Platinumoxicity on 29/1/2014 at 14:53
Hi, I'm 3D-remodeling Bafford's Manor in a modernized way, not "next-gen" type of "modernized" -I mean Resident Evil Remake type of modernized. Meaning that every room has a purpose, and nonsensical architecture that doesn't support the level design balance is made more sensible. No polygons for round things are spared, empty rooms are populated with stuff and new areas are added where they fit, for example stables and a supply gate, in the back of the servants' quarters.
I have been able to model the whole place out of memory alone, except that I'm struggling with the underground areas. It's easy to figure out which room goes over which one based on floors and stairs in a building, but underground areas that connect indoor areas to outdoor ones are tricky to remember. I was wondering if someone could fire up the ol' DromEd and give me an ortographic top-down projection of the basement areas of the manor, and the sewers too? I could overlay the image on top of my floorplan and fit my design with the old architecture.
I'm also making the model game-friendly, so it can actually work properly in a game engine. My plan is to remake the textures in high resolution and to also give them normal and specular maps.
Platinumoxicity on 30/1/2014 at 09:50
Thanks. That's exactly what I needed. Now to interpret those boolean brushes into geometry.
R Soul on 31/1/2014 at 16:42
NewDark allows missions to be exported in obj format.
wr_export_obj
The result can be quite messy but it may be of use:
(
http://catmanofiowa.com/RSoul/bafford_obj.zip)
The .mtl file contains references to the original textures. The paths are absolute so you've have to substitute your own folder structure if you want to see them.
Platinumoxicity on 31/1/2014 at 18:20
Quote Posted by R Soul
NewDark allows missions to be exported in obj format.
wr_export_obj
The result can be quite messy but it may be of use:
(
http://catmanofiowa.com/RSoul/bafford_obj.zip)
The .mtl file contains references to the original textures. The paths are absolute so you've have to substitute your own folder structure if you want to see them.
Interesting... If I do want to use the textures, how will I find out the proper folder structure to use?
Platinumoxicity on 1/2/2014 at 15:47
Quote Posted by R Soul
The result can be quite messy
You no-good, taffin' liar! The import was
absolutely flawless! :laff: