Author Topic: King's Field paper models  (Read 4518 times)

Offline HwitVlf

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King's Field paper models
« on: March 29, 2011, 11:05:10 pm »
If anyone is interested (Martin still around?), there's a neat program which creates a blueprint for a paper figurine from a 3D model.
I made a quick man trap model to test it and it seems to work pretty well. You just print the plan out and fold/cut into a figurine.
It would be cool to have some KF model kits available.

Offline Verdite

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Re: King's Field paper models
« Reply #1 on: March 30, 2011, 07:56:05 am »
Thats really nice. Btw did you design this mantrap in 3d?

Offline dmpdesign

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Re: King's Field paper models
« Reply #2 on: March 30, 2011, 01:52:12 pm »
It was probably ripped from the psone game Ben.

John that looks sweet, trying to think who i want to make first, maybe guyra:)
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Offline HwitVlf

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Re: King's Field paper models
« Reply #3 on: March 30, 2011, 04:40:09 pm »
Actually, I made that mantrap model myself. It's an easy subject because its symmetrically mirrored. I suspect the game models would have too many polygons to use with pepakura but it would be interesting to try- it might work for a simple ripped sword model.

Offline Verdite

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Re: King's Field paper models
« Reply #4 on: March 30, 2011, 07:21:23 pm »
Its beautiful, looks so alike to the original. Will this enemy be in you're game, and if so, could you gimme a few pointers on animation speed with keynote? I really should spend more time helping you with mdl and cp functionalities...

Offline HwitVlf

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Re: King's Field paper models
« Reply #5 on: March 30, 2011, 08:10:48 pm »
I loaded screen-shots into the background for Metasequoia as a pose for the model, so it was pretty easy to get the proportions right.
I wasn't planning on using that model for SoM because it's so specialized to pepakura (low-poly, single sided etc), but a decent mantrap would be a good additon. The ones that came with SoM look funky.

The 'FPS' setting in Keynote controls the final animation speed in SoM and it seems to work normally ie a 120 frame animation set to 60FPS will last 2 seconds in-game. I've had a weird blank-menu effect in SoM when I tried to make an Enemy with an extremely long animation (ie ~2 minutes long) so I would keep it short.

As far as CP/PRFs, it seems to work perfectly, with NPCs, to borrow those files from any other NPC. But, I don't understand Enemy PRF/CPs fully yet and I don't think Diver does either. but, I'm pretty sure you could make an enemy with physical attacks similar to an existing enemy and borrow the CP/prf from that enemy.
« Last Edit: April 02, 2011, 03:06:12 am by HwitVlf »

Offline dmpdesign

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Re: King's Field paper models
« Reply #6 on: March 30, 2011, 09:06:40 pm »
Wow john, thats amazing, it looks picture perfect!

I know what is on my wishlist for enemies....the KRAKEN!
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Offline HwitVlf

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Re: King's Field paper models
« Reply #7 on: March 31, 2011, 05:13:34 am »
I think the Kraken would be easy enough to model, but I don't know how well SoM could do the two-stage death part. 

Offline dmpdesign

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Re: King's Field paper models
« Reply #8 on: March 31, 2011, 04:57:32 pm »
Agreed, but to be honest, you could only get the thing to die that way for a few levels anyways until it became one shottable.

I would just be overjoyed at the regular model with one death animation :)
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Offline Verdite

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Re: King's Field paper models
« Reply #9 on: March 31, 2011, 05:03:16 pm »
As soon as i get my demo up and running, ill do my best to get my hand in with  custom MDL's as i'm sure its not easy working on this by yourself, but trust me ive all interest in this.