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Post Info TOPIC: Open Licence Assets


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I've found many textures that can be use ingame. Therefore, some miss normal map or aren't in a appropriate rez. Still, there is some very nice assets available biggrin

I add what I like in my devianART favourites aww Look at the SpiralGraphic gallery for all the assets smile



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Amateur UT mapper

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That's a nice list you've compiled Steve, i'll add those to the first post. Thanks for contributing.

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Good idea of adding my devianart account. I suggest you add (located in the Meshes, Textures gallery) or someting alike in your first post.

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Feedback-Master ..

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I am trying to use some of Nobiax's plants for my Temple map. Do you have an .ase file for version 1 of the Fern? I redownloaded your .ase pack, but didn't see it in there.

EDIT: I couldn't find one for the Parviflora plant.



-- Edited by Odedge on Monday 3rd of October 2011 01:27:28 AM

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Well I guess I my must have forgot, Ops confuse

Funny coz I had it all prep in blender.  Well anyway here it is Parviflora

I'll include it in an update abit later.



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Feedback-Master ..

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Thanks, I am digging Nobiax's work and you converting them has saved me some time as well. Back to adding more foliage.

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Open Game Art has some nice stuff

I found a nice crossbow (low poly) 572 tris there.  (source location)

crossbow512.jpg

So I converted it to .ase and touched up the texture maps a little.

Low poly Crossbow  3.3MB



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Cool biggrin

Again, THX for sharing wink

I wanted to know if you plan to convert latest Nobiax pack to ASE (3D plants textures, etc) because I would like to use some confuse



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Amateur UT mapper

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Hey Steve, your always welcome :)

I haven't looked at his latest pack, but I was under the impression the previous meshes (the planes) would work?

I'll look into it if anything special need to be done, cheers.

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Some new assets:

Nobiax plant pack 4 Link

and Modular Urban Static Mesh Pack - by Sneaky_Ferret

Forum Pics: Link

Download: Link

Edit: Link updated.  First post also contains full listing of assets.



-- Edited by Achernar on Sunday 23rd of October 2011 05:56:36 PM

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Feedback-Master ..

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Cool. I might use some of those 3D plants in Temple.

Can you please fix the Forum Pics link for the Sneak Ferret link?

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THX for the new links :D

But Sneaky_Ferret files are in *.FBX so we can't use them :(

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That .fbx thing slipped my mind, but posting at 3am didn't help either.  doh

I found a pipeline for converting to ase. I'll upload shortly...



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Feedback-Master ..

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Achernar wrote:

That .fbx thing slipped my mind, but posting at 3am didn't help either.  doh

I found a pipeline for converting to ase. I'll upload shortly...


Drink more caffeine!  Also, please share pipeline in the Blender thread? for the FBX to ase., unless it's just a simple import export process?

I don't know if this really applies to this thread (compared to the Blender Practice thread), but I ran across this thread that has 50 high quality bolts (alpha/specular?/normal).

I saw a video that quickly shows how to use the alpha textures in Blender's Sculpting mode, which could then be used to bake onto a normal map texture.



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Amateur UT mapper

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Arh I don't think the caffeine drip can go any faster - May need to upgrade to a wide bore IV.

Well my approach is very simple, I just used the Autodesk FBX converter make the convertion from fbx to obj and import into Blender.  But not all UV are in the same place - so this is bit more tricky than I first thought. doh

That vid is an interesting approach, kinda similar to using font vector graphics to make models or 3d letters/ symbols. Thanks for posting.



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Here is my quick attempt (3 + hrs) at converting those meshes to ase. I have not tested these to ensure there are no errors. All meshes do not have collision set up but geo is simple enough to be handled inside the editor. But they do have 2UV's, no thx to the converter...

If you report errors I'll try an fix 'em

Modular Urban Meshes



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If I'm not mistaken .obj only supports one UV set. That would be at least an explanation for your problem. Is there no FBX importer available for blender? I can export those .fbx models directly as .ase with 3dsmax if someone is interested.


Sculpting via height/displacement maps is very nice, I use this alot with Mudbox at the moment for creating tileable meshes.



-- Edited by mAlkAv!An on Tuesday 25th of October 2011 09:24:23 AM

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Nobiax has just updated his Palm trees to V2

A Re-bundled archive that includes the textures with ASE model (includes UV lightmap and collision)

Link 2.9MB



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Here's a picture of what they look like in case someone wonders:

palm_tree_v2_by_nobiax-d4ey4ad.jpg

I have to admit, these textures are top notch, sadly those are still not the style of palms I'm looking for. They look way to delicate and as if someone would take care of them. cry

I would like to see these palms (the two high ones on the next picture):

1241259.jpgmexican_fan_palm_sm.jpg

They're massive, look dry, uncared, etc. and perfectly fit the style of my map.

I wonder if Nobiax will make some someday...



-- Edited by Sly on Friday 4th of November 2011 01:44:34 AM

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Achernar wrote:

Nobiax has just updated his Palm trees to V2

A Re-bundled archive that includes the textures with ASE model (includes UV lightmap and collision)

Link 2.9MB


 

THX for the conversion bud biggrin

He also release another bomb mesh, look neat smile



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@Sly
Well to a degree you have those texture map at your disposal, you one could retouch some of those leaf edges to make it look dead /faded. I wonder if using some the dry grass meshes could help achieve the look your after as an alternative.?

Well I have no idea how Nobiax would respond to such an idea but I can say that he does respond to all posts on his deviantart page.

@Stevelois
Your welcome. I'll wait a little while for a build up on newer meshes and release an augmented version of the pack. Unless you have a specific map in need of this asset?

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Well, I'm not planning to use his new bomb mesh soon but the more we have, the better :)

Just go at your own rythme. I just wanted to mention his new bomb in case you didn't saw it.

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The other day I created my own mesh to use with Nobiax's 3D Plant textures. They came out better than a criss-cross pattern, but I messed up and there was still a noticeable "hole" in the middle of the mesh.

As some of you know, Nobiax just released some assorted 3D plant meshes (no textures) for various plants/grass textures. Since I needed new meshes, I decided to convert them into .ase and ninja Achernar for once!

You can download them here.

Achernar, feel free to duplicate them where you normally would host them and add them to your Nobiax ase pack. Let me know if I messed something up. hmm



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Hehe Nija'd indeed !

Well they all check out fine - no problems to report :)

Thanks will do, I'll probably get around to making the update in about a month ;)

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THX Odedge for the ASE conversion / publishing :D



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Hi everyone,

this might not be a good thread for introducing myself and sure it isn't kind to ask for a favor already in the first post =/
I am pretty new to mapping and all those stuff but I am willing to learn! :)
For now I am working on an island map but since I just started with mapping everytime i try something new i first have to read a tutorial or read in forum. That's why i found this forum, because i wanted some palm trees on my island.

Well i saw that you already converted the palm tree V2 from Nobiax but i could need a tree that is a little more curved just like those on the new package from Nobiax to find here: http://nobiax.deviantart.com/#/d4ubkmz
so i wondered if someone could convert those into .ase files too (or maybe tell me how i can convert them myself would also be fine)

I promise to give a more detailed introducing (at the right place in this forum ^^") and maybe can post some screenshots of my results in the unreal editor. You sure can give me some advices to make things better...
(and sorry for my bad english, i hope this all was understandable...)



-- Edited by unknown2604 on Monday 9th of April 2012 08:03:43 PM

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welcome aboard mate and ur english is perfectly understandable....@ least not worst than mine haha^^

...i think some uof mates like malkav and diesalot(DM-ParadiseIsland if i m correct) worked on/with tropical vegetals, not sure if it was on nobiax pack or on self made models

 

edit: got it...Achernar converted some of them in ase. in this pack:

http://forums.epicgames.com/archive/index.php/t-802310.html



-- Edited by Bl!tz on Monday 9th of April 2012 11:24:39 PM

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Unreal Old Friend

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ah yes, thank you :)

I already got this pack. But i hoped to find a more curved palm tree somewhere, like the one on Nobiax new Package.

He has got one palm tree called "palm_bend" in the pack wich comes close to what i was looking for. But since it's only .obj and .FBX i don't know how to use it.

Maybe i can find some good tutorials how to convert them myself. But i think there is more to it than just import .obj and export .ase? And i didn't work with programs like blender yet.

Well I will first use the plants from the pack you suggested. Maybe i can get a good looking island with that too! biggrin

 

edit: just to avoid misunderstandings... the plants in this package from Nobiax are great too and i planned to use them anyway, but it's only the palm isn't quite that what i was looking for^^



-- Edited by unknown2604 on Wednesday 11th of April 2012 07:55:25 PM

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calculating Pi by hand

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In fact it's not much more than importing .obj and exporting it as .ase afterwards. For blender all you need is a .ase export script since this is not supported by default.
I can convert this model for you, will take some minutes only.

 

Edit:

http://www.mediafire.com/?rxhgaq8ldxrjxo1



-- Edited by mAlkAv!An on Wednesday 11th of April 2012 09:58:17 PM

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Unreal Old Friend

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hey thank you very much. Those palm trees work great for me =D
I only have trouble with lighting but this seems to be a problem with my used skylight. I will try some directional lights instead.

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calculating Pi by hand

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These models don't have a separate uv layout for the lightmaps, thats why static lighting won't work this way. You can try vertex lighting in case you didn't do so already.

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