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English Free Stranded II 3D Models

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Poll Poll

What would you like to see more of?

Only registered users are allowed to vote
High detail with high poly count models (Anaconda)
16.13% (10)
High detail models through texturing (Drum)
66.13% (41)
Low detail with high poly count models (Jerry Can)
6.45% (4)
Low detail models through texturing (Paper)
11.29% (7)
62 votes cast

old Poll Free Stranded II 3D Models

Psytechnic
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This has been going on a long while now and I've made many models for you mad modders out there, but trying update this post each time I make a new item is taking too long, so now, I'll be releasing models along the pages of the threads and when I hit a good number like 30, I'll release a pack that contains everything...

Psytechnic's Stranded 2 Model Pack v1
http://www.unrealsoftware.de/files_show.php?file=5478
-This is my first pack of 30 that have models to varying degrees of quality as I learned new techniques in 3D modelling

The file description contains all the detail you will need about individual models in the pack.
edited 50×, last 08.03.11 09:36:55 am

old Re: Free Stranded II 3D Models

Psytechnic
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Just added Swiss Cheese. Gonna get working on a chisel... Added Wooden Stairs. This can make it really easy to get on a hut or can make a steep incline look tidy, either way, it uses "planks.jpg" from the original game for the texture map. Thanks to DC for letting me use it.

old Re: Free Stranded II 3D Models

Lion_Hearted
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I downloaded the program... (Nice program Vectar! Made with Blitz 3D programing by the looks of it.)

And I just wanted to add a little thing here...

Use the arrow keys and mouse to navigate the model...




@DJ-Menj What do you mean by script? Do you mean script that will allow you to see a model? Or do you mean script as in, making an egg nest produce birds or eggs or BOTH!

old Re: Free Stranded II 3D Models

Psytechnic
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Lion_Hearted has written
I downloaded the program... (Nice program Vectar! Made with Blitz 3D programing by the looks of it.)

And I just wanted to add a little thing here...

Use the arrow keys and mouse to navigate the model...




@DJ-Menj What do you mean by script? Do you mean script that will allow you to see a model? Or do you mean script as in, making an egg nest produce birds or eggs or BOTH!


Ok, I can see what he means here.

These packages only contain the model files needed to put into the game. They do NOT include a file that actually adds it to the game like "objects_psyetchnic.inf" or "items_psytechnic.inf" because different mods change the "game.inf" values for max units/objects/item so I can't guarentee that I would assign an ID that is not already used or within range.

This means you have to add the object to your mod yourself by opening/creating an "objects_<something>.inf" or "items_<something>.inf" file and add a new entry for the model with a name=, an AVAILABLE id=, model= and icon= etc. and specify the new model as the new object.

For example, create a new object file called "objects_psytechnic.inf" in your sys folder, then open it in notepad and add something like this (Statements enclosed in <> are instructions for you to read, NOT to copy :D):

### <Item name, in this case "Stairs"> This is purely for your own reference. Any line beginning with '#' is ignored by the game.
id=<UNUSED ID IN RANGE!>
name=Stairs <how it will appear in game>
group=building <Stairs is an example of a building. If it were an item, we'd be writing this in "items_psytechnic.inf">
icon=gfx\PsyMod\test.bmp <This is the path from the GFX folder in the "Mods" folder and NOT the "sys" folder, I DO NOT include an icon file with the models. You can make one yourself.>
model=gfx\PsyMod\WoodenStairs.b3d <This is the path to the model file>
health=200 <Building strength>
mat=wood <material = ...>
description=start
Stairs... For climbing...
description=end

As for the colts, I'd love to Vectar. But I must warn you, before I accept to do that, you have to understand that I hate textures. They make a model look flat so I add detail in the geometry itself (Have a look at my cheese...). So, the models I create will have a massive amount of polys and vertex. If you're ok with that, then I'll get started on it after the chisel... Oh and as I said, I'm still getting back into the designer, so they won't have animation, but damn, they'll be high detail...

old Re: Free Stranded II 3D Models

Vectarrio
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I don't need animation, and textures... Dont care about that. Can you just... export that models in ms3d or 3ds?
Lion_Hearted has written
(Nice program Vectar! Made with Blitz 3D programing by the looks of it.)

You must say this not to me, but to other man, who made this awesome thing
edited 1×, last 22.01.10 11:38:17 am

old Re: Free Stranded II 3D Models

DJ-Menj
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Psytechnic has written
Lion_Hearted has written
I downloaded the program... (Nice program Vectar! Made with Blitz 3D programing by the looks of it.)

And I just wanted to add a little thing here...

Use the arrow keys and mouse to navigate the model...




@DJ-Menj What do you mean by script? Do you mean script that will allow you to see a model? Or do you mean script as in, making an egg nest produce birds or eggs or BOTH!


Ok, I can see what he means here.

These packages only contain the model files needed to put into the game. They do NOT include a file that actually adds it to the game like "objects_psyetchnic.inf" or "items_psytechnic.inf" because different mods change the "game.inf" values for max units/objects/item so I can't guarentee that I would assign an ID that is not already used or within range.

This means you have to add the object to your mod yourself by opening/creating an "objects_<something>.inf" or "items_<something>.inf" file and add a new entry for the model with a name=, an AVAILABLE id=, model= and icon= etc. and specify the new model as the new object.

For example, create a new object file called "objects_psytechnic.inf" in your sys folder, then open it in notepad and add something like this (Statements enclosed in <> are instructions for you to read, NOT to copy :D):

### <Item name, in this case "Stairs"> This is purely for your own reference. Any line beginning with '#' is ignored by the game.
id=<UNUSED ID IN RANGE!>
name=Stairs <how it will appear in game>
group=building <Stairs is an example of a building. If it were an item, we'd be writing this in "items_psytechnic.inf">
icon=gfx\PsyMod\test.bmp <This is the path from the GFX folder in the "Mods" folder and NOT the "sys" folder, I DO NOT include an icon file with the models. You can make one yourself.>
model=gfx\PsyMod\WoodenStairs.b3d <This is the path to the model file>
health=200 <Building strength>
mat=wood <material = ...>
description=start
Stairs... For climbing...
description=end

As for the colts, I'd love to Vectar. But I must warn you, before I accept to do that, you have to understand that I hate textures. They make a model look flat so I add detail in the geometry itself (Have a look at my cheese...). So, the models I create will have a massive amount of polys and vertex. If you're ok with that, then I'll get started on it after the chisel... Oh and as I said, I'm still getting back into the designer, so they won't have animation, but damn, they'll be high detail...



Thanks.But I cant see them.

old Re: Free Stranded II 3D Models

Lion_Hearted
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Oh... and that would be?


@Dj-Menj


Ok... I think I have an idea on what your asking...


its quite simple... take the staircase for example, put the b3d files into the stranded gfx folder, and also put the bmp or whatever files into the same folder... Go to the stranded 2 sys folder, go to buildings, and copy the script for........ the hut lets say... put it down at the bottem, change the ID number, change where the model is going to... Change the icon picture, (if an icon picture is included) and start looking and seeing what else you need to change. I started out learning by myself by just doing that... i'm not the best programmer, but I know how to do quite a few of the basic things.
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