3rd Party Models/Media Chat / Some Of My Models

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Masterskitz
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Posted: 6th May 2014 08:26
I'm currently have a few problems uploading them to the shop. Am unable to use the textures if changed from the name of the model. eg.

*gazebo*, if the fpe is altered to make it use *gazebo_D.dds* the texture will not load, whereas if set to read *gazebo.dds* it works fine.

Any hints or advice would be greatly appreciated.





Anyway, here are some of my textured models. These will become available on the store once I get them all in the correct format.











henry ham
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Posted: 6th May 2014 09:31
Quote: " Am unable to use the textures if changed from the name of the model. eg.

*gazebo*, if the fpe is altered to make it use *gazebo_D.dds* the texture will not load, whereas if set to read *gazebo.dds* it works fine.

Any hints or advice would be greatly appreciated."




what size textures are you using ? they need to be a power of 2 eg 256x256 512x512 etc



cheers henry

Masterskitz
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Posted: 6th May 2014 10:43
All my textures are 1024x1024.





All of the models & their textures run perfect on my system as long as I use *gazebo.dds* for the *gazebo.x*





If I change the .fpe to make the .x use the *gazebo_D.dds*, the model loses the texture and it spawns in as a shiny black object.





I'll send you one of my models so you can see where it's at and hopefully tell me where I'm going wrong with it.
Masterskitz
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Posted: 6th May 2014 10:51
And a preview of the combat zone warehouse.





Masterskitz
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Posted: 6th May 2014 13:20
Quick hit of texture to make it more prettyfull





Masterskitz
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Posted: 7th May 2014 03:50
Military base concept







Old western theme concept







Town in progress

Masterskitz
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Posted: 7th May 2014 04:55 Edited at: 21st May 2014 19:31
Animals I can make, it's humans I'm not so good with.
Masterskitz
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Posted: 7th May 2014 13:06 Edited at: 7th May 2014 13:07
I'm currently working about 40 projects at the same time (this is where my insomnia helps )



One of the main projects I'm working is a Sci-fi pack. (which will be broken into 5 packs)

The project currently has 400 models ranging from;



walls,floors,doors,ceilings,doorways,benches,ramps,trimings and much much more.



I will add more information and some screenshots, maybe even a video when more of the pack is completed. My current delay is making textures to match the theme adequately.



On completion of the sci-fi pack, I will be finishing up on the sci-fi weapons (currently only have 17 weapons).



More information/pics coming soon.
Masterskitz
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Posted: 10th May 2014 11:58 Edited at: 10th May 2014 12:22
Here is a preview of my sci-fi models project.

I currently have 30 different variation of hulls *textures still to come*



























AuShadow
GameGuru TGC Backer
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Posted: 10th May 2014 12:14
Some pretty awesome models here

PC Specs: Windows 7 home 64-bit, Amd 7900 3gb DDR5 graphics, 8gb DDR3 Ram, Intel i7 3.4ghz

Feel free to visit and edit the public FPSCR resource wiki page: http://fpscrresource.wikispaces.com/home
henry ham
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Posted: 10th May 2014 12:30
looking good mate



cheers henry

Masterskitz
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Posted: 10th May 2014 12:40
So far I have only completed the hulls and ramps.



50% Station decks (POI)

33% Splitters

30% Height transfer decks

25% Major facilities (main body *fairly large model)

15% Sccessories (all the scifi gadgets)

10% Walkways (about 10 different styles all sci-fi-ish)

0% Textures



Also side project that I'm working in with the sci-fi pack.

Am bringing Stargate to FPSCR.



80% Stargates

60% Ring Transporters

50% Accessories / Decorations

40% Weapons

20% Player Models

15% Bases/Locations (so far have started SGC / Abydos / Chulak)

0% Textures



Atlantis will come later.
synchromesh
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Posted: 10th May 2014 13:24
@Masterskitz



That's just incredible...

Having only done Jays tutorials can I assume on a model that big you would texture within blender then unwrap with textures included on the sheet after you have finished ?



I just cant see how you could d
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Masterskitz
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Posted: 10th May 2014 13:39
Everything I'm doing is still fully done with Blender and Gimp.



As mentioned in other topics, my uv map size is 4x the recommended size for better texturing. *the only prob with my method is my texture dds files for one of my larger hulls is 122mb.



Although it may look quite full on, it's really not. I just haven't had time *due to work* to get in and whip up all the textures.
synchromesh
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Posted: 10th May 2014 13:46 Edited at: 10th May 2014 13:59
Quote: "Although it may look quite full on, it's really not. I just haven't had time *due to work* to get in and whip up all the textures. "




LOL...Whip up the textures like its nothing



I cant even begin to imagine how you can unwrap something that complex let alone texture it in Gimp .... I thought Jays barrier model was a pain... As a first attempt at any modelling mind



A few updates of these pics as you are texturing would be nice
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Masterskitz
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Posted: 10th May 2014 14:13
It was Jay's textures tutorial that has made my fpscr models work.



Every segment can be broken down easily with the smart unwrap, then just select sections at a time saving the uvs. So far, hull1 has only used 14 uv maps.















Masterskitz
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Posted: 10th May 2014 18:58




Masterskitz
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Posted: 10th May 2014 19:07 Edited at: 21st May 2014 19:32
Stargate related content coming soon.
Masterskitz
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Posted: 11th May 2014 07:25
20days of blender



















5days of gimp2 (had a friend help with the flag textures)











Masterskitz
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Posted: 11th May 2014 08:34








synchromesh
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Posted: 11th May 2014 11:29
Incredible !!



I can just see the exterior entrance of this game



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Masterskitz
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Posted: 11th May 2014 11:32
I have currently mapped out approx 60% of the base. I still have many rooms to complete, so far, those pics indicate the only finished sections of the base.



Once I make the last few models, I'll make a quick video walkaround of the sgc.
Masterskitz
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Posted: 15th May 2014 16:06
As mentioned, I've been working on scifi packs.

I will be releasing a free lod-1 pack.















Upload will be on shortly, just need to make space on my dropbox.
synchromesh
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Posted: 15th May 2014 16:14
WOW Masterskitz

Looks amazing !!!



Cant wait to get my hands on it
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Masterskitz
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Posted: 15th May 2014 17:14 Edited at: 15th May 2014 17:16
Pack is now online.



Click Here
TattieBoJangle
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Posted: 15th May 2014 18:21
Looking great Masterskitz love SG1 have you made any progress on the town i would be interested in that





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Masterskitz
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Posted: 15th May 2014 18:48
@TattieBoJangle



SG1 is coming along nicely, just wish work didn't get in the way.



And which town were you referring to ?



I currently have 3 random towns, 4 cities, StargateCommand, AbydosPyramid and a Gauld Mothership.
TattieBoJangle
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Posted: 15th May 2014 19:01
Assault Town In Progress under the old western.





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Masterskitz
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Posted: 15th May 2014 19:39
Assault town now has 23 buildings with interiors.

Old Western currently has 16 buildings with interiors.



Both are still to be textured and I'm still not sure to the extent I should take them.



I was thinking of adding Assault Town to my UltimaCity1 build.

And adding Old Western to my NukeFallout1 build.



Will post some SS when I get a chance.
Masterskitz
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Posted: 19th May 2014 11:55 Edited at: 19th May 2014 12:01
SGC & Temple1







Temple still has many traps to setup

SGC still has many rooms to setup



Both projects are actually combined mini projects for texture reasons.



The Temple is 4 separate projects

The SGC is 7 separate projects,



Video shows how they look when they're all combined.
superdude911
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Posted: 26th Jul 2014 07:20
Love the Stargate stuff, I cannot wait to try it out

no apocalypse no game
Conjured Entertainment
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Posted: 5th Aug 2014 03:33
Quote: "if the fpe is altered to make it use *gazebo_D.dds* the texture will not load, whereas if set to read *gazebo.dds* it works fine.
Any hints or advice would be greatly appreciated."

Did you have the gazebo_N.dds and gazebo_S.dds to go with the gazebo_D.dds?
It was probably looking for the _N and _S when you assigned the _D and did not like it when they couldn't be found.

Teabone
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Posted: 5th Aug 2014 04:23
I think the issue is as Conjured just mentioned. Its missing the _N and _S DDS files.

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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