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Full Version: Your Computer's entities and static objects
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Each entity and static object has been tested for basic use and should work as expected. Trophy can be picked up, pushed and tossed about by the player. Water wheel and ceiling fan can be rotated with RotatePropToSpeed() if static physics is enabled. The guillotine can swing indefinitely side by side with AddPropForce().



Trophy:
Faces: 1606

Preview
[attachment=1955]



Giant water wheel (wood):
Faces: 1880

Recommended rotation settings:
Code:
RotatePropToSpeed("name_of_water_wheel", 1, 0.3, 0, 0, 360, false, "");

Preview
[attachment=1954]



Guillotine:
Faces: 546

Preview and Download



Ceiling fan (long):
Faces: 2094

Recommended rotation settings:
Code:
RotatePropToSpeed("name_of_ceiling_fan", 3, 15, 0, 360, 0, false, "");

Only the fins of the fan will spin: you do not have to worry about the base spinning! If static physics is disabled, the player will be able to rotate the fins themselves by maintaining interaction with the fan and rotating their mouse. By default the fan has two spot lights facing down.

Preview
[attachment=2002]



Chain-linked fence set:

3-piece fence set designed for flat surfaces.

Preview and Download
Put "Your a Winner" on the trophy. Cryaotic would like that alot.
You could improve the texture on the trophy, cause atm it looks like plastic Wink
Otherwise, nice models!
(09-08-2011, 07:57 PM)Rapture Wrote: [ -> ]Put "Your a Winner" on the trophy. Cryaotic would like that alot.

LOL

(09-08-2011, 08:05 PM)Ongka Wrote: [ -> ]You could improve the texture on the trophy, cause atm it looks like plastic Wink
Otherwise, nice models!

Unfortunately, i'm still researching normal and specular maps. I'll update the trophy when i get a better understanding on what colors are for shadows and which ones are for highlights.
also the wheel does not have a texture at all
I'm no expert on this Smile but I have tried to make a few models myself! And I have learned a few tips on how to make decent looking specular maps! (Normal maps... not too sure, but there's probably a filter in Gimp for it Big Grin )

Simply open the diffuse texture, and delete the Blue Channel, so the diffuse should be a yellowy colour.... Now you can add a more textured look, by swapping certain colours with different shades of orange / yellow. If you want a shiny texture, make the brightness high, else lower the brightness a bit! now you can blur the colours together a bit and save! From my experience it looked quite good! Also, you seem more experienced with Gimp than me, I've only just started using it really, so you probably know more tricks than me Tongue

Edit: On the Wiki I remember reading something specific about the Red and Green values, I think red increases specular intensity, and Green increases Sharpness / power (not sure about Green though)
(09-08-2011, 11:15 PM)plutomaniac Wrote: [ -> ]also the wheel does not have a texture at all

The water wheel (and the trophy) relies on the game to find the reference of the wood texture (which is a texture from one of Amnesia's own entities) and load it. All i did was provide the name of the texture in the .dae file, and the game does the rest. In this way i don't need to copy the texture every single time.

(09-08-2011, 11:38 PM)DRedshot Wrote: [ -> ]Edit: On the Wiki I remember reading something specific about the Red and Green values, I think red increases specular intensity, and Green increases Sharpness / power (not sure about Green though)

I shall keep that in mind and test it later.
I've added a guillotine capable of swinging back and forth via AddPropForce(). It will swing indefinitely if given the chance.
Ha, ha weird model but always appreciated. There a similar one in Justine expansion.
Nice models, my favorite is the guillotine Smile
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