Free Models and Media / Bod's Mods

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Flatlander
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Posted: 18th Mar 2018 01:08 Edited at: 18th Mar 2018 01:09
bod wrote: "I'm not leaving, sometimes I get so frustrated . . . "


Isn't it funny about TGC. A person leaves and then comes back. That's my story.

You have contributed a great deal to the community who is still hanging on to GG. I can't say anymore than what has already been said; except would love to donate something to you. I once again have installed GG using the preview version. I had signed up before it went to preview to test the DX11 version but my age has diminished my thinking processes. Since lua has a couple of great editors, I don't think will follow up from my FPI Editpad. I do keep thinking of how I could do it that would be specific to GG. I'm starting to ramble.

Again, love everything you have done here.
When in doubt -- C4 :heh, heh, heh:

-Jamie Hyneman
Bod
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Posted: 18th Mar 2018 14:45 Edited at: 20th Mar 2018 15:08
Thanks Flatlander, my frustration mostly stems from how the updates change things that were fine into things that are broken, the latest straw that nearly broke the camel's back was when I was making the apartments models, they were working fine during initial testing when I was building up the pack then the DX11 PP came along and ruined them so I went back to the previous version but when I did the roll back that started playing up and made the whole process a nightmare, the current version of the PP is much better but a lot of my models looked "terrible" as was pointed out to me in a couple of PM's so I re textured most of the ones using single .png's, also the model importer is a bit hit a miss but Preben is fixing both for the next version.

Any help and another LUA editor would be most welcome by the community, especially if it is GameGuru specific.
Bod
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Posted: 18th Mar 2018 17:30 Edited at: 18th Mar 2018 20:52
The Helipad model from page 2 was a right pain to convert for use with the PP because the alpha plane I used for the 'H' on the platform was making the whole platform transparent so I decided to completely remake it. This one has both PBR and D,N,S textures, the .fpe texture line calls for PBR but if you use the old version of GameGuru you might be better changing it to use the D,N,S .dds textures.

Edit:- Now added a double platform version to the download.

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agarwaendir
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Posted: 18th Mar 2018 19:10
I have no words for this. THANK YOU!
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JonRobbo
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Posted: 18th Mar 2018 19:55
Cool thanks Bod, is there going to be a double one with a platform like the first one?
Bod
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Posted: 18th Mar 2018 20:53
Quote: " is there going to be a double one with a platform like the first one?"


I've added it to the original download above.
Bolt Action Gaming
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Posted: 19th Mar 2018 14:22
So a few things:
1) I'm blown away by your help contact experience. I'd bring that directly to Lee's attention. That type of response in a chat/email is unacceptable by any standard. I know this personally from having been enmeshed in that exact industry (internet help desk tech support via phone/chat/email/webforum) for over 7 years (10, combined). That person needs fired and replaced or a serious, serious warning delivered.
2) The strongest asset here is the community - the more we can integrate our community for users the better an experience you will have. Have you tried the discord app? I don't use it much but it's a much faster and cleaner way to communicate with the regulars around here (both by chat and voice).
3) Your models normally have a very simplistic texture but it's amazing to see how much just some reflectivity has added to them. It really makes them pop, even if it does limit them to outdoor only.
Bod
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Posted: 19th Mar 2018 18:10 Edited at: 13th Apr 2018 09:44
@Bolt Action Gaming

No matter what you do some will never be happy, even with free stuff. I did get one apology as it was a misunderstanding, he meant the PP made some of my models look terrible, I was still using the pre DX11 version so didn't know of the issues people were getting with some of them.

I've never heard of the discord app

After experimenting I found specular in entity properties to be a real asset for PBR textures, I was making a Bus Depot for the London Buses I recently made and put one of them inside the Hangar model to test it indoors and it looked really strange with the sky reflected on it when it was inside, reducing specular in properties sorted it out a treat, your skies are great for testing PBR as some of them give a real power boost to shine (see video).

Slaur3n
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Posted: 19th Mar 2018 18:28
Wow great job Love those old vehicles
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GraPhiX
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Posted: 19th Mar 2018 19:09
nice work Bod amazing models

Discord is here https://discordapp.com/invite/xnTAbBR quite a few of the regulars are on there its actually a great place for bouncing ideas off each other
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Bod
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Posted: 19th Mar 2018 20:23
Quote: "Love those old vehicles"


I made the 1930's buses when I was using the old version of GameGuru, this video shows how different they looked.

JonRobbo
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Posted: 20th Mar 2018 10:19 Edited at: 20th Mar 2018 10:20
Thanks for the double platform helipad Bod, does anyone know if they used checker plate and helipads during WW2 ? I tried looking up the history but couldn't find out, the only reference I could find is in this picture.

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Bod
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Posted: 20th Mar 2018 15:23
I got an email today saying there were some strange L shapes on the animated internal door for the apartments models on page 14 and both animated doors were flashing when closing, I checked this out and have now changed the animation frames in the fpe's and also found that the strange L's were from the included illumination texture so I have put it in a separate folder inside the main apartments folder in case it is needed in the future and re uploaded the whole pack.

@JonRobbo
I wouldn't know about the diamond plate but as you couldn't find the info on it I doubt it matters, Thief was seemingly set in the middle ages and had electricity in it

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Tauren
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Posted: 30th Mar 2018 17:11 Edited at: 30th Mar 2018 17:20
Dear Bod, thank you for your amazing models ! I have long wanted to thank you.
And also thanks that you are with us, despite the problems with engine. with him and I also fight
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Bod
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Posted: 7th Apr 2018 09:35
I held off using the PP for quite some time as it made my own project look terrible but after some PM's about problems with some of my existing models when used in the PP and a post by Belidos about PBR textures I had a bit of an epiphany and it became clear I needed to move forward with the PP, I have already changed some models in this thread to get them to work but in future everything I make will have PBR textures, I will also be changing some existing models I think merit a change, to start with I have done quite a few of the transport/vehicle models.



Thanks to GraPhix great work with emissive textures on his thread it prompted me to make some for the lights and instruments of the vehicles, they are in a separate folder so the lights are off by default.



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GraPhiX
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Posted: 7th Apr 2018 10:22
nice work Bod amazing stuff thank you so much for taking the time to do this and for all your hard work
Welcome to the real world!
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granada
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Posted: 7th Apr 2018 13:06
Allways great coming back here to see what you have made Bod never disappointed.

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Posted: 7th Apr 2018 16:01
Master Bod. i thank you from the bottom of my heart.
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JPH-GAMES
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Posted: 7th Apr 2018 16:05
Great job, thanks Bod

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Posted: 7th Apr 2018 16:41
Quote: "lights and instruments of the vehicles, they are in a separate folder"


sorry for me asking a dum question. when i un-zip were do i put the emissive_textures folder so that it would work correctly with the models. ?
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GraPhiX
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Posted: 7th Apr 2018 16:45
Hi PCS just drop them into the same folder with the other textures or create separate folders for each asset and sort the textures into their respective folders
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Posted: 7th Apr 2018 18:15
@GraPhiX Ok thank you very much
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Bod
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Posted: 11th Apr 2018 12:40 Edited at: 11th Apr 2018 13:07
Rowboat, rope and oar(s) as requested by tdreisinger, I made the other models in the screenshot for my WIP project and they are not available.

Edit:- The request was for a rope in another thread and I already had one I made a while ago so I slightly modified it, same with the boat, I just made a new common texture and remapped them, it doesn't mean I am doing requests.

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tdreisinger
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Posted: 11th Apr 2018 13:18
Thank you Bod! You're the best.
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Posted: 12th Apr 2018 20:22
just a quick question bod.

it was me who ask about the fact how to switch on or off these nice emissive lights you guys made.
https://forum.game-guru.com/thread/219548#msg2598657

i was reading about what you said
Quote: " I knocked this up from one of the lamps I gave away a while back, I made 2 bulbs in the same model, the OFF bulb is connected to the lamp and the ON bulb is separated from the main model within Blender but it is still a single model/entity, the ON bulb is slightly smaller than the OFF bulb so it sits inside it, only the ON bulb is defined in the emissive texture so when the player activates the lamp via the script the ON bulb scale is increased to 105% so it is outside the OFF bulb which gives the impression it has been turned on, when E is pressed again it shrinks back to it's original size inside the OFF bulb, I hope this makes sense."


so what you said in the above quote is actually what i was referring to for the light on the bikes and cars.

i know you don't do no more requests but if i may ask here is the question,

the models of the vehicles that you have just redone with the lights, is it possible that you can also supply a script that can work with all these lights or would it mean that each model would need its own script to turn lights on or off. ?


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Bod
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Posted: 12th Apr 2018 22:29 Edited at: 12th Apr 2018 22:33
In a previous game engine I used we had a .mdi file for the MD2 models it used which was similar to the .fpe in GameGuru but you could define more than one texture, in the scripts there was a function called skincycle which would swap textures or even scroll textures, I used this function for swapping screens on surveillance monitors, swapping enemy models skin textures to a blood soaked one when they were killed and switching on lights etc. This is what I think GraPhix was aiming for, In the video I posted I had animated a model to swap light bulbs where one was defined in the emissive texture and one wasn't, this method would mean I would have to remodel all the vehicles that use emissive lights & instruments and make new textures for them but if Graphix has managed to do it via lua calling the emissive texture into play as he intimated in his last post it should also work with my models.

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Posted: 12th Apr 2018 22:41
Ok. thank you Bod. will keep on watching the threads to see what is the easiest way someone can come up with a plan for it.
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Bod
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Posted: 14th Apr 2018 09:51 Edited at: 14th Apr 2018 09:52
Another set of updated models, this time the most recent lighthouses, I added an extra set of animated lamps with transparent alpha gradient light rays made of tapered tubes, if you want to go to the top of the lighthouse when using them you may need to turn physics off.



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granada
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Posted: 14th Apr 2018 10:53 Edited at: 14th Apr 2018 10:55
You have realy brought that light house to life ,very cool Bod

Dave
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Super Clark
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Posted: 14th Apr 2018 14:16
Well what can I say but WOW!, I have been working away from home for 15 months just got back few weeks ago and
thaught I have a look at the free section. Bod m8 you ROCK! these models are fantastic I am going to try learn blender myself
better I can do basic stuff but not to your standard, Thanks for the Free items and your hard works.
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tdreisinger
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Posted: 14th Apr 2018 19:01
Loving this, thanks Bod!
Bod
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Posted: 14th Apr 2018 20:18 Edited at: 14th Apr 2018 20:19
Following a PM conversation this afternoon about the animated lighthouse lamps I made these WW2 search lights, I was hoping to use the same textures as the Army Vehicles but there wasn't room for the alpha gradient so they have a new set.




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GraPhiX
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Posted: 14th Apr 2018 21:01
excellent stuff Bod brilliant thank you so much
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Posted: 15th Apr 2018 08:29
Still great work, thank you Bod

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JonRobbo
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Posted: 15th Apr 2018 10:07
Fantastic work Bod, it's like you read my mind
Bod
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Posted: 21st Apr 2018 17:16
Police car for tdreisinger.



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synchromesh
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Posted: 21st Apr 2018 17:45
Awesome stuff ... Lighthouse is incredible ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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tdreisinger
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Posted: 21st Apr 2018 17:49
I do not know what to say Bod. Thank you so very much! I was not expecting this.
Timothy D. Reisinger
Bod
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Posted: 21st Apr 2018 18:24 Edited at: 21st Apr 2018 18:25
Quote: "I do not know what to say Bod. Thank you so very much! I was not expecting this"

Your're welcome, I killed 2 birds with 1 stone, you needed a police car and someone on YouTube asked me if I had a video of how I construct vehicle models and as I had a couple of hours free this afternoon I made the scuffercar, Scuffer incidentally is a local word for cop, so is Rozzer, hence the number plate.
GraPhiX
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Posted: 21st Apr 2018 21:08
nice Car Bod thank you very much
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Bod
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Posted: 25th Apr 2018 17:17 Edited at: 25th Apr 2018 22:17
Civilianised modified police car.
I was asked if I could make a version of the police car without the lights and police written on it so I made this out of it, it has been modified quite a bit but it still uses the same glass model as the police car so I would recommend putting it in the same folder.









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tdreisinger
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Posted: 25th Apr 2018 18:12
Thanks Bod. I love that shade of blue.
Timothy D. Reisinger
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Posted: 25th Apr 2018 18:25
Wonderful, blue broumm broumm, thank you Bod.
what next wonder you book us ?

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Posted: 25th Apr 2018 21:02
Thank you Bod. nice car for a Sunday drive to the beach. lol.
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tdreisinger
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Posted: 6th May 2018 19:27
This screen shot doesn't do it justice but I have many of your entities in this level called The Bay. Your cop car is out back and the jetty is over the hill. Thank you so much Bod!!!
Timothy D. Reisinger

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Peri
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Posted: 7th May 2018 14:22
Thanks Bob!!!
AmenMoses
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Posted: 18th May 2018 20:00 Edited at: 18th May 2018 20:02
I was asked if I could make a driveable vehicle script and Bod kindly chopped the wheels off of one of his trucks to enable this. (I hope he doesn't mind that I cut that down to a single wheel!)

So where better to post the result (still a work in progress, see to do list below) in both video and usable form:



To try it out for yourself simply unmpack the zip file into the GG directory and load the truck021.fpm level.

WASD to drive, Q to switch view modes. E to leave vehicle, but only if you are stationary(ish).

To do:

1) Smooth out some bits, currently the vehicle reacts instantly to terrain bumps so it is a bit jerky.
2) Add a few camera tweaks, e.g. when turning move the camera slight in the direction of the turn, when reversing in 3rd person view reposition the camera looking backwards over the vehicle.
3) When leaving the vehicle reposition player next to the door.
4) Add collision checking for objects and steep terrain in direction of travel.
5) Add some sort of 'exclusion zone' mechanism so you can define areas that can't be driven into.

Possible improvements to this:
1) More models to play around with, the script should work with any 4 wheeled vehicle as long as the positioning offsets for wheels etc are altered to suit.
2) Have the steering wheel as a separate entity so it can be turned when steering from in-cab view.

Have fun.
Been there, done that, got all the T-Shirts!

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Duchenkuke
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Posted: 18th May 2018 20:17
Thanks for all your work Amen Moses, it is much appreciated!
And I did the request, yea.. lol
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Posted: 19th May 2018 09:20
you are genial, it is a beautiful work, thank you very much AmenMoses. .

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Posted: 19th May 2018 09:25
Big thanks to you too Bod, great team. .

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