Free Models and Media / Sci Fi outpost pack

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Honkeyboy
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Posted: 16th Jun 2017 18:50
Hi all here's part 1 of my outpost sci fi pack :
It includes all the turrets pictured in the video all of which are separate parts so they can be scripted to move both up and down, left and right (see Amen Moses's post in the product chat on turrets) ive also included a script for vehicle turrets with only sideways movement (thanks smallg) also included are two APC's a 8 wheeled heavy and a 6 wheeled shorty. Enjoy
P.S the buildings are by Cosmic Prophet and can be found in this section under NNB

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GraPhiX
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Posted: 16th Jun 2017 19:08
Thank you these are really good
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Honkeyboy
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Posted: 16th Jun 2017 19:33
Thanks Graphix glad you like them use them as you wish m8
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warlock12
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Posted: 17th Jun 2017 03:17
wOW Honkey!!!! AND: Wow wow wow... Its Genial!!!!! Nice job!!!!!!!!!!!!!!!!!!!!!!!!!!
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Honkeyboy
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Posted: 18th Jun 2017 16:30
Thanks Warlock12 glad you like them m8 I'm currently working on some more vehicles, speeders etc will post them up when they are finished
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AmenMoses
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Posted: 18th Jun 2017 19:17 Edited at: 18th Jun 2017 20:19
Hi Honkeyboy, could you make the 'wheels' just a smaller sphere and make some separate scifi tyres to go on then, like in the attached image?

I can add a Lua script to rotate the tyre and turn it then these could drive around under script control.

Oh and the same thing I asked of GraPhix, could you centre the origin of bits that have to move (like the tyres and turret parts) on the axis of rotation?

Cheers
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Honkeyboy
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Posted: 18th Jun 2017 20:05 Edited at: 18th Jun 2017 21:30
Latest out of the garage Sci fi Speeder MK1


@ Amen Moses sure m8 i can have a go yeah i noticed on 1 of the turrets it was off quite a bit will correct those
heres a quick looksee at it with separate tyres on each wheel, this what you meant?



Ok all done i think each pair of wheels/tyres on each axle are mirrored and so should react exactly the same way, all tyres are all done the same way so should stick to the wheels , if you need the tyres on their own just let me know m8 or the models in any other format.

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Belidos
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Posted: 18th Jun 2017 22:58
Quote: "I can add a Lua script to rotate the tyre and turn it then these could drive around under script control."


would it not be easier to simply animate the wheels and use loop animate when moving?

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AmenMoses
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Posted: 18th Jun 2017 23:38 Edited at: 18th Jun 2017 23:53
If you animate then it is not very flexible, under script control I can turn the wheels any way I want and control the speed. I can even simulate suspension although without any Lua commands to intercept the physics engine it would be a poor simulation.

@Honkeyboy, all I need for now is a single wheel+tyre model which I can place by script, i.e vehicle entity + 8 wheel entities, I will move them for steering and rotate them in real time with the movement of the vehicle. I'll probably just have it so the vehicle follows way points for now but I could have a free roaming mode in time. The difficulty with free roaming is that they can just drive off never to be seen again.

btw, the ends of the axles just need to be a small sphere that will fit inside the wheel model, it will be hidden by the wheels so it doesn't need any detail at all and can be low poly, it needs to be there so that when the wheels turn you don't get any bits sticking out or any gaps appearing. The wheels can be a solid cylinder as well, all the detail can be in the texture.
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Honkeyboy
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Posted: 19th Jun 2017 09:16 Edited at: 19th Jun 2017 19:24
Right ok m8 will get a few variations of wheels and axles for you to play with and add some small spheres to the axle ends

ok here we go m8 APC chassis with pivot points on the ends of the axle I've included the .obj as well if you need to tinker with it working on the wheel now



And wheels as shown in the pics ive done two types on on the ground and one completely centered, these are 3 part wheels the hub, the tyre and a locating joint on the inside of the wheel to attach to the axles hope thats what you meant p.s textures are on them just not in the pics oh 8 wheels lol ok coming up





And 2 sets of 8 wheels tyres and hubs separate one set on the line the other centered phew need a drink now lol



New Vehicle turret added: this one is centered correctly so should rotate on the spot some of the last few models you will need to copy the fpe across from one of the other models and edit it to fit these new one i will do them all when i have completed everything

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AmenMoses
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Posted: 19th Jun 2017 20:35
I downloaded these but I think some things are missing, i.e. fpe files for one (and bmp thumbprints would be nice too )

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Honkeyboy
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Posted: 19th Jun 2017 23:22 Edited at: 20th Jun 2017 19:29
Those are just standard FPE's m8 here you go will do the bmp's tomorrow just drop these in the same folder as the .x
although i think you'll only need 1 completed bmp for the finished model so i'll make one from the static one. and the bmp

New sci fi cargo ship just add doors from the sci fi pack

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AmenMoses
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Posted: 20th Jun 2017 21:50 Edited at: 20th Jun 2017 23:49
This should give you some idea of what I am up to.



And another:

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Honkeyboy
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Posted: 21st Jun 2017 12:38 Edited at: 21st Jun 2017 18:44
Now that is very cool indeed P.s I have kept backups of the chassis so i presume that new bodies could be built to just drop over it? will try a couple today and post them for you to test
First up a sci fi Police Armored Response Vehicle its on exactly the same chassis as the APC with room for a rear turret on the top



coming next the viper

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MK83
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Posted: 22nd Jun 2017 19:24
Brillant!
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GraPhiX
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Posted: 22nd Jun 2017 19:51
very nice Honkeyboy they are very good, what modelling package is that you are using ?
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Honkeyboy
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Posted: 22nd Jun 2017 21:35 Edited at: 22nd Jun 2017 22:00
I start out with Anim8or very easy free to use old school modeler, a good starting point for those wanting to learn without the massive outlay.
Then either blender or fragmotion, fragmotion to add the textures and blender to sort out issues that the others can't. Also i can rig with blender I still struggle sometimes with the texturing in fact in all honesty im not very good at that side still if i was the models would be 10x better i may have to spend some time in Max or blender to learn to do them properly. But in all honesty i do these for fun plus i love the GG community and GG, they can be used without restriction and if anyone likes them and wants to better them im happy to supply the files in most formats to do so (a mention would be cool if they do though )
I do the fpe's myself atm so they can be not quite 100% and are just working examples to get them into GG ( i would suggest checking them out and adjusting to suit)
Anyhow Here's the viper fragmotion, obj and .x included if you want to jazz it up yourselves feel free to do so (would love to see these with real decent textures)

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Belidos
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Posted: 22nd Jun 2017 22:06 Edited at: 22nd Jun 2017 22:42
Wow Honkey, that Viper is really high poly mate, well over 50k tri's, for a non-character game asset you really need to be looking at about 15k max to keep the poly count low. I'll take a look at it this weekend and try to reduce the count and texture it for you.


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Honkeyboy
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Posted: 22nd Jun 2017 22:41 Edited at: 22nd Jun 2017 22:43
Oh eck did i do that (blames beer) lol oops works in GG must of had a silly moment :/ anyways cheers m8 see what you can come up with think i over did it on the smoothing :/ you want the blender file or you ok with the .obj?
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I only smile because i have absolutely no idea whats going on
Belidos
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Posted: 22nd Jun 2017 22:43
Managed to reduce it down to around 21k poly's, and thougha bit of chrome and velvet would give it a nice look



The smoothing won't add poly's, it's the subdivision you used, especially the seat boxes, they're almost 5k each.

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Honkeyboy
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Posted: 22nd Jun 2017 22:50 Edited at: 22nd Jun 2017 22:57
Right ok :/ must of had a moment rofl textures were a bit rubbish anyways m8 so mash it up as you wish , i'll put that down to the first oops too many poly's sometimes i get some real nice models with anim80r but have to really stretch and squeeze to get em to look right maybe hence the count. well spotted i didnt see that
will stick to the old method next time got some real nice sci fi vehicles on the build atm will make nice assets with the right textures
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and a well fed mouse on a wheel

I only smile because i have absolutely no idea whats going on
Belidos
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Posted: 22nd Jun 2017 23:39 Edited at: 22nd Jun 2017 23:40
Here's where the extra polys came from...

Each of the three boxes were like this ...



When they could have been like this and still looked good enough.


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AmenMoses
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Posted: 23rd Jun 2017 14:04
Getting there:

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GraPhiX
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Posted: 23rd Jun 2017 15:26
WOW that is an accomplishment really good work
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Honkeyboy
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Posted: 23rd Jun 2017 17:52 Edited at: 23rd Jun 2017 19:19
Wow Amen Moses now that is seriously cool!!!!!
@ Belidos cheers m8 normallyi would have done those low poly dunno why i did that? (or maybe?) lol
Coming next "The Vulcan" Heavy Speeder with the new wastelandish kinda fallout type texture i just made opinions anyone?

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