Flat cupboards for Hafen

Forum for alternative clients, mods & discussions on the same.

Re: Flat cupboards for Hafen

Postby tableman » Mon Sep 28, 2015 5:52 pm

ArvinJA wrote:
jorb wrote:Inb4 red bounding boxes, movement indication vectors, &c&c. Bye art, hello matrix, tru pvp4lyfe #winning.

functionalism


gameplay > functionalism > art&graphics

Why Jorb so mad when last part is so bad. With this it at least dont hurt our gameplay. ¦]
tableman
 
Posts: 41
Joined: Wed Jul 29, 2015 3:52 pm

Re: Flat cupboards for Hafen

Postby flagmaster » Sat Oct 24, 2015 8:11 pm

marvi wrote:Right now the whole process is a bit complicated for people not familiar with coding and it's not very general so I don't think it's a good idea.

But if anyone wonders, this modification didn't require 3D model editing (although it's possible to import any model to Blender). At the moment I'm writing a library allowing me to unpack/pack resources (written on C#, source code available on GitHub). Using it, I wrote pretty straightforward script that tranforms original model coordinates, animations and a skeleton: here.

By the way, I've updated res file, fixing wrong door attachment during opening/closing animations.


Thats just awesome!
But I did not get, why did you use a script to flatten cupboards?
Is it possible to decode any object model, update it in Blender manually and pack it back into res with your encoder?
If you'd be so kind to make short readme about how to use your encoder, it's can-do's and cannot-do's and maybe some points to pay attention. I'm coding in Java for almost 10 years and somehow understand C# so it may be as geeky as it needs to be =)

Wanna make smaller or transparent trees if I'll find some spare time.

2jorb: Sorry =) As soon as character will be able to find it's way around obstacles, I promise to use only original or beatified models =) Bumping into each and every tree during foraging is already an issue, but rotating camera to find out behind which tree my shroomz are doubles a hassle. As advice, A* algorithm with limitation to 1600-2500 square cells can solve the issue without killing performance
http://www.cokeandcode.com/main/tutorials/path-finding/
http://arongranberg.com/astar/
http://stackoverflow.com/questions/7355 ... -java-game
flagmaster
 
Posts: 36
Joined: Fri May 17, 2013 8:03 pm

Re: Flat cupboards for Hafen

Postby shubla » Sat Oct 24, 2015 9:30 pm

flagmaster wrote:
marvi wrote:Right now the whole process is a bit complicated for people not familiar with coding and it's not very general so I don't think it's a good idea.

But if anyone wonders, this modification didn't require 3D model editing (although it's possible to import any model to Blender). At the moment I'm writing a library allowing me to unpack/pack resources (written on C#, source code available on GitHub). Using it, I wrote pretty straightforward script that tranforms original model coordinates, animations and a skeleton: here.

By the way, I've updated res file, fixing wrong door attachment during opening/closing animations.


Thats just awesome!
But I did not get, why did you use a script to flatten cupboards?
Is it possible to decode any object model, update it in Blender manually and pack it back into res with your encoder?
If you'd be so kind to make short readme about how to use your encoder, it's can-do's and cannot-do's and maybe some points to pay attention. I'm coding in Java for almost 10 years and somehow understand C# so it may be as geeky as it needs to be =)

Wanna make smaller or transparent trees if I'll find some spare time.

2jorb: Sorry =) As soon as character will be able to find it's way around obstacles, I promise to use only original or beatified models =) Bumping into each and every tree during foraging is already an issue, but rotating camera to find out behind which tree my shroomz are doubles a hassle. As advice, A* algorithm with limitation to 1600-2500 square cells can solve the issue without killing performance
http://www.cokeandcode.com/main/tutorials/path-finding/
http://arongranberg.com/astar/
http://stackoverflow.com/questions/7355 ... -java-game

There are clients with pathfinding. Some pro devs such as romovs know how to make good pathfinders. Im sure somone will eventually make one on custom client and make it public.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13043
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Flat cupboards for Hafen

Postby FerrousToast » Thu Nov 12, 2015 9:02 am

Could you make a "flat" towers mod that works the same where we can visually squat it down to 75%, 50%, and 10% it's true height?
Image
User avatar
FerrousToast
 
Posts: 307
Joined: Tue Dec 17, 2013 9:36 pm

Re: Flat cupboards for Hafen

Postby marvi » Fri Nov 13, 2015 4:57 am

FerrousToast wrote:Could you make a "flat" towers mod that works the same where we can visually squat it down to 75%, 50%, and 10% it's true height?

Well, I tried but it seems that generic scaling looks very ugly: door and windows are becoming too small.

So I selectively scaled some meshes of the model down to 40%, adjusted position of others and got this:
Image

I've added link to the res file to OP, but there is a problem: it won't work in the available clients at the moment (at least in Ender's and amber). Unlike cupboards, which require to copy only 3 resources along them, towers use whole lot of different materials (materials are almost everything under "gfx/terobjs/subst/" and "gfx/terobjs/bumlings"). And I don't think it's a good idea to list and copy each one of them because clients can be modified to not require it.
marvi
 
Posts: 138
Joined: Thu Feb 18, 2010 3:41 pm

Re: Flat cupboards (and mini-towers) for Hafen

Postby Ignasis » Tue Nov 17, 2015 8:27 pm

Could you please create moderate height cupboards? Like 1/6th of their original size?
'Cause flat ones are a bit ugly, but tall ones are even worse because of visibility obscuring
Ignasis
 
Posts: 4
Joined: Thu Apr 24, 2014 7:37 pm

Re: Flat cupboards (and mini-towers) for Hafen

Postby DeadlyPencil » Thu Nov 19, 2015 4:55 pm

someone should make a new dragon helmet. or maybe jorb should redo it. I kinda don't want to wear a dragon helmet at the moment just because of how it looks....
DeadlyPencil
 
Posts: 920
Joined: Sat Nov 21, 2009 12:17 am

Re: Flat cupboards (and mini-towers) for Hafen

Postby Jesterz » Thu Mar 03, 2016 8:31 am

Is there any update on if having this tower res is possible or how to do it?
User avatar
Jesterz
 
Posts: 240
Joined: Wed Jul 10, 2013 2:13 am

Re: Flat cupboards (and mini-towers) for Hafen

Postby Sagrer » Tue Jan 17, 2017 4:42 pm

is it any news about integration of the flat towers mod into custom clients?

Tryed to add this res into gfx\terobjs\arch , and also downloaded all res files, which are listed inside this res (got them by hex editor), but no any result (in amber) :(
Sagrer
 
Posts: 10
Joined: Sat Aug 17, 2013 7:44 pm

Re: Flat cupboards (and mini-towers) for Hafen

Postby shubla » Tue Jan 17, 2017 5:19 pm

Sagrer wrote:
Tryed

At least you tried.
But its actually tried.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13043
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

PreviousNext

Return to The Wizards' Tower

Who is online

Users browsing this forum: Gexern, newsha and 8 guests