RealmCrafter are finally opening the floodgates!!!

Miscellaneous Forums/General Discussion/RealmCrafter are finally opening the floodgates!!!

http://www.realmcrafter.com/catalog/index.php

Lots of content emerging.

Animal packs 1 and 2 are there.

No sign of character packs yet - but I bet the little stinkers are on their way.

woo, woo - woo, woo - woo, woo, etc.

Click '3D models' for the sub catagories.

There are better pictures here of what you can get and, HOPEFULLY, what is coming.

http://www.realmcrafter.com/Content.php

01/08/06- Status of the Online Store Front...

We have been working hard the last 2 weeks, to get the store up and running and fill it with products. We have got a few new additions this week, and we have a lot more on the way! Here is a few new products:

Cave Editor: This unique tool is a must have for the endeavoring game developer. Create complex caves and caverns. Using a simple Boolean operator this tool will catalyze and create compelling caves.

Persian Pack: Due to the ever-growing community content is always needed! With this pack create Persian paradise by powering your zones with these models. Fully textured with hand painted textures.


Sci-Fi Interiors: Need to create interiors? Quickly? This is the pack for you! With over 100 pieces, tried and tested, create the perfect sci-fi genre interior. Failing that edit one texture to customize and revolutionize your game.

Animal Packs 1 & 2: Pens missing pigs? Landscapes missing lions? With these packs you can bring your landscape to life, with realistic textures and 8 animations, you'll wonder what you ever did without them.


Pretty mixed quality there. The scifi interiors pack looks very poor quality compared to - for example - the Persian pack.

Wow! This has everybody talking! Yippeeeeee!

Yeh, not all of it is of interest to me - but the character packs are so very rare - I hope the human/NPC character packs are coming soon.

I've emailed them to tell them to keep them coming.

READ BEFORE YOU START PURCHASING

Some of the content in the 'Shop' section is designed to work with only with the RealmCrafter app.

I've ordered both animal packs.

Their site allows you to either pay them directly or use your own Paypal account.

Mmm, I was sitting here waiting for email links. The download links appear on their site in your account section. This could be handy - I assume you can always have them their to download.

There is no horse in the animal packs. The site features 23 animals, but 11 in each pack (22).

I'd hazard a guess that there might be some kind of horse pack due - maybe with riders - who knows? I hope so.

Here is the missing horse:


Here is the missing Arteria horse:


If anyone spots either of them, then give me a shout.

Damn, I just realised something.

All the RealmCrafter media is going to face the wrong way on the Z axis. As, I discovered some weeks ago and was confirmed by BasilStudio:

I am aware that the b3d models are flipped though that is intended as i optimized the models for the
Realmcrafter Engine that require the models to be like that. Though you are right its a good idea to include a normal version.


Sniff.

Yippee! More media for everyone to not bother finishing a game with. Can't wait!

Well, the problem is, I have been unable to successfully flip the meshes on the Z-axis. Almost did it, but the anims are still slightly screwed up.

I'm going to ask the RealmCrafter peeps to redo the .b3D ones.

> Well, the problem is,

WHO are you talking too? :)

According to a post, by one of the MS admins, I found on MilkShape's forums:

There is no rotate all tool available. You have to rotate the mesh, the root bone in reference mode and the root bone at all set keyframes in your animation. There is no need to redo the rest of the animation.


Anyone care to decipher what he is talking about?

"Matty" had previously stated (some 2 years ago):

After loading the model into Milkshape make sure that ANIM is turned off. Select the root bone. Select rotate. Type 90 degrees, 180 degrees or however much you want it to rotate. Do Not use the mouse to rotate it but enter an exact value. Then repeat the process by selecting all the vertices, select rotate and type the same angle into the text boxes. Once again do so by entering the values directly rather than using the mouse to rotate.


So, "Matty" is partly right coz I tried it and found some success with my version (I worked this out myself):

Load the model in MilkShape
Using the right-hand (Model/Groups/Materials/Joints) menu - click on the 'Select' button in the 'Model' Tab
click on the 'Joints' tab - select the ROOT bone (probably the top bone in the list)
Click on the 'Model' tab - click on the 'Rotate' button - this brings up 3 boxes for X, Y and Z
Type in 180 into the 'Y value input box' - click the 'Rotate' button which is to the right of the X, Y and Z boxes
Now use the click on the 'Edit' menu in the title bar and choose 'Select All'
Now in the right-hand menu system (make sure you are still on the 'Model' tab - you will see 'Rotate Options' (just above the Z, Y and Z input boxes) - It will proably be at the default 'Centre of Mass' - change this to 'Origin' by clicking the 'Origin' option.
Whilst still in the 'Model' tab, just click the 'Rotate' button again - the value will still be set to 180


So, what am I missing in all of this? My way and "Matty's" still results in a slightly screwed-up skeleton (when you animate it - it looks okay when static). What's the MS admin guy mean when he says:

You have to rotate the mesh, the root bone in reference mode and the root bone at all set keyframes in your animation


Exactly how do I do the 'keyframes' bit? Can someone explain that bit to me, then I'll give it a go.

"Matty" said to make sure 'Anim' was off. However, surely to advance Keyframes, it has to be on?

If I toggle 'Anim' in the bottom right corner then it allows me to click the 'Goto next keyframe button' which is what I think the MS admin guy is talking about.

However, clicking on 'Goto next keyframe button' doesn't do anything - I was expecting it to jump to the start of each individual animation - however, it doesn't work at all - I tried some other models and it didn't work on them either.

I assume I need this button to work, then I can rotate the ROOT bone at each Keyframe?

Mmm, I have discovered that the 'Goto next keyframe button' works but only if I select any bone other than the ROOT.

Anyone know why that is? Is it normal or are these models not set up right?

ps the models are in native MS format.

Make the model a child of a pivot and rotate the model 180 degs (yaw) relative to its parent, which you use for motion. You don't need to faff about re-rigging stuff just because the model is pointing the wrong way.

"Boydy" suggested that to me previously. I didn't do it as I was determined to fix it myself.

However, on second thoughts - I might just try that option.

I've asked the RC people to fix the models.

So, I think I will give up faffing about with the models - i don't really know what I am doing - but at least I tried.

Right, pivots it is then.



Curse you HE-MAN!

(Click image for a sepcial surprise!)

GREAT NEWS


Hello,

Yes, we had to face them in a way that worked for the RC engine. It is easy to reface them in fragmotion and in milkshape. However, your point is well taken and we will reface them and make an update to the pack.


Hurrah!
Hurrah!
Hurrah!

It's amazing how many things I put right for this community when it comes to media.

Woof, woof.

Heheh, I've seen that He-Man before. HAve you seen the one where he goes raving with Lion-o?

Just watched it. Not funny at all really. :-)

I prefer models that face away from the camera. It would help me from creating a parent pivot and rotate them.