Page 1 of 1

Aerosol can weapon?

Posted: Sun Feb 17, 2019 4:01 pm
by gattovicentino
Does it exist a weapon similar to the "aerosol can" of Blood? (Monolith/GT Interactive game of 1997). I know there is a flame thrower (in U4E if I remember correctly), but aerosol can would be something amazing...

Re: Aerosol can weapon?

Posted: Sun Feb 17, 2019 8:04 pm
by JackGriffin
This wouldn't be hard to make. You should create one. If you do (or anyone else takes it up) I'll script the actual graffiti part of it any way you want it done.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 12:17 am
by gattovicentino
JackGriffin wrote:This wouldn't be hard to make. You should create one. If you do (or anyone else takes it up) I'll script the actual graffiti part of it any way you want it done.
Hello, I do not have the technical ability to create it, but I hope someone can do this, it really would be appreciated.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 8:29 pm
by [UU]
Hello!

I recently started using Paint3D, and made a few models. After I saw your request, I decided to make it. It's not good, but if you don't want don't use it:

Image

Image

Image

(I would make a few more details to the lighter, but the editor started lagging and it was pissing me off)
But there's a problem: I don't know how to import it to UT. The file extension is '.fbx'.
And there's no holes in both models because there isn't a tool(in P3D) to make them.

Let me know if you want to resize or modify it.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 8:45 pm
by papercoffee
too round ...you have to make it more low poly to be usable in UE1

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 9:13 pm
by [UU]
Damn, right. The Can has 10k, and the Lighter, 174k. ( I guess my medieval weapon pack is gonna be for the new UT)
What's the poly limit? I'm downloading a poly reducer program, hope it works.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 9:15 pm
by gattovicentino
[UU] wrote:Hello!

I recently started using Paint3D, and made a few models. After I saw your request, I decided to make it. It's not good, but if you don't want don't use it:

But there's a problem: I don't know how to import it to UT. The file extension is '.fbx'.
And there's no holes in both models because there isn't a tool(in P3D) to make them.

Let me know if you want to resize or modify it.
Wow, it's a very good start, I hope It will possible to use it in UT (I'm not able to use programs myself to work on it :( )

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 10:12 pm
by JackGriffin
[UU] wrote:What's the poly limit?
Your cylinder can ought to be octagonal. Think like that and you'll be OK. Your models are great but are off by an order of magnitude to be useful in such an old game.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 10:45 pm
by [UU]
gattovicentino wrote: Wow, it's a very good start, I hope It will possible to use it in UT (I'm not able to use programs myself to work on it :( )
Thanks!
JackGriffin wrote:Your cylinder can ought to be octagonal. Think like that and you'll be OK. Your models are great but are off by an order of magnitude to be useful in such an old game.
Guess I gotta remodel then. No problem. (I mean, the lack of pre-built 3D shapes are a problem, but whatever.) But I managed to manually reduce about 50k triangles in the lighter model.

Re: Aerosol can weapon?

Posted: Mon Feb 18, 2019 10:46 pm
by papercoffee
Just a visualisation

This is considered to be already high polygonal in Unreal Engine 1
Image

So, think simpler and let the texture do the magic. :wink:

Re: Aerosol can weapon?

Posted: Tue Feb 19, 2019 11:25 am
by [UU]
Ok, good news!

I have accomplished to bring down the number of triangles.

First, the programs. I used 2: Meshlab and Meshmixer (Both free)
Meshmixer = Export to appropriate file type | Separate/Weld objects;
Meshlab = Reducing polys

In Meshmixer, I split the lighter in two parts, exported both to .obj, and in Meshlab I applied a filter a couple times, which reduced a lot of polys. Meshmixer again, I put them together. Also, I made two versions.

Image


Version 1, 1118 Triangles



Image


Version 2, 840 Triangles


(I don't know why they turned sideways, blame one of the programs)
That's what I did yesterday, but didn't finished because it was late. Now I'm gonna do it with the aerosol can.

- Update -

The aerosol can now has less triangles. Again, has two versions:



Image

Version 1, 1320 Triangles;


Image

Version 2, 660 Triangles;

But if that's still too much, then this version should be fine.

Image

Re: Aerosol can weapon?

Posted: Tue Feb 19, 2019 12:26 pm
by gattovicentino
[UU] wrote:Ok, good news!
So I hope and believe this weapon will be available soon :D

Re: Aerosol can weapon?

Posted: Tue Feb 19, 2019 12:48 pm
by papercoffee
stooooop @[UU] ...can't you see that this lighter model is riddled with holes? Reducing the polys with an algorithm is suboptimal, I would even say shit.
Build this models low poly. It's much easier and you are in control.

Edit---------------------------------
Here a very low poly lighter in less then 2 minutes (in UEd2.0) ...finding the fitting texture took me 5 minutes.
Now you make it more beautiful.
lowpolylighter.png

Re: Aerosol can weapon?

Posted: Tue Feb 19, 2019 3:25 pm
by [UU]
Fine, then. I'll build them in UEd.


Is it enough? What do I do now?

Re: Aerosol can weapon?

Posted: Tue Feb 19, 2019 5:06 pm
by papercoffee
I didn't meant you have to rebuild them in UEd.
But when you are there already... texture them. and then use the meshmaker to create meshes out of them.

...uhm the top of your spray can is now much to low-poly. where is the button to push?