another idea.

Lastly I'd be happy to tech anyone how to use blender, that is if you want to help with the project, sorry I had to make a minor catch XD.   

Thank you!

3
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 17, 2013, 04:55:02 am »
Well im no painter but here's my atempt at some story line concept art is it a fire... no is it destructice... yes

warning for those with slow internet connections... very large file!


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Graphics / Re: For anybody who's interested in seeing my latest works
« on: June 15, 2013, 07:38:37 am »
Great job I love the modles, did you use Blenders in house sculpting?

There are many ways to texture in blender; however, depending on your aplication of these modles can vary greatly   If you intend to use it as a single render scene or a move, the best method is a multi material node set in texture paint mode.  It can be a bit of a pain to set up but works nicely in the end.

If you intend for the to be game modles i am afraid the poly cout is way too high, no fret though you can keep the detail and lower the poly count quite siple.  All you have to do is ad a new object prefferably a plane go to edit mode extract the necessary vertices edges and such to form the general shape of the original modle.  This process can be halved literally by using the mirror modifire.   After all that is complete take the new object and creat UV seams these are areas where the flattened UV form of the mesh are cut to relive stress.  It is best to separate whole sections of objects like the front back and sleeve of a shirt would be three flattened meshes in the UV editor.  After you mark these seams (ctrl+e) hit U to unwrap UV.  You then and shape up the uv's in the editor, it is best to make the sections individual rectangles.  The use the uv dop down at the bottom of that edit window and select extract UV layout ot is best to make this around 256x256 for the average face.   Then select your favorite image manipulator that opens PNG and add the colors.
To keep the detail of your high poly model apply the mirror modifier then put both models in the same 3d space select the high poly then low poly then select bake normal map. You will then apply this the same as any texture in the materials editor except you will chect the normals box and uncheck the color box.

If you need any help with textures just PM me also if there are a lot of spelling mistakes and what not pleas forgive me of my trying to use a phone to type all this. Haha

5
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 10, 2013, 12:18:20 am »
Cool! Thanks for the compliments!  Yeah the eyes need some work, actually a have not gotten a chance to touch up on the face, but I know eyes are dangerous territory for me with the reflective shading and such, its just a pain, worse than water because of the arc of the eye, I may consider a multi layered one for the reflective ability and the other just the iris and pupil... hate to add more polys though, anyway more updates ahead. 

Actually I tried to get PM and get permission from Kami; over in the King of thieves thread, to make a model after his sand glider concept... I actually went ahead and modeled it on the go when I was at orientation for college, but I'm a little reluctant to show it without their approval, anyone know the specific rule sets regulations on that? could you please PM or if you know Kami better to them to respond.

much appreciation
-Jon

6
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: June 09, 2013, 05:20:03 am »
Well I have not updated in a while due to getting my college admissions in order but I'm back to business... well actually somethings been bugging me for a while now, and that was the awkward mesh deform on link when his arms moved, I kinda went to just fix that, but... well.. got carried away and also re textured it what do you all think is it better worse?

Yes I did actually fix the mesh deform I'm actually quite proud of myself in that area, I think it looks great.

anyway, your opinions on the texturing, it's not 100% complete but coming along quickly.

It should also bee known that the picture sizes are actually lower in the new textures, the tunic was originally 1024^2, but is now 256^2 the hair went form 512^2 to 128^2.

7
Entertainment / Re: Startrek: Into Darkness *Spoilers*
« on: June 02, 2013, 06:00:58 am »
This is not exactly related... I don't think any way I refrained from reading the because I have not seen the movie...  Anyways I thought you all might find it interesting that the composer for the Into Darkness game is also the composer of Symphony of the Goddess; Chad Seiter.  He actually re tweeted my post about me putting together an ensemble to play a by ear transcription of Gerudo Valley I did for my High School senior project.

Edit: to say... ass it turns out... which is news to me, the StarTrek game was... uh, well unperformed, in respect to the game itself, but I still enjoy the music very much.

8
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 18, 2013, 06:31:22 am »
Thanks for the feedback!
Yeah you tend to fall off a lot, it was just the simplest of tests to see if it would work... at all, haha

What aspect of the movement is troubling? the camera control, the was translation for Link as in "WASD" or what exactly?

 I'll work on a real test zone now implementing AI and more comprehensive character controls beyond walking etc...

But I need models to do that, and in the mean time, the newest creation... is....!

None other than...

The Master Sword

He she lies... or floats in the perpetual grayness of blender... in the attachment, please constructional criticize, or comment in amazement, either work for me haha

9
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 13, 2013, 05:35:22 am »
You are correct I did'n expect a problem from difference in bit rate... Let me try running blander 32 bit in compatibility mode then Ill export that .exe see if that works.

10
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 13, 2013, 01:50:45 am »
The screens looks great, the link model kicks ass... although, can't run the game... I have blender installed, but I have a version error when trying to run the Link_2.exe

Thanks! I try!

Hmm.... it shouldn't need blender installed because the zip includes the blender player..
 What OS are you on?

11
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 12, 2013, 04:54:02 pm »
Programmings not too bad, they've improved it tremendously in the 2.5 and 2.6X series.  I'm still getting a hang on the python, but it's fun!  I love throwing projects at myself which is wat I did with my musical ability for my senior project this year, if you're interested in my work outside game DEV but still Zelda here is a by ear transcription I did for a hichschool orchesra I put together.  Basically I listened to the Symphony of the Goddess and wrote it out as I heard it.

<a href="http://www.youtube.com/watch?v=28sfjAukhAY" target="_blank">http://www.youtube.com/watch?v=28sfjAukhAY</a>

anyway back to the game!...
Not sure if the art direction is too gruesome for the standard Zelda ideology but I'm not Victor so I appreciate my creation.  But tell me your thoughts!  I always like to learn whats good or not so; so comments are appreciated.


.... oh I forgot where I was going with that music clip... ah yes I want to write music for my game... or at least arrange it, and this is not easy many kudos to all those pros out there, but alas I will give it a shot... and anyway this is obviously  a gargantuan project for the ten fingers and single brain that I have... So anyone that wants to help, PM me with you specialties or just whatever you'd like to do and it'd be much appreciated! ... Yes you will get your name on a virtual silver plaque in a button accessible screen at the bottom of the file screen.

 

12
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 12, 2013, 04:32:23 am »
So here is... *drum role please* none other than....   

The standard Deku baba!  whipped him...her.... uh whatever.... up in about 2 hours, ready to animate then ad some AI logic and test in the engine by linking it to the demo file you can currently access in the first post.  Yeah it's just a walking demo, but that will soon change!

enjoy!

13
Zelda Projects / Re: The Legend of Zelda: Sine Nomine
« on: May 07, 2013, 08:13:55 pm »
Thanks, but I'm not sure I'm trying to make most of the models new, I tend to get some wacky mesh properties when I import the .3ds files. On second thought If you have scenery models and the NPCs and such that'd be great!  XD

Can you get them in OBJ files?

Do you use blender yourself?

14
Discussion / Re: The Legend of Zelda: Sine Nomine
« on: May 07, 2013, 04:56:23 am »
I think this is correct procedure sorry if it's not  just pm me if i mess up. I'm locking because I started a topic in the Zelda WIP forum

15
Zelda Projects / The Legend of Zelda: Sine Nomine
« on: May 07, 2013, 04:53:54 am »
Hi guys and gals, I'm Jon, and this is my attempt so far at creating a Zelda game!  It was modeled in Blender and textured in GIMP I did it all myself except links hair, but I ripped it myself and edited in to fit my model and I still made the texture.  I have; thus far, created a walking animation a standing animation and implemented the most basic of physics and camera controls, so you can walk around, across a bridge, and up a hill, and likely fall of the world.

a download of the exe is in the link below from rapid share. When downloaded unzip and open the file "Link_2.exe"
at this point it should run on any windows machine, if I give the blend to people with mac and linux they can also export the blend to the exe equivalents   for their OS.

Controls are standard wasd for movement and the mouse is camera angle. I should add more game mechanics within 3 weeks.

(x64)
http://rapidshare.com/files/3180717060/Game%20run.zip

(x32)
http://rapidshare.com/files/326903902/Link_2_X%2032%20-%20Copy.zip

please test it, tell me what you think, I really would like a few basic questions answered.

1. does it run without blender being installed ( yes/ no)  if not, would some be so kind as to download and test for me and answer the following.

2. Run smoothly good frame rate low glitchyness in camera  (yes/ no)

3. are all textures present, (only Link is textured fully everything else should be gray)

4. ease of use of the 3d person pivotal camera (1-10) rating scale I plan to add in limits when I figure that out...

5. any other comments

Finally is my plea for any of you great members to help my on my journey, as you know, it's dangerous to go alone! I mainly need people who are better at the python language than I am.  Some good artists and story boad--ers would be nice to.

Yes I do have a story under wraps it has a point "a" and "b" and a point "c" that lies tangent to f(x). but in deed to find some area first because there are a few unknown variables. any help would be greatly appreciated.

Thank you - Jonathan

16
Discussion / The Legend of Zelda: Sine Nomine
« on: May 05, 2013, 05:40:29 pm »
Hi guys and gals, I'm Jon, and this is my attempt so far at creating a Zelda game!  It was modeled in Blender and textured in GIMP I did it all myself except links hair, but I ripped it myself and edited in to fit my model and I still made the texture.  I have; thus far, created a walking animation a standing animation and implemented the most basic of physics and camera controls, so you can walk around, across a bridge, and up a hill, and likely fall of the world. I will continue my work but I put it in discussions because for the next 3 weeks it will be slow coming as finals at school are among us.

a download of the exe is in the link below from file swap.
File "LinkTest_3.exe"

please test it, tell me what you think, I really would like a few basic questions answered.

1. does it run without blender being installed ( yes/ no)  if not, would some be so kind as to download and test for me and answer the following.

2. Run smoothly good frame rate low glitchyness in camera  (yes/ no)

3. are all textures present, (only Link is textured fully everything else should be gray)

4. ease of use of the 3d person pivotal camera (1-10) rating scale I plan to add in limits when I figure that out...

5. any other comments

Finally is my plea for any of you great members to help my on my journey, as you know, it's dangerous to go alone! I mainly need people who are better at the python language than I am.  Some good artists and story boad--ers would be nice to.

Yes I do have a story under wraps it has a point "a" and "b" and a point "c" that lies tangent to f(x). but in deed to find some area first because there are a few unknown variables. any help would be greatly appreciated.

Thank you - Jonathan

17
Discussion / Re: 3d loz game using tp like texture
« on: June 24, 2010, 06:32:08 am »
Heres and update on the dekubaba I re-textured it, added a tongue, and rigged them both with armatures. In the bottom of the screen you can see the teeth that are not finished yet and are not yet attached to the bottom jaw armature. 
 
Heres the whole shot.



I'm trying to use different shades in the textures for the teeth to try to manipulate it to look like it has gums.  It looks better when its attached to the rest of it.

Close-up of teeth






18
Discussion / Re: 3d loz game using tp like texture
« on: June 23, 2010, 07:03:05 am »
Been a slow busy day today so I didn't get much done, But i did model and texture the Deku Baba.  It all fits together smoothly, but I'm not sue if it fits the TP style texture... Comments on the texture? The Deku Baba has 69 faces.




Janet, I've never heard of Unity, I'll have to take a look.

19
Discussion / Re: 3d loz game using tp like texture
« on: June 22, 2010, 06:19:47 am »
last update of the night I have textured the floor of the forest area.  Not quit as hi-res is i wanted but details come later. I'm just trying to get a couples models right now that i can use to develop game play.

I already know this is a huge project, and its gonna take a while and be VERY hard.

by the way the was a post on here about a torque engine and C++ but now its gone and i didn't get a chance to read it fully. I do remember them saying something about my problem to think about choosing between c++ and C#. The reason i was checking out C++ is because i fond some script that i thought would allow me to use the wii remote.  Then I decided the project is already big enough with what I'm envisioning.

well heres the update it has the floor of the forest area textured. Next to work on the main character and rig his animation and put it into C# then one or tow monsters for a trial prob a deku baba

forest



still gotta finish the walls. 

well good night

20
Discussion / Re: 3d loz game using tp like texture
« on: June 21, 2010, 11:49:24 pm »
the high polygon is 3005, low poly 2039 not a large difference but eh its around where most modern games are, Just means more work and harder to rig, and it might run slow on older computers I'm gonna work to bring it down to around 1800 and use some light manipulation to raise the detail.

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