Ump45

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ro_sauce

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Sep 26, 2007
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bwhgaming.com
hey no prob, i have a suggestion about your process modeling, instead of extruding everything from something in one big shot, try modeling each part individually first, then collapsing them together (i dont know what its called in blender)
like: first model the lower weaver rail, then the upper, then the barrel itself, then the lower receiver, upper receiver, then the handle, then the front grip/accessories, buttstock, etc.
it would be easier and cleaner to do it that way, since the gun is fairly modular and doesnt have too many curvey stuff.
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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dont worry, i've restarted lots of models if i figure out an easier/better way to make certain things, thats why i do each part separately, so i dont have to redo the whole thing.
i've got TONS of unfinished stuff just cause i think i was mostly doing them as learning how to do stuff.

i restarted the two guns i made, cause i figured how to do better detail without having to fudge other stuff, and gotta set them up differently for animating.
 
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Aztek2313

FNG / Fresh Meat
Dec 22, 2010
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dont worry, i've restarted lots of models if i figure out an easier/better way to make certain things, thats why i do each part separately, so i dont have to redo the whole thing.
i've got TONS of unfinished stuff just cause i think i was mostly doing them as learning how to do stuff.

i restarted the two guns i made, cause i figured how to do better detail without having to fudge other stuff, and gotta set them up differently for animating.
kool thanks, can you tell me how to get my gun into KF? because ive googled this and the results; Fruitless
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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yeah i'm still trying to figure that out myself, so far i can only make static meshes, i was able to import psa/psk animation, and it plays in the animations browser, but thats about as far as i got, i dont know how to get them to work in maps, and i dont think anyone else knows either.
 

Falidell

FNG / Fresh Meat
May 22, 2009
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well as i said in my earlier post..i think.. can't remember if it was this thread... blender PSK.PSA exporter is needed however my attempts with it were... teh fail
i dunno if it was because i didn't set up my bones rights.. didn't name them right.. or whatever but when i imported them the bones where all over the place.. not where i put them.. i've tried with 3-4 different exporters and non of them worked.....

however this was a few months ago if not a year ago so who knows they might already have one that ...works....

but to get it in the game here is what you need me thinks....

1.Blender PSA/PSK exporter(could be called anything.. just as long as it says PSA/PSK.. also make sure you have the right one for your blender version.. old exporters won't work with newer blender version because of the changed in python code..... just check to make sure :p )

2. you should prob start making your scripts for your gun... you'll need the... for now we'll call ur gun AZUMP45... you'll need the AZUMP45.uc, AZUMP45Attachment.uc, AZUMP45Fire.uc, AZUMP45altFire.uc, AZUMP45_Ammo.uc, AZUMP45_ammoPickup.uc, AZUMP45Pickup.uc... a few others i think i forget.... you can just take say... the scarmk17 scripts and change them around for your use.. just make sure you don't overide the scarmk17.. you're just gona copy the scripts and name them for ur gun.. most of what you'll be modifing are the defaultproperties and the script names.. thats about it...

3. now you're gona have to ask someone else for help on this but to get ur gun to work in Killingfloor you need 2 meshes.. a 3rd person/pickupmodel, and a first person model with hands =)

4. sounds... you're gun need sounds.. reload, fire, dryfire(empty clip fire attempt sound), i think thats it...

5. this one is obvious but you're gun will need to be u/v mapped and textured.. this is my personal downfall with modeling.. i can make some pretty amazing stuff with a decent/low poly/tri count but u/v mapping and textureing im really no good at lol most of the time i get frustrated after attemping u/v mapping and then just make sure there isn't stretching or warping then i just slap the u/v pieces somewhere and then slap a single(most of the time Tileable) texture on lol..
thats what i did on this truss
trussfun01.jpg
 
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Aztek2313

FNG / Fresh Meat
Dec 22, 2010
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Thanks so much fal, ill try the things that you said, although it sounds pretty difficult.
I know how to do it, I wish i could tell you, but it's not just 2 steps and your done, you gotta learn a few things first.
And YoYoBatty, you could explain these steps, its not like im gonna give up because you have a page of instructions.
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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make it again.
i'm not saying that its a bad model, but i'm saying, now that you know what you want and how to do it, do it again, this time you will think of new (maybe better) ways of modelling it, and i think you will be happier with it.

i've redone mine lots of times, and the second/third time is faster, and better looking because since i know what shape i want, i can think of better ways of making that shape specifically.

like umm, the crown molding for my clock, first time i did it i made a spline line->poly modifier->moved vertices around
the second time i made a spline line of just the basic routed form->poly modify->extruded a face along a spline line (how it goes around the top and curves up) then mirrored that and collapsed it to a mesh. it came out much cleaner the 2nd time.
 
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Jaesperson

FNG / Fresh Meat
Dec 24, 2005
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i'd say so, as well. wanting to learn how to get stuff ingame is really a great idea, but you should be self confident about what you are doing (if the modeling part is, what interests you. if it is the "putting stuff ingame"-part, maybe you should hook up with someone, who really is into modelling).

i was about to suggest starting over, too. i just dont want it to sound rude and i am really bad at that. try it once more and you will get an even better result (hey, now thats positive!) that will get more people interested and maybe someone will even put it into the game for you and save you the trouble (in case you get other people interested into creating a texture and animations for it, too ;) ).

if you really want to learn every step for yourself, it is a long process and maybe people just dont respond with an explanation, since it would take up several pages.

keep on fiddling around, get to know the 3d modelling programm and impress people, then they will help you. i once did some amateurish 3d modelling myself, but i dont know anything about coding, animating or texturing, so all i can offer is symbolic support. you're on your way!
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
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bwhgaming.com
the only thing you will have trouble with i think is the animating it so that it will work in unreal, you have to set up the bones in a certain way and something else, i'm still trying to figure it all out, and there isnt much of anything at all that says how to do it.

the texturing will be easy because there's tons of stuff on how to do that.
the coding took me a while to figure out, but eventually i found some code i could use for my thing specifically (i just edited the wiki:shark deco code)
 

Falidell

FNG / Fresh Meat
May 22, 2009
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also when making your new model:

try to use the mirror manipulator for the general shape and details that apear on both sides. then add the additional stuff that only appear on one side. that will effectively 1/2 your production time. note that in blender the mirror operator also mirrors the u/v map as well so when you u/v map the main body and clip i would also recommend useing the mirror operator

and try to keep your edges and faces nice and neat because it'll look bad if their not because it automatically does everything smooth so there can't be any smoothing groups. so to simulate smoothing groups you have to seperate(i forget what it's actually called and the controls for it) the faces then join them again with ctrl-j(or type in join if useing 2.5x) so that way it doesn't look like fudge lol, thats because when it does smoothing it calculates all connected faces for lighting, when you seperate and join them again they arn't actually connected via verts or edges they are just connected via object. so that simulates smoothing groups.

mmm and with the u/v mapping it's my weak spot but what i do know is that you want to give each...u/v island as much pixels as possible. AND that it's ok to rotate the islands or whatever as long as there is no stretching or what have you. fit the island inside that box like a puzzle lol it'll work. textureing is a lot of hard work tho so ask......mmmm i forget who... i think sorrow or... hmm i forget their name and they might help you out with the texturing... you can either use paint.net(you can get it at well.. paint.net lol ), it's a paintshop pro alternative thats free. OR you can use paintshop pro... you'll want to add wear and tear to make it look nice. prob around 1024x1024/2048x2048 texture to make it look good for first person and 512-1024 for 3rd person


hmm if i think of anything else i should tell ya ill let you know.. im drunk atm lol it's my day off so im allowed to spell thing wrong or forget lol..

edit: BTW your signature, THATS THE MOST EPIC SHOOP DA WOOP EVAR!!!!


EDIT 2: also make ur first person model first(including ur u/vmapping).. aim for around 6000 tri's or less, there is no set standard but it's a good number for first person models, then for your 3rd person model use the decimate manipulator(then correct any flaws in the u/vmap afterwards.. there shouldn't be anything wrong but just in case) to aim around 1000 or less tri's, again there is no set standard so it can be as many as you want but it's a good number to shoot for. because dynamic lights light the flashlight that renders on a high poly/tri object tends to lagg quite a bit. i tested the engine at 12 mil tri objects totalling 24 mil tri's and while it took a while to calc lighting it didn't lag ingame until i shined the flashlight on the objects.. 60+ fps laggless on the objects no flashlight, 1 frames per 3 seconds with the flashlight
 
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