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#1 2015-09-20 01:51:12

nic96
Supporter
Registered: 2015-09-13
Posts: 35

New Mobs/Creatures

I gave it a try modelling a chicken. I think the modelling part I'm pretty good at but not texturing.

qKxe8BJ.png

Also I have a question. How do configure the model for voxelands? Or is there no configuration file for the models?

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#2 2015-09-20 06:08:09

darkrose
Administrator
Registered: 2013-10-05
Posts: 743

Re: New Mobs/Creatures

That looks pretty good, just needs a bit of texture details. What do you mean by configuration for the models?


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#3 2015-09-20 13:16:59

nic96
Supporter
Registered: 2015-09-13
Posts: 35

Re: New Mobs/Creatures

What it drops and how fast it moves etc..

Also if someone could write a tutorial on animating would be nice.
I know how to animate models from within blender but how to get the animation into the game I don't know.

Last edited by nic96 (2015-09-20 13:20:26)

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#4 2015-09-20 23:54:33

nic96
Supporter
Registered: 2015-09-13
Posts: 35

Re: New Mobs/Creatures

I created a fork of voxelands-assets and commited my chicken. https://gitlab.com/nic96/voxelands-assets/tree/master

If someone wants to improve the texture go ahead. It might be a while before I do anymore work on it.

I did make a very slight improvement to the texture by baking shadows on the texture:
cFa369o.png

I'd still like to know how to animate this thing, I'll maybe look through source code of voxelands sometime and see if I can figure it out.

Thanks

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#5 2015-09-21 00:47:36

darkrose
Administrator
Registered: 2013-10-05
Posts: 743

Re: New Mobs/Creatures

If you looks at content_mob.h / content_mob.cpp it should hopefully be pretty self explanetory. It's basically just a matter of giving it an ID, then filling out the features in the init function.


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#6 2015-09-21 12:43:53

nic96
Supporter
Registered: 2015-09-13
Posts: 35

Re: New Mobs/Creatures

Thanks, will try it sometime.

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#7 2015-09-25 00:05:21

elky
Chief Wikifier
Registered: 2015-08-03
Posts: 32

Re: New Mobs/Creatures

Hi Nic,

I just took a look at the model file you committed and it appears to have no armature (skeleton) and thus no animation in blender. As I understand it, the code just tells the model referenced what frames of the animation to play for which actions.

I could take a poke at it if you like, or would you prefer to learn that yourself?

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#8 2015-09-25 02:26:20

elky
Chief Wikifier
Registered: 2015-08-03
Posts: 32

Re: New Mobs/Creatures

Also, I added some (heh) texture to your texture by using a public domain chicken image to make some semi-transparent layers for the wing and tail that are more natural looking than hand-drawn lines.

I also sharpened around the eye and cheek, and blurred the edges where there were some seams showing.

XbluyLH.png

M8Re4o6.png

gimp sauce for you to build on more

Hope this helps!

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#9 2015-09-25 21:02:45

nic96
Supporter
Registered: 2015-09-13
Posts: 35

Re: New Mobs/Creatures

Thanks, that saves me some time. I didn't have much time to work on the textures. The uv unwrapping wasn't the best either but I guess it's good enough.

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