Sword of Moonlight Forum

Sword of Moonlight => SOM Addons => Topic started by: TheStolenBattenberg on October 24, 2013, 09:33:26 am

Title: King's Field Add-ons
Post by: TheStolenBattenberg on October 24, 2013, 09:33:26 am
Hey,

Pretty much decided now I'm gonna re-create most of the stuff from King's Field, with more polys and quality. It'll be posted in this thread as I complete enough to release a pack. These packs'll be anything from textures, to item models... Maybe even a map piece set or two if I can keep focus when making one.

If you wanna use these resources with SOM, there's a few things you'll need to know.
1) The models aren't scaled to SoMs default size. You'll have to do that one.
2) They're not plug and play, you'll have to convert them to a format SoM can handle (I'll post models in .OBJ and images in .PNG)
3) I probably won't texture the item packs, just because I don't know a thing about texturing items.

DOWNLOADS:
Code: [Select]
Important:> The games are listed as if you're in Japan, KFII is KFI in America. I hope you get what I mean...
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King's Field I:
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    King's Field II:
    • Clutter Pack I: |Download! [3mb]  (http://www.mediafire.com/download/jj69t8bzzyj6o3b/KFII+-+Clutter+-+Pack+1.zip)
    • Texture Pack I: |Download! [30mb]  (http://www.mediafire.com/download/0y9i556948bc67a/KFII+-+Texture+-+Pack+1.zip)
    • Weapons Pack I: |Download! [0.07mb]  (http://www.mediafire.com/download/egaw2o5xg0mxx2e/KFII+-+Weapon+Pack+1.zip)
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    King's Field III:
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      King's Field IV:
        Title: Re: King's Field Add-ons
        Post by: Verdite on October 24, 2013, 11:48:19 am
        This is a great idea and a massive challenge. If you are contributing these for SOM then the enemies and NPCs need to be 'tin-man' in that their meshes cannot be warped during animation.

        Good luck!  :beerchug:
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on October 24, 2013, 03:11:49 pm
        I actually have no idea how I'm gonna do the NPCs, that's the kinda modeling I've never done before. I guess there's a first time for everything.
        Title: Re: King's Field Add-ons
        Post by: Verdite on October 24, 2013, 05:46:40 pm
        Ive done some videos on enemies and NPCs, including some unlisted texturing videos. I'd be happy to help if you need.
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on October 24, 2013, 07:34:21 pm
        Nice! Thank you  :beerchug:

        I wonder if these could be swapped into Todd's fixed KF1 remake that came with SoM? That would be neat.
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on October 25, 2013, 06:24:12 pm
        Here's an update, I have one of the weapons nearly ready, though I'm not that happy with the hand-guard, and I can't think of a good texture.

        (Hint: Short sword from KFII)

        (http://i.imgur.com/RrKz0K7.png)

        I tried to keep the original games cartoon style of weapons, the ones with un-realistic sized blades... :P I'm actually kind happy with it. 224 Polys.
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on October 25, 2013, 07:24:52 pm
        I think in KF(Jap) at least, they just used polygon colors for weapons without any texture. It made the weapons kind of bright and pristine compared to other stuff in the game.

        I converted your "clutter" pack into MQO format which is close to the final step for import into SoM games, and also reduced the poly count a little - from 4700 polygons for the set down to 1500 without any changes to shape at all. One area in my game takes place on a coast, and I'm thinking of using these to recreate the KF Lighthouse. Cool!  :cool:
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on October 26, 2013, 05:31:46 am
        Wow, awesome job with those low poly conversions!

        Is that quads I see on the top section? I'm not seeing the split where the triangles are joined
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on October 26, 2013, 06:10:02 am
        Weapon pack released, link added to the list. Here's a preview.
        (http://i.imgur.com/aVf7Mfg.jpg)
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on October 26, 2013, 05:24:55 pm
        Krikey! I'd hate to get whacked by that morningstar! Talk about a can opener.  :groundal:
        Forgive my bad memory, but what is the sword 2nd from the right called?

        Yep, those are quads. Even though they don't reduce polycount (same as 2 triangles), the SoM engine handles textures on quads a bit more efficiently than for 2 triangles. I only did that on the top part on the Brazier because it was messing up the UV and the performance difference is negligible.
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on October 26, 2013, 05:47:27 pm
        The 2nd sword from the right was a failed attempt at making the Bastard Sword... I added it in, plus the alternate Mace as "Bonus" stuff. I'll probably re-package them into a "Bonus" pack when I have a few more fails, and other weapons to fill the space.
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on October 26, 2013, 07:23:28 pm
        I like it. In a lot of games the weapons look too perfect. The asymmetry gives it character.
        Title: Re: King's Field Add-ons
        Post by: dmpdesign on October 30, 2013, 06:27:46 pm
        Whilest remaking the homepage for the site, I tinked around with the old addons page that wasnt working and got it back up :D

        http://swordofmoonlight.com/SOMTools/Addons/index.php

        I would like to try to get all the new stuff that has been deposited on this site since then (probably a couple years since its worked) so we have a central place for folks to download addons and helpers etc rather than spending hours searching for the stuff on the forums.

        I am going to make a separate post with a list of what i find, and cross out the ones I add as they become available.  I am doubtful I will use the old addon site as it is quite clunky, but I will look into some better means to create a gallery for everyone's work.
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on October 31, 2013, 05:04:24 pm
        Addons are a hard thing to tackle. For example, some of my early models are so bad they are not worth including, and there are several good models floating around (like the ones in this thread) that are not scaled/converted to SoM format. I'm not quite sure what is the best way to sort everything out,  but I've been trying to collect new addons as they are posted.
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on November 01, 2013, 02:34:55 pm
        With scaling and converting, if I can get a SoM model in .OBJ/.MS3D (Pretty much anything Milkshape3D can import) format to use as reference for scaling, and I can find a program that'll convert to MQO, I'll make them like that by default... There's still the texture issue though, unless you're fine with just a UV map to make your own textures, or just polygon shading...
        Title: Re: King's Field Add-ons
        Post by: HwitVlf on November 01, 2013, 05:39:08 pm
        The attached OBJ ends up as a "2 meter" square in a game.  For reference, the picture shows a default bed and barrel object placed on such a 2x2m square as it would appear ingame. 
        Title: Re: King's Field Add-ons
        Post by: TheStolenBattenberg on November 02, 2013, 09:13:00 am
        Alright, awesome -- Thanks!

        For others who use MS3D, set your grid size to 'five' if you want to use SoM measurements... In other words, 5 MS3D meters = 1 SoM meter.