Free Models and Media / GraPhiX Free Models

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AmenMoses
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Posted: 21st Mar 2018 19:53 Edited at: 21st Mar 2018 19:56
This might be useful:

https://forum.game-guru.com/thread/219096#msg2592310
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GraPhiX
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Posted: 21st Mar 2018 20:04
Hi Amenmoses yeah I remember that and I asked about attaching to animations and your reply was
Quote: "Unfortunately for animated models working out the attachment point is not possible without some help from the engine."


are you saying it can be done now ?
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AmenMoses
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Posted: 21st Mar 2018 20:13
Are you attaching to an animated part of the model? If not it should work fine.
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GraPhiX
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Posted: 21st Mar 2018 20:20
well the whole cabinet is animated it slides on the x axis that's all,
I have attached it, this is a Transparent glass version (transparency is giving me issues in animated models for some reason), you should already have my LUA file in your scriptbank it uses the same one as my original Bookcase and is included as default in GG now.
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AmenMoses
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Posted: 21st Mar 2018 20:36
Ahh, ok then in that case the script approach can't work. But, rather than animate the bookcase you could just move it via a script! That would then allow stuff in it to move along too.

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GraPhiX
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Posted: 21st Mar 2018 20:46
yes I could possibly do that, is your scripts in the latest release now have they been merged ?
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Posted: 21st Mar 2018 21:00
What should the bookcase do? Just move along it's own length by a set amount?

I'll have a go at a simple script to do that to the standard model.
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GraPhiX
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Posted: 21st Mar 2018 21:01 Edited at: 21st Mar 2018 21:02
yes its to cover a doorway or passage secret entrance, need to allow a player to walk through the gap thank you

btw it splits in the middle 0,0 is the center
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Posted: 21st Mar 2018 21:07
Ok, so I found the bookcase, to move it via script so it splits like that will need two separate parts, i.e. left and right halves.

Btw, the existing model flickers at the end of the animation.
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GraPhiX
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Posted: 21st Mar 2018 21:11
yes I know the original one flickers that's why I created these new ones the OBJ is two models I kept them separate so that baking the AO map did not cast shadows on the insides so I can create two .x one left and one right is this what you mean?

the new model I posted here should not flicker
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Posted: 21st Mar 2018 21:36
Yep two models, I'll make one move to the left and the other to the right. I assume using 'snap' mode to place them will line them up correctly.
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GraPhiX
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Posted: 21st Mar 2018 21:41
ok no problem, yep snap mode will work, the only thing is I cannot do them until tomorrow now they are on my work PC will send them to you as soon as I can
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Posted: 21st Mar 2018 21:48
No problem, I have Friday off anyhow so I can do the scripting then.
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AmenMoses
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Posted: 23rd Mar 2018 13:56
Part 1:



Things get .. um .. interesting if the player stands between the two halves when they are closing.

When my physics constraints are in the build I can add a sliding constraint to the script to fix that though. May also need to detect if the player is in the way and pause them or something similar.

Will add the script to allow stuff to be placed on the shelves etc later today.
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GraPhiX
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Posted: 23rd Mar 2018 15:48 Edited at: 13th May 2020 20:05
Brilliant thank you I have sent you the stand for the punch bag

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Posted: 23rd Mar 2018 17:32 Edited at: 13th May 2020 20:05
a pair of Physics Push Doors one left and one right openings

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AmenMoses
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Posted: 23rd Mar 2018 19:34 Edited at: 23rd Mar 2018 19:35


Is that what you had in mind?

Attach the new_bookcase.lua to the bookcase halves.

Attach the bookcase_items.lua script to any item you want to put in the bookcase, name the entities BC_ItemL or BC_ItemR depending oin which half you've put it in. Physics 'off' for these items btw, and always active just to be on the safe side.

Make sure the 'immobile' setting is no as well.

I need to figure out a slightly better way of allocating the items to the bookcase halves as currently it will only work with a single pair of bookcase halves, hopefully the next version will allow multiple pairs to coexist in the same map (could simply only allocate the items based on the closest bookcase).
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GraPhiX
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Posted: 23rd Mar 2018 19:38
easter on its way so ermmm that's egsscellent yes that is how I envisioned it are your physics updates in the current PP release btw? do these physics friendly items work in the current version?

thank you for doing this, it makes it more realistic now
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AmenMoses
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Posted: 23rd Mar 2018 19:47
No physics involved, these scripts work fine with the current PP release.

In fact if physics is set 'on' for items in the bookcase GG will not like it.

I'm sure someone put some free book models here a while ago, they would work really well with this.

My physics updates are still awaiting Lee's approval, C++ is quite new to me so he needs to make sure I've not done something silly.
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GraPhiX
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Posted: 23rd Mar 2018 19:51
omg is this just scripting work? I thought it was your physics library I did not know this was possible with just scripts and no animations lol
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Posted: 23rd Mar 2018 20:05
It's a much simplified version of the dynamic_entities script, as the movement is simply horizontal it doesn't need the fancy quaternion stuff so I ripped all that out.

It should work if you rotate the bookcases to any angle btw.

Try out the scripts yourself and let me know if you have any trouble getting them to work, I didn't have to fiddle with the fpe's or anything for this.
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GraPhiX
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Posted: 23rd Mar 2018 20:09
building a test level now
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Posted: 23rd Mar 2018 20:51
Now you can have multiple bookcases:

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AmenMoses
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Posted: 24th Mar 2018 12:46
It's not till you try and populate the bookcase that you find out how darn big it is!

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GraPhiX
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Posted: 27th Mar 2018 10:44 Edited at: 13th May 2020 20:06
a Park swing, this is a Static Double swing free to use as you wish, I have also done an animated one and added it to my Models Pack on the store.


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GraPhiX
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Posted: 27th Mar 2018 14:29 Edited at: 13th May 2020 20:06
here is a metal round self illuminated bollard free to use, this asset as an emissive map and is also transparent

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GraPhiX
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Posted: 3rd Apr 2018 20:34 Edited at: 3rd Apr 2018 20:35
something different lol, I am not very happy with it and will improve it but thought I would let you guys have a play this includes an emissive map for the rear lights



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JPH-GAMES
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Posted: 3rd Apr 2018 22:40
Thank you GraPhiX, I'm going to look at the map emissive, I'm interested

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Posted: 4th Apr 2018 16:40 Edited at: 4th Apr 2018 16:40
I have updated the Police Box to PBR and emissive maps use as you wish




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Belidos
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Posted: 4th Apr 2018 16:56 Edited at: 4th Apr 2018 16:57
Quick question GraPhiX, do you have the same issue that i have with some darker PBR textures, where the side facing away from the sun is way too dark dark?

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GraPhiX
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Posted: 4th Apr 2018 17:02
Hi Belidos, yes its been like this since the beginning, I also think the shaders need tweaking for some reason everything seems darker even the sun side.

if you look at this short video of the Police Box in Quixel there is a huge difference in the texture colours, the normals seem to be a little too relaxed too.

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Belidos
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Posted: 4th Apr 2018 17:35
Oh good, it's not me making bad models then lol

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Posted: 4th Apr 2018 17:50
Quote: "Oh good, it's not me making bad models then lol"


LOL think I am guilty of that
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Posted: 5th Apr 2018 01:04 Edited at: 5th Apr 2018 01:05
loving the speedy model lol = carmageddon rofl needs a granny in it tho
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Posted: 5th Apr 2018 07:54
That's really impress you guys got the objects inside the bookcase working to move with it.
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Posted: 5th Apr 2018 14:29 Edited at: 5th Apr 2018 14:29
Thank you for the comments and for looking

I was not happy with the Police Box texture so I have done another one makes it easier to see in the dark lol use as you wish



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GraPhiX
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Posted: 5th Apr 2018 16:08 Edited at: 5th Apr 2018 16:08
a Black round bollard light part of a pack I have in store and added to my 'all models pack' I have done 1 x wood 1 x chrome 1 x concrete and this one here a black metal one, all have emissive maps



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GraPhiX
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Posted: 6th Apr 2018 15:31 Edited at: 6th Apr 2018 15:40
continuing with Emissive maps I thought I would do some street lights, first batch standard grey.

LOL sorry forgot to add the zip file its attached now

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JPH-GAMES
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Posted: 6th Apr 2018 16:41
I believe that for you my dear GraPhiX, PBR + Emissive has become an Art.
thank you very much

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Posted: 6th Apr 2018 17:21 Edited at: 6th Apr 2018 17:21
thank you JPH-GAMES I have added a pack of 4 to the store so if you have my all models pack check for updates in GG


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GraPhiX
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Posted: 6th Apr 2018 21:56
LOL sorry Bod and thank you
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Posted: 8th Apr 2018 20:12
Hi Graphix. Thank you so much for the lamp posts, really great work. If you don't mind do you think you would be able to make a UK style bus stop?
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Posted: 9th Apr 2018 17:02 Edited at: 9th Apr 2018 17:02
Quote: "Hi Graphix. Thank you so much for the lamp posts, really great work. If you don't mind do you think you would be able to make a UK style bus stop? "


You are very welcome and thank you

not sure what you meant a simple post with a Bus Stop sign (which I will do anyway) or something like this




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Belidos
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Posted: 9th Apr 2018 17:48 Edited at: 9th Apr 2018 17:48
Probably something like this ...


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PCS
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Posted: 9th Apr 2018 18:21
GraPhiX, great stuff thank you.
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GraPhiX
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Posted: 9th Apr 2018 18:23
@Belidos yeah you are probably right I've probably gone over the top lol

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Posted: 9th Apr 2018 19:33
Hi Grapix I just meant the bus stop sign but the shelter is even better! Any chance yo can do the sign to go with it?
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Posted: 9th Apr 2018 19:44
Quote: "Hi Grapix I just meant the bus stop sign but the shelter is even better! Any chance yo can do the sign to go with it? "


LOL yeah no problem will do a sign too
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Test PC - Windows 10 Pro x64 - G4400 @3.3GHz - 16GB DDR3 RAM - GeForce GTX 950 2GB - 500GB SSD
Miss Daisy
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Joined: 22nd Feb 2017
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Posted: 9th Apr 2018 20:01
Brilliant Thanks
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GraPhiX
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19
Years of Service
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Joined: 15th Feb 2005
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Posted: 10th Apr 2018 13:42 Edited at: 10th Apr 2018 13:43
is this the type of thing you were looking for ?




Welcome to the real world!
Main PC - Windows 10 Pro x64 - Core i7-7700K @4.2GHz - 32GB DDR4 RAM - GeForce GTX 1060-6G 6GB - 1TB NVe SSD
Test PC - Windows 10 Pro x64 - G4400 @3.3GHz - 16GB DDR3 RAM - GeForce GTX 950 2GB - 500GB SSD

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