View Full Version : 3D Crafts from PULSE
alien99
13th February 2008, 10:16 AM
I saw the custom skin editor and my Question is (specially for game developers or designers) IS THERE ANY CHANCE TO OBTAIN A 3D MODEL OF THE INGAME CRAFTS?....for the skin editor in flash-the ship must be loaded.
Is there a way to extract from flash that 3d model?...It will be much easier to have a RIGHT 3d model for my texturing.....
More of you know me during papercraft modelling of the wipeout pure crafts...It will be much easier to have the original model from the game for the best proporcional papercraft.
....The 3d model´s best format is 3ds or dxf for me.
...is there any chance.....any help ?....:rolleyes::(
Fascia
13th February 2008, 10:43 AM
Actualy, it's probably possible using some sort of frame buffer dumper, because I absolutely love your papercraft, I'll definately have a look into it.
sakerbax
13th February 2008, 12:40 PM
yeah pepakura is cool i used it to make a quake3 rocket launcher =)
kekken3
13th February 2008, 02:39 PM
From your mouth to God's ear, Alien!
Someone from high above help this man, please! I can't wait to be able to make a cardboard Pulse Piranha. :hyper
MarcoM
13th February 2008, 03:08 PM
Yeah, I was drooling over you paper models a few weeks ago. Great stuff.
I hope somebody from SL will see that this is something that can be given for free ;)
(don't worry I will pay for the 2nd pack tomorrow :D)
Amaru
13th February 2008, 08:52 PM
I'd love a way to get my paws on those models too as I will need those for a personal art project. :3 I've already been modelling some of the ships but my models aren't really Pepakura-friendly. =^.^;=
Nightstalker
3rd March 2008, 02:02 AM
Does anyone know if there are actually some 3d models of the crafts anywhere or is anyone possibly planning on making any? Old or new it doesn't matter.
q_dmc12
3rd March 2008, 03:59 AM
defor's site (http://www.eastrain.com/?cat=3)
You'll need Macromedia Director MX 2004
defor
3rd March 2008, 12:22 PM
Nah, I've posted them there in Wavefront .OBJ (with texture mapping coordinates) and raw .DXF.
Most modern 3D apps can open of import OBJ, but if you need a different format and texture coordinates intact (aka DXF isn't good enough), drop me a line.
Fascia
3rd March 2008, 12:58 PM
Defor, I'm currently porting the models you provided into garrys mod (a task easier said than done, the collision models are ****ing hard to get done acurately) To make the pack diverse I've been making the air-breaks seperate props, I noticed that ag-systems doesn't thave any air break models, is this a result of your porting, or did the original just not have any?
defor
3rd March 2008, 06:37 PM
ag-sys actually has them, but they're the rectangle op top of each of the ridges in the middle of the back wings... to the outside of the exposed sections...
apparently on the in-game version the model is the same, there's just an additional poly there that pops up..
(so how do i make images in-line and not just attached?)
http://www.wipeoutzone.com/forum/attachment.php?attachmentid=280
Lion
4th March 2008, 09:00 AM
(so how do i make images in-line and not just attached?)the method you've used there is to attach the image, to put it inline you need to deep-link the to the image on a webserver somewhere within [img] tags
defor
4th March 2008, 02:23 PM
aha! I had forgotten about the pseudo-html tags thanks for future reference
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