A number of models (anyone interested?)

Post » Thu Sep 02, 2010 12:39 am

Okay, so ive modeled quite a few weapons and tools a few years ago but theyre in LWO format and each one of them have a few separate textures, they might need remapping for oblivion because of that.
So anyone interested, this might need a skilled modder/modeler, though?

Heres a few of them, i got whole lot of more that i dont have got no pics of.

http://gallery.stupidfusion.com/modeling/aseitaon.jpg
http://gallery.stupidfusion.com/modeling/frankish_seax_scandic_seax.jpg
http://gallery.stupidfusion.com/modeling/gladius.jpg
http://gallery.stupidfusion.com/modeling/leafblade.jpg
http://gallery.stupidfusion.com/modeling/lowpolydagger.jpg
http://gallery.stupidfusion.com/modeling/mace.jpg
http://gallery.stupidfusion.com/modeling/dagger_b.jpg
http://gallery.stupidfusion.com/modeling/nekaks.jpg
http://gallery.stupidfusion.com/modeling/strangesword.jpg
http://gallery.stupidfusion.com/modeling/sword1_1.jpg
http://gallery.stupidfusion.com/modeling/warhammer1580.jpg

contact me on msn if you want to work on them, mahadeva666@hotmail.com
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Rude_Bitch_420
 
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Post » Wed Sep 01, 2010 12:12 pm

Those are some awesome models there man. Its a shame I have no talent whatsoever! But good luck and I hope we can get these into the game.
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Jessie Butterfield
 
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Post » Wed Sep 01, 2010 5:58 pm

those models are really amazing! they look so real! I wish I had the time to work on the import, but unfortunately I can't help. However it should be fairly easy, I doubt you need to retexture them, Oblivion can deal with multiple textures. You should simply import a vanilla weapon in let's say 3D studio max, import your weapon as well, overlap the 2 and get rid of the vanilla meshes. Then export your model as a nif file and the thing is pretty much done. Of course you will also have to convert your textures into dds files and give the right path to your nif file (mesh) so that it can find its own textures in game. It only takes time, but it's easy to do.
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Justin Hankins
 
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Post » Thu Sep 02, 2010 12:44 am

those models are really amazing! they look so real! I wish I had the time to work on the import, but unfortunately I can't help. However it should be fairly easy, I doubt you need to retexture them, Oblivion can deal with multiple textures. You should simply import a vanilla weapon in let's say 3D studio max, import your weapon as well, overlap the 2 and get rid of the vanilla meshes. Then export your model as a nif file and the thing is pretty much done. Of course you will also have to convert your textures into dds files and give the right path to your nif file (mesh) so that it can find its own textures in game. It only takes time, but it's easy to do.

Sorry, i have no idea how to use max, if theres a nif plugin for lightwave then i'd have something to work with :P
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sharon
 
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Post » Wed Sep 01, 2010 11:39 pm

derrrp.

please try and ignore the rendering oddities on the blade, i checked it over and over again and theres nothing wrong with it.... maybe it was just some of lightwaves own internal glitches.
http://gallery.stupidfusion.com/random_pictures/sword1.jpg
http://gallery.stupidfusion.com/random_pictures/sword2.jpg
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Kirsty Wood
 
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Post » Wed Sep 01, 2010 2:13 pm

moar

http://gallery.stupidfusion.com/random_pictures/axe.jpg
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Anna S
 
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Post » Wed Sep 01, 2010 8:53 pm

Long ago I successfully ported a Lightwave Shadow Cruiser (from Babylon5) into 4.0.0.2 (e.g Morrowind) Nif format, so getting it into Oblivion should be do-able with the same steps.
1. Export from Lightwave as (IIRC) .3DS.
2. If it isn't UV mapped, import into something simple to UVmap in, like Wings3D.
3. Export again and import into a suitable gutted Nif (e.g a weapon Nif) with Nifskope.
4. Adjust in NifSkope so it conforms to the Oblivion requirements.

A little tedious but should be do-able.
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kennedy
 
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Post » Thu Sep 02, 2010 2:29 am

Wow, these models are insanely good :) Nice work!

I can't help you with the conversion into nif format, but perhaps you could contact members of the "Real Swords" modding team (if there is one! XD) These models are certainly up to their standard! :D
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Alkira rose Nankivell
 
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Post » Wed Sep 01, 2010 10:09 pm

Long ago I successfully ported a Lightwave Shadow Cruiser (from Babylon5) into 4.0.0.2 (e.g Morrowind) Nif format, so getting it into Oblivion should be do-able with the same steps.
1. Export from Lightwave as (IIRC) .3DS.
2. If it isn't UV mapped, import into something simple to UVmap in, like Wings3D.
3. Export again and import into a suitable gutted Nif (e.g a weapon Nif) with Nifskope.
4. Adjust in NifSkope so it conforms to the Oblivion requirements.

A little tedious but should be do-able.


humm... at this point I think it could be simpler to import those files into Blender and then export them as nif. However, I am not completely sure if Blender can take files from lightwave... in case it can't you should export your files from lightwave as obj. Blender can surely work with obj format.
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Amy Siebenhaar
 
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Post » Thu Sep 02, 2010 12:02 am

my stuff is uv mapped alright.... question, though, what sort of poly limit (or triangles) should oblivions weapons have? or can it handle slightly higher poly objects?
my weapons vary between 500-1500 :>
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Austin Suggs
 
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Post » Wed Sep 01, 2010 11:17 pm

my stuff is uv mapped alright.... question, though, what sort of poly limit (or triangles) should oblivions weapons have? or can it handle slightly higher poly objects?
my weapons vary between 500-1500 :>


I think that's fine.
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R.I.P
 
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Post » Wed Sep 01, 2010 7:23 pm

humm... at this point I think it could be simpler to import those files into Blender and then export them as nif. However, I am not completely sure if Blender can take files from lightwave... in case it can't you should export your files from lightwave as obj. Blender can surely work with obj format.

Well, that depends. Older versions of Lightwave didn't do UV mapping - remember it was designed for film and TV work, not games. The shadow cruiser I imported wasn't UV mapped at all (just like on the show) so needed uvmapping in something. If you use one major rendering package, you tend not to want to learn another one. Notice that many people use either Blender or 3DSMax, not both. Wings3D is much easier to pick up than blender if all you want to do is UV map an existing model that you've worked on that doesn't have a Nif importer/exporter. Finally, 4 years ago, Blenders ability to export and import Oblivion models was nowhere near as good as it is today.

In short, it was a very efficient route to doing something widely regarded as impossible at the time!
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Emma louise Wendelk
 
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Post » Wed Sep 01, 2010 8:08 pm

So uh... if I convert some of my stuff to 3ds, you guys figure you could something with em?
Its not like i need it all ingame right now but just as a kind of test to see how hard it would be to work with my stuff?

A gladius of mine and the excalibur I made are ingame already but for example, the guy who got the excalibur ready for oblivion had to redo some of it, or so i recall...
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Gisela Amaya
 
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Post » Thu Sep 02, 2010 1:00 am

heres a cute little dagger i found pictures of and modeled.
http://gallery.stupidfusion.com/random_pictures/daggerx.jpg

and heres the same dagger in 3ds, lwo and obj formats... see if any of that is any good to work with?
http://gallery.stupidfusion.com/random_pictures/daggerx.rar
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Justin
 
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Post » Thu Sep 02, 2010 1:10 am

heres a strange looking axe, sorry about the slightly grained textures, the photo (=textures) of the real thing wasnt that good.
http://gallery.stupidfusion.com/random_pictures/roundaxe.jpg

also in lwo, 3ds and obj.
http://gallery.stupidfusion.com/random_pictures/roundaxe.rar
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Adam Kriner
 
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Post » Wed Sep 01, 2010 8:05 pm

Please excuse me if I appear to have no knowledge of what I?m talking about - that would be because I don?t. :P


But..you can actually import .obj files into Nifscope. But they need to be triangulated first. I have no idea what this even means.

But http://www.3impact.com/3Impact_Engine/hulk7123/lwtips.htm (random find with google) it says that

"In Lightwave (Modeler) you can triangulate by pressing Shift+T. For maximum robustness, in the D-Storm plug-in export panel, make sure the 'Triangulate All of Polygons' setting is unchecked, for meshes that are completely triangulated already."




So...it sounds to ME, ingnorant non-modeller, that if you press control-t and then reupload in .obj format even I can get the weapons in game. I?m too busy to actually do that for you, but it would mean that practically anyone can make them into game with ease then.

But I could be missing something important...non the less it sounds like something that?s easily tested. :P
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Sheila Esmailka
 
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Post » Wed Sep 01, 2010 5:35 pm

Please excuse me if I appear to have no knowledge of what I?m talking about - that would be because I don?t. :P


But..you can actually import .obj files into Nifscope. But they need to be triangulated first. I have no idea what this even means.

But http://www.3impact.com/3Impact_Engine/hulk7123/lwtips.htm (random find with google) it says that





So...it sounds to ME, ingnorant non-modeller, that if you press control-t and then reupload in .obj format even I can get the weapons in game. I?m too busy to actually do that for you, but it would mean that practically anyone can make them into game with ease then.

But I could be missing something important...non the less it sounds like something that?s easily tested. :P


Alright, that means the things i just uploaded should do. :D
I think ill see if i can get the d-storm plugin from somewhere as ive always thought that lightwaves own plugin for triangulation was [censored].

If i cocked up something do let me know, so I know what do differently the next time?
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Red Sauce
 
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Post » Wed Sep 01, 2010 5:07 pm

Alright, that means the things i just uploaded should do. :D
I think ill see if i can get the d-storm plugin from somewhere as ive always thought that lightwaves own plugin for triangulation was [censored].

If i cocked up something do let me know, so I know what do differently the next time?


Actually I tried to import that axe .obj, and Nifscope said "You need to triangulate your mesh first". :)



EDIT: And note that I really don?t know anything about modelling, just thought that I would throw out those pointers, as the solution LOOKED simple to me, simply from judging that

-you can import .obj to Nifscope

-Nifscope said your .obj needs triangulation

-in that link they made the process of triangulating before export sound simple


But I still don?t even know what triangulation means. ;)
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Marie Maillos
 
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Post » Thu Sep 02, 2010 2:32 am

Hi skycaptain just pointed me this way

i can get them all in game for you no problem,can you convert them all to obj or 3ds though please (i'm a 3ds max user)

thanks
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George PUluse
 
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Post » Wed Sep 01, 2010 11:57 am

Actually I tried to import that axe .obj, and Nifscope said "You need to triangulate your mesh first". :)



EDIT: And note that I really don?t know anything about modelling, just thought that I would throw out those pointers, as the solution LOOKED simple to me, simply from judging that

-you can import .obj to Nifscope

-Nifscope said your .obj needs triangulation

-in that link they made the process of triangulating before export sound simple


But I still don?t even know what triangulation means. ;)

It is simple enough but the thing is, im not always in the best state of mind when i do most of my modeling so some things make it past my eagle eyes. :D
Jos en ole p?iss?ni, olen krapulassa, tai jossain n?iden kahden v?limaastossa.
Nevertheless that is fixable, no problem.
Hi skycaptain just pointed me this way

i can get them all in game for you no problem,can you convert them all to obj or 3ds though please (i'm a 3ds max user)

thanks

Great, got msn? Might be easier to discuss this there :>
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Jessie
 
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Post » Wed Sep 01, 2010 2:31 pm

Hi skycaptain just pointed me this way

i can get them all in game for you no problem,can you convert them all to obj or 3ds though please (i'm a 3ds max user)

thanks


The uploaded examples come in 3 formats, including .3ds and .obj. :)


But, I just tried what you posted me, and it still says the same thing. I wonder if the .obj contains more than one part, and when Nifscope tries to overwrite the selected part it runs into problems with the rest of the parts? :confused:

Maybe you can try to see if I?m just messing up something. :P
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Yama Pi
 
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Post » Wed Sep 01, 2010 5:03 pm

i do its wolveski_35@hotmail.com

i just added you myself,but just in case as msn seems to be tempremental lol

EDIT:

hmmm ill figure it out whats wrong,i like a challenge :D
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Maria Leon
 
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Post » Thu Sep 02, 2010 3:22 am

Jos en ole p?iss?ni, olen krapulassa, tai jossain n?iden kahden v?limaastossa.


:rofl:

Kuulostaa jotenkin tutulta... :foodndrink:
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Amelia Pritchard
 
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Post » Wed Sep 01, 2010 11:37 am

i do its wolveski_35@hotmail.com

i just added you myself,but just in case as msn seems to be tempremental lol

EDIT:

hmmm ill figure it out whats wrong,i like a challenge :D

yeah i noticed but i managed to add you too, i also know one thing thats wrong with the model, the hilt/handle was untriangulated.
both models, at that....
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Brooke Turner
 
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Post » Wed Sep 01, 2010 10:55 am

ok i'm done took me a while and you were right i did have to put the uv maps right so it all fit into one texture (mainly my fault,colision just would not export for me)

but thanks to skycaptains teachings with nifskope,i finally managed to get it done :)

http://i29.photobucket.com/albums/c254/wolveski/m10.jpg
http://i29.photobucket.com/albums/c254/wolveski/m5.jpg
http://i29.photobucket.com/albums/c254/wolveski/m6.jpg
http://i29.photobucket.com/albums/c254/wolveski/m8.jpg

the esp

http://www.resurrection-studios.net/wolve/makiessword.rar

:)
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Veronica Flores
 
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