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File: 123 KB, 360x331, Guard1.png [View same] [iqdb] [saucenao] [google]
959967 No.959967 [Reply] [Original]

If anyone models this pro-bono in any quality I will send feet pics.

>> No.959968

uh oh

>> No.959969

>>959967
Sure thing buddy, I'll get right to it

>> No.959970

>>959967
are you a petite teen girl?

>> No.959993

Is that a penis?



File: 2.17 MB, 1920x1080, IMG_5953.png [View same] [iqdb] [saucenao] [google]
959959 No.959959 [Reply] [Original]

People who make mechs/machines/ship models, what is your 3d software? I am using blender at the moment, is the a software that is more advantageous on modeling on these kind of stuff.

Pic related, my latest WIP.

>> No.959960

>>959959
CAD software is way better it, will make it look more realistic than 3D CGI and offers that nice mechanical touch. Blender can never become CAD.

>> No.959962

I use plasticity, blender, and zbrush. Different programs have advantages for different things so why not use them.

>> No.959972

>>959959
plasticity, blender and substance painter is what you want to do that.



File: 3.62 MB, 550x500, lararun.webm [View same] [iqdb] [saucenao] [google]
959905 No.959905 [Reply] [Original]

Out of these two.

Best means the one that looks best or sexiest, most realistic is not necessary what you like to look at.

Which running animation is best, and which is most realistic?

17 replies omitted. Click Reply to view.
>> No.959932

>>959930
There is no softbody dynamic at all at play there anon. Her entire butt-motion is driven by rigid animation of the pelvis.
I'm a professor in spectating the behind of women as well as an industry animator with ~20 years of work experience.

I've seen this happen before. A colleague of mine hallucinated boob-physics on his own player avatar while we where at Vespucci beach in GTAO. I had to make a slow motion video and go thru it frame by frame before he could unsee the jiggle that wasn't there.

>> No.959933
File: 2.88 MB, 1980x1300, flopflopflopflop.webm [View same] [iqdb] [saucenao] [google]
959933

>>959932
She literally has ass jiggle physics in the game, professor.

>> No.959934

>>959933
Interesting, I will admit when I am wrong and you have clearly demonstrated that butt physics is present. It's a jiggle bone, going frame by frame in Op's animation there is the faintest hint of it lagging behind the action, I suppose this explains her violent hip twisting, getting jiggle bones to jiggle on the PS2 prob isn't easy with the low hz of the physics update.

>> No.959940

>>959905
Left one looks best. Right ass obviously has a lot more fat on it, which is not my cup of tea.

I like to look at a firm but feminine ass, not a flabby ass that's never seen a gym.

>> No.959948

>>959905
As flabby as the right ass is, I'm deeply impressed with how her ass cheeks are individually animated. Look closely and you can see how her buttocks slide against each other as the flab is living a life on its own.



File: 82 KB, 500x751, download (5).jpg [View same] [iqdb] [saucenao] [google]
959891 No.959891 [Reply] [Original]

I can't pay you but I can jizz on you

>> No.959976
File: 1.34 MB, 502x288, %pn_2023-08-25_18-43-37.webm [View same] [iqdb] [saucenao] [google]
959976

i can jizz on you in 3d



File: 1.20 MB, 920x860, 1677919874779.png [View same] [iqdb] [saucenao] [google]
959870 No.959870 [Reply] [Original]

I'm compiling a list of good stuff being added to Blender soon(tm), so far I have:
>AgX
>Spectral Cycles
>GPU OIDN
>GPU Path Guiding
>New Principled Shader with new sheen model and better energy conservation
>BSDF Layering
>EEVEE Next with raytracing/GI
>Moar nodes
>Node tools
>Node previews
>Rigging/animation overhaul
What else is there to be excited about for the next couple of Blender releases?

9 replies omitted. Click Reply to view.
>> No.959947

>>959938
I think there's plans to port the sculpt paint tools to the texture paint mode or to merge them

>> No.959953
File: 2.43 MB, 5760x1080, comparison.jpg [View same] [iqdb] [saucenao] [google]
959953

>Agx
Cool. Instead of crunchy, broken images we'll get undersaturated, broken images instead. Could have gone with the open, industry standard but no, blender has to do their own special snowflake garbage again.

>> No.959954

>>959953
I hate it when retards who didn't bother to learn basic cg fundamental post their """opinions""" here.

>> No.959977

>>959953
Tell me about this Agx. Is it a toy colorspace? Will we see it in real industry standard applications?

>> No.959998

>>959977
Its just an ocio LUT?



File: 197 KB, 960x960, charcoal.jpg [View same] [iqdb] [saucenao] [google]
959860 No.959860 [Reply] [Original]

Is "material artist" even a vocational career path for anybody? I feel people stumble upon it rather choosing it as such.

>> No.959868

>>959860
/sqtddtot/ ~~~~~>



File: 539 KB, 1600x900, 1570108632347.jpg [View same] [iqdb] [saucenao] [google]
959749 No.959749 [Reply] [Original]

https://sourceforge.net/p/chaosesqueanthology/tickets/2/

please help with .unr and .t3d file format.

>> No.959750
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959750

>>442557185
>What's this supposed to be?
Opensource game, supports alot of formats.
Wants to support unreal formats too.

You should help: unity is getting expensive.
this is free. GPL

Also the screenshot is of a procedurally generated city you can do in this game. All buildings have interiors.

https://www.youtube.com/watch?v=Ul6Ygmy49yw

>> No.959780

>>959749
>>What's this supposed to be?
noone asked. kys



File: 1.36 MB, 1280x720, witchmodel2.webm [View same] [iqdb] [saucenao] [google]
959707 No.959707 [Reply] [Original]

I have certainly made many mistakes here, but I'm hoping this will be passable enough to finish and release a game in the next couple months. My aim here is to look "stylised" in a way that makes my amateurishness not as obvious as if I was targeting a AAA-style game.
Any/all tips are appreciated. I'm kinda fumbling in the dark. I like the "256fes" style textures but I have no idea how to draw them, so right now the texture is literally just a few flat colours and gradients and I just place them in various places along the gradient.
I am aware that the animations aren't really up to snuff. Not really sure how much of that I can fix without spending a disproportionately long amount of time down that rabbit hole.

1 replies omitted. Click Reply to view.
>> No.959855

>>959707
>dat wireframe
i coom

>> No.959866

shoulder and hip sway

>> No.959867
File: 1.45 MB, 1280x720, witchinunity.webm [View same] [iqdb] [saucenao] [google]
959867

>>959793
>i think you should concentrate on silhouette and personality
this is a great point, thank you for the drawn example. I realise now that I had basically just been creating something with "realistic" proportions and then just "stylising" each element/feature of the model rather than designing it as a whole that way. Even just making the eyes bigger is such a silly thing for me to have missed, as the face isn't exactly being used for much else.
>if she has a floor length skirt you could probably get away with not giving her legs
she doesn't, as you can see in webm rel the skirt has physics in-engine and is affected by the legs when you jump. Still, I see your point, that and the pointy gloves are great examples of where the silhouette being more lively helps the model despite making it less realistic.
>>959866
Definitely will be in the next revision of the anims. Stupid as it may sound, it's hard to know what parts of even a simple motion like walking are necessary to make it not look uncanny.

>> No.959883

>>959707
Why did you make an entire thread for this dummy
Cute witch, but learn to use QTDTTOT or WIP threads

>> No.959885

her walking is a bit stiff. what helped me was slightly moving the shoulder the bones along with the arms. also yea, give hip sway



File: 539 KB, 1600x900, 1570108632347.jpg [View same] [iqdb] [saucenao] [google]
959658 No.959658 [Reply] [Original]

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

Reposting task completed!
>>959461

>> No.959659

Specifics:

> Our source code (GPL):
> http://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/f23d/attachment/darkplaces_workingon_sep_06_2023_aug19cde_SOURCEONLY.tar.gz
>
> (relevant files: model_brush.c, relevant function: void
> T3d_Attempt_Which_will_Mod_OBJ_Load(dp_model_t *mod, void *buffer,
> void *bufferend)
>
> We "just" need to beable to load the t3d and/or unr levels. There is
> opensource code to do it:

>(.unr) UShock(C++): http://sourceforge.net/projects/ushock/

>(.t3d) T3d2Map(C++): http://github.com/mildred/t3d2map
>
>
> Note: Our engine is in the C programming language, We already implemented various other files
> (Wolfenstine Enemy Territory, MineTest Obj, BzFlag Obj) additions)
> We would like help in adding more formats like the Unreal ones!

Our project (everything is opensource, including media):
Description: https://libregamewiki.org/Chaos_Esque_Anthology
Screenshots: https://chaosesqueteam.itch.io/chaosesque-anthology
Collab: sourceforge.net/p/chaosesqueanthology/discussion/general/

>> No.959660
File: 383 KB, 891x902, 1616496677326.jpg [View same] [iqdb] [saucenao] [google]
959660

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

We also used to map for Unreal (97) and UT (99). It was a golden age of user creation and fun. We had our CD, internet was slow, but everything we needed was on the CD.

And with UT even more so.
Here's maps and stuff we made from back then:
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/8d68/attachment/t3dexamplefilesmore.zip

>> No.959661

This video shows that we made the weapon models, and game code, for supporting unreal/unreal-tournament style maps allready (all opensource: models, gamecode, etc). Various 3rd party maps the game support: Q3, Minetest, Wolfenstine:EnemyTerritory/TrueCombatElite
https://www.youtube.com/watch?v=Ul6Ygmy49yw

It also supports quake3 arena BSP format: I hacked that in when I was doing wolfenstine:enemy territory.

This video shows wolfenstine:enemyterritory maps being loaded in the game and engine and played: https://www.youtube.com/watch?v=Rh6FytoJxek

And here is a collaborative rap using various wolfenstine:enemyterrtory maps: https://www.youtube.com/watch?v=LIBb3Tkfazc



File: 562 KB, 614x615, grfdsfasf.png [View same] [iqdb] [saucenao] [google]
959640 No.959640 [Reply] [Original]

Is 3D modeling and animation gonna die out as a viable career path in the west now that every single studio seems to be outsourcing modeling and animation work to chinese and indian sweatshops?

>> No.959647

Yes.

>> No.959649

>>959640
Generally speaking yes, there will be a lot less room for anybody who focuses on just one aspect of the craft and go get hired by a company and treat it as their nine to five. However generalists and artisans will remain within various indie constellations that is in this for the art 1st and the bag 2nd.

But to get recruited to a outfit like that you already have to be able to more than carry your own weight.
However AI is coming. Within this decade AI will do to 3D and animation what diffusion models did to 2D.

What else gets automated and how fast is also uncertain, you want a future proof career path? Better make it something that absolutely needs to be a human.
Like become a whore or something, it would only be fitting if the 'worlds oldest occupation' also became the last.

>> No.959787

>>959649
>what diffusion models did to 2D.
Like, nothing?

>> No.959790

>>959640
yes, now fuck off forever. more time for you to gargle nigger diarrhea you goddamn spastic. literally everyone that disagrees with me is unfair.

>> No.959981

>>959640
It's not just 3D anon.
The oligarchs of the West has decided a long time ago that they want to transfer the wealth of the west to India and China and make them their new golem.
You are right in the middle of the deliberate demolition of the West.



File: 899 KB, 989x1250, based.jpg [View same] [iqdb] [saucenao] [google]
959573 No.959573 [Reply] [Original]

Previous: >>950629

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin
https://www.youtube.com/playlist?list=PLCRjPVrS5AVchvyYVfKRsWjN0yRLTdazy (Truebones)

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

Similar programs:
Makehuman: http://www.makehumancommunity.org/
Vroid Anime Tool: https://vroid.com/en/studio
Xnalara: https://www.deviantart.com/xnalara
https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje(QUIDAM)
Metahuman creator: https://www.unrealengine.com/en-US/digital-humans

Hair Creation: https://mega.nz/#F!uywlSQqS!GzZTEOGcRhiEr8Ve5hwsfQ

News: Jumping on the AI bandwagon - https://twitter.com/daz3d/status/1666068898540662837

14 replies omitted. Click Reply to view.
>> No.959984
File: 445 KB, 1024x1537, 1695817915212075.jpg [View same] [iqdb] [saucenao] [google]
959984

post booba!

>> No.959985

>>959983
I know. That's not what I was saying.

>> No.959986
File: 373 KB, 1275x1652, 1598080398292.jpg [View same] [iqdb] [saucenao] [google]
959986

>>959957
Speaking of daz as a software, I can't believe the actual ui hasn't changed much from pre release. Character creator 3 surprisingly has even worse ui if you can believe it.

>> No.959990

Is there any good communities, servers, forums, etc. Made specifically to help DAZ NSFW artists? Tips, tricks, questions, renders, image sharing, model sharing or the like, or is this the best we've got? I'm trying to improve my game

>> No.959997

>>959990
Try renderotica



File: 46 KB, 1024x576, IMG_0421.jpg [View same] [iqdb] [saucenao] [google]
959560 No.959560 [Reply] [Original]

In rigging in Maya, or any other software, is it okay if I want to simply move a joint that is skinned already to the mesh, to modify the mesh in its shape? Will this break anything down the line when I add controllers? Or is using skin weights and slight move adjustments on the bones acceptable so long as I move it now before adding controls?

>> No.959561

To clarify:

Do I need to remove influences, move my bones or edit my mesh, and then reapply the skinning?

>> No.959605

There is actually a "move skinned bone" tool to let you move joints without deforming the mesh.
Fixing uh ohs on skinned meshes with rigs is a time honored and shameful tradition. I have done it many times and to do many different things in maya.
Additional tools to research are
>Export/import skin weights
>Copy skin weights
One trick i have used to do the opposite of your problem (changing the mesh rather than the skeleton) is to make my edits in a blend shape i just never turn off. You can also copy weights based on uv space from your priginal mesh to a duplicate youve modified given that the uv map is the same.

>> No.959608

>>959605
>You can also copy weights based on uv space from your priginal mesh to a duplicate youve modified given that the uv map is the same.
this will only work in the 0-1 uv space my man

>> No.959618

>>959560
So if I understood correctly. You want to modify a skinned mesh?
Im a Maya user so I cant speak for blender, but in maya - if you just need to move some vertices around those modifications can happen directly on a skinned mesh and will be stored in a tweak node that maya always generates along with a deformer. In a regular fbx pipeline that tweak node gets "baked" into the model on export. So any minor vertex pushing can be done directly on the skinned model and thats it. Of course if you want to change topology or do bigger shape changes its best advised to do that on a copy of the original model and then transfer skinning over. Usually world-space transfer plus some minor weight fixing goes pretty quick.



File: 843 KB, 2039x829, dasfasdas.png [View same] [iqdb] [saucenao] [google]
959553 No.959553 [Reply] [Original]

Is this board only for modeling or is animation discussion also allowed?

I've been researching mocap on a budget and this seems to be the sweet spot between "retarded rotoscoping scuffed motion capture from video" and "$200k mocap studio with 50 cameras".

Any other ideas?



File: 199 KB, 960x540, zp-211717_Dead-or-Alive-Xtreme-3_2016_03-18-16_014.jpg [View same] [iqdb] [saucenao] [google]
959527 No.959527 [Reply] [Original]

how do i learn & master this art style?

11 replies omitted. Click Reply to view.
>> No.959893

>>959527
i want to marry, take virginity, nakadashi and impregnate marie rose

>> No.959902

>>959893
this but Honoka

>> No.959903

>>959888
another way to "fake" bump/normal map in pre 7th-gen consoles is by specular masking. instead of modulating normals, you make a mask to vary the specular intensity. in effect, its actually quite convincing. one game comes to mind that are using this is Black for PS2. i was in college when i played it and i thought it is actually "real" bump mapping (it's not), on a freakin PS2. which was thought to be impossible/too heavy. that is a big deal because bump/normal mapping hype in thoose days is like the raytracing hype of today.

so talking about that Galdelic game, what makes it hard to tell if it is real or faked bump/normal is perhaps, it might in fact using this specular mask method to simulate bump/normal.

>> No.959928

>>959903
That's actually a very cool idea, I can envision how that would work. I guess the core reason we did not see more stuff like that is that the tools to make it happen wasn't widespread and well understood. Today you could easily do such a 'specular mask' by render to texture a 'lit from above' bumpmap.
But without 'render to texture' tools you would have to have some level of ingenuity to figure out how to create such a map in the first place.

Knowing what I know today I could do it with 90's era max and photoshop using auxiliary UV set's and the emboss filter, but I doubt I would ever been able
to come up with that process in the pre-pixel shader days.

It's kinda cool to look back at what a wizard one could've been even with those less refined tools just knowing about what we do now.

>> No.959935
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959935

>>959928
theres also another obscure tech used in PS2 called Geotexturing as used only in Splinter Cell Chaos Theory. details about the tech is sparse but its speculated that the game utilizes ps2's vector unit to replace flat polygons near the camera with a higher poly tesselated mesh based on heightmaps in real time. sort of an early implementation of parallax mapping



File: 155 KB, 544x493, 1695190290322039.png [View same] [iqdb] [saucenao] [google]
959526 No.959526 [Reply] [Original]

QUESTIONS that don't deserve their own threads

Rules for this thread:
>ask questions
>try to answer questions
>Do not Troll.
>Do NOT Schizo post.

Previous thread: >>951419

44 replies omitted. Click Reply to view.
>> No.959950

>>959941
As a matter of principle I would never rent software.

>> No.959978

>>959800
Too high poly and your edge flow is bad.
At this stage of the game your Legs and Arms should be cylinders with 8 sides.

Do some research into edge flow and topology.
Some of your decisions can be made for the subdiv modifier and some for better deformation when animating.

https://www.youtube.com/watch?v=bN-GnqSKCgU

>> No.959979

>>959939
You are a shitty pirate, you don't use the most recent version of a software. That is usually even buggy when not pirated, so it's only worse when pirated.

Get an older version of maya you lowly deckhand.

>> No.959987

>>959979
>Rules for this thread:
>Do not Troll.
>Do NOT Schizo post.

leave, sir

>> No.959996
File: 415 KB, 170x95, ezgif-1-8490729ee4.gif [View same] [iqdb] [saucenao] [google]
959996

What can iuse to calculate the exact spacing between poses and keyframes/poses
like how the skateboard flips and the model jumps, like how much distance is correct and its orientations it does around the frame and such

or anykinds of motions like walks,gaits, or dances

basically the right X amount of distance/value to do (for the limbs) based on the motion



File: 792 KB, 1903x978, img-2023-09-25-11-09-08.png [View same] [iqdb] [saucenao] [google]
959491 No.959491 [Reply] [Original]

How can i apply this workflow into my game?
Does this means environment artisits are finished and bankrupt?



File: 340 KB, 2981x1340, middlemousesettings.png [View same] [iqdb] [saucenao] [google]
959481 No.959481 [Reply] [Original]

it was working as it should an hour ago, but it stopped suddenly. can't rotate (but occasionally it does in spurts), can't pan. i can still zoom in and out with the middle wheel though. nothing on google seems too helpful, even the youtube vids are limited although it seems to be a common problem. pic related are my settings.

already tried:
>factory reset
>enable/disable emulate 3 button mouse
>restarting blender
>restarting machine

mouse wheel seems fine everywhere else outside the program, it scrolls as it should. currently, alt+lmb on blender seems to work for rotation alternative, but i want the middle wheel button back since that was what i was used to.

any help appreciated

1 replies omitted. Click Reply to view.
>> No.959485

>>959481
Happened to me yesterday and my spare mouse worked fine.

>> No.959486

>>959485
thanks i'll give that a go.

>> No.959487

>>959486
Just tried the original mouse and that works again now. Might be unrelated, but my keyboard played up the day before this. I have a slider on it that zooms in and I set it to scroll to use in Blender. Stopped working in Blender but worked in browser. I had to edit the xml file in Keyboard Center folder to fix that and also had to change the browser back/forward macros in the actual Keyboard Center software to fix another issue that cropped up.

>> No.959488

https://blender.stackexchange.com/questions/2326/panning-with-shift-middle-mouse-button-stopped-working

>> No.959496

>>959487
>>959488
i don't know what i did, but it started working again on its own; the click-grabs are a bit buggy still though. sometimes it grabs the screen and other times it won't, but it's working more often than before.

thanks for the help anons, maybe just need a new mouse.



File: 2 KB, 147x39, 1682761594595874.jpg [View same] [iqdb] [saucenao] [google]
959478 No.959478 [Reply] [Original]

What do you think of cgcircuit and it's courses?

>> No.959522

Anyone?

>> No.959523

i think it is just a lightly-curated storefront so the quality varies by author/course. i've seen a few things and never seen one that one that was complete trash but ymmv

>> No.959641

>>959523
I hear that cgcircuit has some seriously good houdini tutorials

>> No.959679

>>959641
the applied houdini stuff is top tier
the 'discovering houdini' stuff is a bit weird - there's not much commentary. it's useful as a reference, not sure if it's good for actually learning anything

and then there's something like:
https://www.cgcircuit.com/tutorial/houdini-essentials---flip-rendering

which i wouldn't even waste time pirating



File: 84 KB, 1024x988, 1695311412033825.jpg [View same] [iqdb] [saucenao] [google]
959473 No.959473 [Reply] [Original]

Thread to discuss how to get a fucking real job with 3D tools.

>> No.959477
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959477

owari da, omae wa mou shindeiru

>> No.959563

>>959473
make your own company, and start looking for people who needs stuff made. I'm doing it with friends now. There's no jobs so we're making our fucking own

>> No.959577

I hate looking for work so bad bros.
I would love for a manager or something to take 25% if I never had to do it again.



File: 539 KB, 1600x900, 1570108632347.jpg [View same] [iqdb] [saucenao] [google]
959461 No.959461 [Reply] [Original]

This video shows that we made the weapon models, and game code, for supporting unreal/unreal-tournament style maps allready (all opensource: models, gamecode, etc). Various 3rd party maps the game support: Q3, Minetest, Wolfenstine:EnemyTerritory/TrueCombatElite
https://www.youtube.com/watch?v=Ul6Ygmy49yw

It also supports quake3 arena BSP format: I hacked that in when I was doing wolfenstine:enemy territory.

This video shows wolfenstine:enemyterritory maps being loaded in the game and engine and played: https://www.youtube.com/watch?v=Rh6FytoJxek

And here is a collaborative rap using various wolfenstine:enemyterrtory maps: https://www.youtube.com/watch?v=LIBb3Tkfazc

4 replies omitted. Click Reply to view.
>> No.959466
File: 858 KB, 1280x720, rptc.png [View same] [iqdb] [saucenao] [google]
959466

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

Reposting task completed!

>> No.959467

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

We also used to map for Unreal (97) and UT (99). It was a golden age of user creation and fun. We had our CD, internet was slow, but everything we needed was on the CD.

And with UT even more so.
Here's maps and stuff we made from back then:
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/72c4ff80c1/8d68/attachment/t3dexamplefilesmore.zip

>> No.959468

>>>/pol/442259305
> Repost on /3/ I'll meet you there. I am familiar with the map format of unreal tournament 1999 and 2004, I used to make maps and moved on to udk (unreal engine 3) and then UE4 and UE5

We posted stuff we found about it here:
https://sourceforge.net/p/chaosesqueanthology/tickets/2/

Plus our engine's sourcecode, and other things.
We were able, last year, to hack into the game engine support for Wolfenstine:EnemyTerritory bsp maps: that took a solid month of work.

Making obj exports from minetest/minecraft work as actual maps, and then the same for bzflag took about 2 weeks, maybe a month, but wasn't anywere near as intense this summer.

But with that: it gets us 75 percent of the golden age of mapping.

Engine allready had: Quake1, Quake3, halflife1 support
We added: Wolfenstine:EnemyTerritory BSP, QuakeArenaLive BSP, Minetest/Minecraft OBJ maps, BZFlag obj-exported maps.

So that leaves: unreal 97 and ut 99 / unrealed (ie .unr and .t3d).

Wolfenstine:enemy territory got us the 2nd revanch of user mapping (600 maps), obj_from_mc got us all of sketchfab (as you can export from blender and it makes nice maps (obj renamed to obj_from_mc is how our engine looks for them map.scale10.obj_from_mc for example)

This would, if the dream came true: get us our childhood. We mapped from about 10 to 12 or so maybe for Unreal. Some maps I lost :(

>> No.959469

Also note: we extended the engine to beable to network and internally use up to 4 million entities: so procedual maps. (like our city there), and wrote game code to make it easy for mapper (spawnarrays, spawnradials, etc).

Our opensouce game has over 200 weapons and we often do our own models and maps and textures etc, and music.

So if you'd support our project by helping add the unreal and ut map formats (C project): then you can be sure that the rest will be done: infact it has: we did the weapons models and code allready.

Also all models and stuff can be used with eachother so if we could load them we could easily augment old maps with new stuff in the engine.
It's all opensource.

And as I said: we did a bunch of formats ourselves: just need more guys now: can't do it alone anymore: reached our limit

>> No.959474

>>959461
>Please help
NO, ask /v/ we make 3d models and CGI, not game engine or programing. We do not understand how and why game engines; expectantly old game engines work with models. Nothing you said relates to /3/ which even Blender noobs can't help you.