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Fat4life

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  1. Damo liked a post in a topic by Fat4life in Export 3D Model / 3D Model Format   
    Here's a test print of the Ice barrier 3d model, with another model for reference (thank you  @Kiliangg )
    Im gonna try and paint one of them to the best of my abilities, see how that goes.

    I can see it now, a Battleforge miniature game... a man can dream 


  2. Fat4life liked a post in a topic by WatcherOfSky in Social Justice in BF   
    I think the topic is being overblown to a large degree. Nocap, did anyone ACTUALLY use either card at all? Is anyone actually nostalgic for them to any degree? If I had to choose with whether I agree or disagree with the change, I'd go with agree, because I'd rather not worry about the image bothering anybody at all.
    @Fimion If you feel like "wokeness" is going to ruin Battleforge, what do you actually mean? I quite dislike the term, because it tends to be used in a way that undermines the important aspects to the movement that haven't been commercialized for profit. What about the image do you think makes it justified that it shouldn't be changed? What does it do for you? Is it because it was from the original authors; therefore we shouldn't change it? Isn't that the entire point of Skylords Reborn?

    My mind is just being blown that someone is having a semi-conniption over the change.
     
     
    Edit: Can anyone change my vote? I actually voted no without reading the post because how could I have predicted what it was actually about lol
  3. Fat4life liked a post in a topic by Cocofang in Social Justice in BF   
    Stop making it such a black-and-white issue.
    First off, the current icon is only tentative as far as I have read. For me the issue with it is simply that it's immersion breaking. It does not belong in the fictional universe. It's a throw away joke that doesn't add anything.
    The entire "male/female" class mechanic is in a shit state as well. In some instances there is no way of knowing if a unit is either and you have to try if the spell works. It's a throw away joke made into an attempted mechanic. Which is even sillier. It's not even worth salvaging.
    Pretty much the only reason to even be outraged by this is on principle because of being sick and tired of the entire topic. And I sympathize. But I bet most people wouldn't even have noticed the change because both Twilight Hag and Girl Power are abandoned concepts. Bet if you were to count the amount of times those cards have been played since release, you would barely even hit triple digits.
  4. Fat4life liked a post in a topic by Mynoduesp in MOBA game mode - Champions of Nyn   
    Introduction
    I'd love to create new content for the game but frankly I am pretty terrible at PvE map design. When I saw this post from MephistoRoss my gears started running, ideas kept popping in and out of my head and motivation as well as time I've got plenty for the time being. I don’t like asymmetrical games/modes, this is one of the reasons I’m bad at PvE design. In the reply to the post I scribbled down a couple of ideas and here is a more fleshed out variant of my thoughts.
    “My” community map idea: Champions of Nyn 
    A MOBA (multiplayer online battle arena).
    We’re going back to 2003, the release date of Defense of the Ancients (DOTA), a community map for Warcraft 3. Back then MOBA as a game genre didn’t exist and a guy called Eul released this gem of a community map into the world. Today games like League of Legends are amongst the most played and popular games ever created. My vision for this map is not to replace any of the triple A titles out there, but to apply the concepts inside of Skylords reborn. 
    More concrete vision for this map/gamemode (if MOBA isn’t a familiar genre to you I’d recommend to read the wikipedia article first): A 3v3 map with team bases at the center left and right with 2 lanes splitting the map into top, middle and bottom jungle. Best comparable with the old 3v3 map “Twisted Treeline” from League of Legends. When entering the map all players can choose one of multiple playable characters to play this round. Comparable to how you had your hero Harvester in the community map “Rise of Demon” by Emmaerzeh/Lebovin, you will unlock specific skills for your chosen character by killing minions (uncontrollable units from a team which run towards the enemy base) and monsters (jungle camps/enemy units periodically spawning in the jungle). Skill usage can be restricted by either cooldown, energy or both combined. Boss monsters will be part of the jungle giving one team an advantage over the other by granting a buff, debuffing the enemy, enhancing power generation etc. 
    Currently I have no specific idea to make use of the deckbuilding aspect of the game. The only “reasonable” thing for me at the moment is to ban every single card to prevent major balance issues. I’m up for suggestions though.
    My humble skills
    I’m new to coding but can do quite a lot of stuff in Skylords reborn inside of mapscripts. Everything mentioned in 'my idea' is doable with the skills I’ve acquired during the pandemic. But, I’m not all knowing and will need some help. Especially in map generation, as far as I know maps can be generated with pixelated images, I saw it on YouTube once. That’s pretty much all I know of map generation. Further I need to improve my knowledge of script groups which I didn’t come around playing with so far.
    My future plans
    Realising a project like this requires quite a time investment which I’m willing to do, but also proper planning. This community map won't be released (V1.0) before following milestones are achieved:
    V0.0.1 Proof of concept; playable 3v3 team game with objective and 1 playable hero (respawning) V0.1 Creatuon of map (balancing and redesign along the way)  V0.2 Minions and experience; leveling up heroes granting more power and abilities V0.3 Monsters and neutral buffs V0.4 Increase number of playable heroes to 3, make them unique (max one of each per team) V0.5 Playtest 1 (closed beta) & balancing V0.6 Increase number of playable heroes to at least 6 V0.7 Add eyecandy: Animations, cutscenes and character callouts to the map V0.8 Playtest 2 (open beta) & final balancing But before I really start on V0.1 I need one thing: Community feedback if there’s even a wish for a mode like this. What do you think? Would you give it a shot? Do you even have ideas? And would you like to be part of a small dev crew?

    Regards,
    Myno
     
    --------------------------------------------------------------------------------
    Update 14.01.2021
    The proof of concept has been made in a 1v0 environment (simulated PvP) Much data has been gathered about how to influence the gamemodes balance There's not much more to say, unfortunatly the influence I have to make this gamemode somewhat balanced are very limited without editing gamefiles - which is a bannable offense. So yeah... I'm not going to put much more hours into this project until mods/modpacks are implemented which would allow me to change specific character attributes which is in my opinion mandatory to continue. I hope to continue somewhen...
    Regards,
    Myno
     
  5. Fat4life liked a post in a topic by kggx in Export 3D Model / 3D Model Format   
    yes. However, always fairly limited on time  
    kgg_x#5888
    I mean the converter can produce quite good results if you don't want to include animations and obviously that is not needed for 3d print. 
    However I have no time atm to dig in deeper or produce a version simple enough to use for the regular user. Either a one click exe or an fully fledged version with ui
  6. fiki574 liked a post in a topic by Fat4life in Export 3D Model / 3D Model Format   
    Here's a test print of the Ice barrier 3d model, with another model for reference (thank you  @Kiliangg )
    Im gonna try and paint one of them to the best of my abilities, see how that goes.

    I can see it now, a Battleforge miniature game... a man can dream 


  7. kggx liked a post in a topic by Fat4life in Export 3D Model / 3D Model Format   
    Here's a test print of the Ice barrier 3d model, with another model for reference (thank you  @Kiliangg )
    Im gonna try and paint one of them to the best of my abilities, see how that goes.

    I can see it now, a Battleforge miniature game... a man can dream 


  8. Ladadoos liked a post in a topic by Fat4life in Export 3D Model / 3D Model Format   
    Here's a test print of the Ice barrier 3d model, with another model for reference (thank you  @Kiliangg )
    Im gonna try and paint one of them to the best of my abilities, see how that goes.

    I can see it now, a Battleforge miniature game... a man can dream 


  9. Fat4life liked a post in a topic by kggx in Export 3D Model / 3D Model Format   
    @Fat4life Here are the files you need. (different converting techniques, see what works best - also there is a standard and a damaged version [...s_0, ....s_2]) -> Can't upload here directly since it the file is too big, so Google Drive it is.

    For conversion to stl first thing in google: https://products.aspose.app/3d/conversion/gltf-to-stl

     
  10. Fat4life liked a post in a topic by kggx in Export 3D Model / 3D Model Format   
    @Fat4life:
    There are a dozen converters from .gltf/.glb to .stl^^ Since my script is in like pre-alpha state (should work fine for all meshes geometry but its user unfriendly), I'd suggest checking out solcrows app. It can export .drs (you need to unpack the files ) to .fbx however its one only model at a time. With the generated fbx you can use any fbx to stl converter. But I think he had issues with some models if I recall correctly.
    P.S.: I attached the a outcome of my script converted to stl using this converter https://products.aspose.app/3d/conversion/glb-to-stl
     
    unit_flamethrower_elemental.stl
  11. Fat4life liked a post in a topic by piersonmp3 in Export 3D Model / 3D Model Format   
    So... is there a way anyone knows of I could take these model files and convert them into something I can 3d print?
  12. Fat4life liked a post in a topic by kggx in Export 3D Model / 3D Model Format   
    Sorry for bumping this old thread.
    I had some free time again and started again to convert the old models and textures to a modern shading format. I have made this little tool in Substance Designer to convert traditional textures (Diffuse,Normal,Spec) to modern PBR textures (Base Color, Normal , Metallic, Roughness, Ambient Occlusion). It is for sure not the perfect and automated results will not give you the perfect result but I think its less time consuming and less complex than editing every single texture in Photoshop. If you got questions feel free to ask^^

    How does it work?
    Simply get Substance Player (Free on their website -> https://www.allegorithmic.com/buy/download (You need to create a account)) After installation, open my tool inside of Substance Player. Drag in the Textures on the "Place Bitmap here"-Area (_col is color, _nor = normal, _par = parameter) + Additionally you can import the .obj by draging it in the lower left area. Play with the Values untill you're happy. Press "Export as Bitmap" Specify Target Folder Specify Filename (I use this: *ObjectName*_%O)  [%O = the maps will be named properly] Press Export and you have your PBR Textures
    BF_TradToPBR.sbsar
  13. Fat4life liked a post in a topic by solcrow in Export 3D Model / 3D Model Format   
    tool for viewing BF models
    https://drive.google.com/open?id=1O0SdQE3Jo0HECUZjbLhbdauZhHoLibAU
    how to use:
    1) Drop models into "BFModels" folder
    2) run app
    3) open model
    4) press "Export to FBX" button
    5) check folder with model
    +fbx is with animations and with some magic you can use them in Unity
    there are alot of bugs and some models will not open
    Soon i will share sources for this tool
     
    example jugerrnaut model
    https://drive.google.com/open?id=1V9wyqsGUtr-XOoI9T1zuSDv4ZhDhKnCe
  14. Fat4life liked a post in a topic by Chimerae in Export 3D Model / 3D Model Format   
    Vileblood be like: bro pass me that joint
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