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Metroid:SfS Models and Skins

04-10-2005, 04:20 AM#1
FriendlyWarlord
Hi, I'm back with an organized and updated list of models and skins that I need for my map, "Metroid: Search for Samus". I should be getting some of the old metroid:prophecies models, so now I have a much better idea of what I will be needing.

Don't let the big-looking list scare you away, even helping with one model or skin is a big help! I can make/edit the skins for the custom models, but I will need help with the skins in the skins section. Remember that the map is meant to be played on bnet, so a low poly count is good. The models and skins don't need to be perfect or detailed, they just need to be recognizable. They don't even need to look that great, they just need to be made =P. Click the link in my signature for more information on the project, or PM if you want to see the map so far =]



=====-----
---=== MODELS & ANIMATIONS ===---

(COMPLETED)--== Door ==--
Shown in the picture below, on the right. I've completed the skin, tell me if you need it. The path is "textures\mortarteam.blp"

It needs 'stand' and 'death' animations, but the blue door simply dissapearing should be enough. If you want, you can make it open up in the middle, and make a birth animation where it closes.

(COMPLETED)--== Tunnel (between two doors) ==--
The thing on the left side of the picture, same skin file as the door.




(COMPLETED)--== Breakable Block ==--

Basically two cubes on top of each other [Edit: ONE CUBE]. It needs a 'death' animation where it dissapears, but if you want to go the "extra mile", this picture shows the ideal animation. The two cubes basically twist and shrink into nothing, and the 'overhead' attachment point dissapears. The birth animation is the exact oppisite.

For the skin, each face could just have "Abilities\Weapons\RockBoltMissile\rocktile.blp" on it.




(COMPLETED)--== Chozo Statue/ Torizo ==--
This model would be good as an edit of the owlbear/wildkin model, although a whole new model would work too. I attempted to reskin the owlbear but it didn't work very well, so I'll need someone to skin the model as well. It also needs one or two new animations.

Custom animations: sitting (with hands cupped), getting up from the sitting position (isn't absolutely required, but it would be nice)




--== Power Suit (ei. your character) and Samus ==--
[UPDATE]
This one's from the prophecies mod, but there are several things that need to be fixed or added:

[edit] removed the old confusing description, here's the new one:
Quote:
-= Reanimating the Power Suit =-

Yes, the Samus model needs some MAJOR changes with the animations and attachment points. However, there are no changes with how the model actually looks (besides growing it).
[edit] The 'stand', 'stand ready', 'walk', and 'attack' animations from the old model will be used.

First of all, the scale of the model needs to be 70%-100% bigger, so the effects attached to it are the right size.

And now, the big scary list of animations:

Walk - (same as before)
Stand - (same as before)
Stand Alternate Fifth (not quite sure how to name this one) - Standing upright with gun facing down (like when Samus faces the camera in the 2d games). Used for saving, etc. It plays ONLY when triggers tell it to.
Stand Ready - Holding arm cannon. (same as before)
Attack - Same as previous, but with some kickback. (same as before)
Death - Just dissapearing after half a second would be ok.
Morph - Quickly curls up a bit, used for morphing into a ball, crouching, AND jumping.

Jumping animtations:

Stand Walk Alternate Second (or something like that) - Plays this animation ALL THE TIME when jumping. (When you're jumping, you morph into a different unit.) Basically the model is curled up into sort of a ball, and slowly spinning forward.
Morph Alternate Second (Optional) - Landing a jump, should be a very short animation. Quickly uncurls, feet land on ground, etc.

Ball animations:

Stand Alternate Third - Ball sitting on the ground. (You can remove the particles for all these animations if you want)
Walk Alternate Third - The ball spins around =O (same as before)
Morph Alternate Thrid - Quickly unculs into a standing position, the ball just dissapears.

Crouching animations:

Stand Alternate Fourth - Crouching on one knee, gun not pointed upright. (You can't shoot when you're crouching)
Morph Alternate Fourth (Optional) - Standing up from a crouch.

Attachment points:

Don't worry, it's almost over! Here are the attachment points I need on it:

origin
overhead
head
chest
weapon
foot, left (only needed when standing)
foot, right (only needed when standing)

When you turn into a ball, all the attachment points (except for origin and overhead) should go to the centre of the ball.



(COMPLETED)--== Metroid ==--
Another metroid mod model. If it doesn't already have them, some attachment points may need to be added.


(COMPLETED)--== Ship ==--
I can use the metroid:prophecies ship for this one, although I think I'll reskin it with different colours.



=====-----
---=== SKINS & TEXTURES ===---

--== Sidehopper ==--
I have a slightly edited model of the Battle Golem, which needs to be skinned. The model is basically the same as the battle golem, but with everything above/including the torso gone. The picture in the top right there shows the colours for the skin, and the sprites on the right are the closest to what it should look like. The model is available on request.
The skin path: "Units\Creeps\GolemStatue\GolemStatue.blp"




--== Torizo ==--
A skin for the owlbear model. [edit] I've decided to try this one first, so I may not even need help with it.
Path: "Units\Creeps\Owlbear\HeroForceOfNature.blp".




--== Wall Tile ==--
A high-tech-looking wall texture, to accompany the floor texture I already made. It should be covering up the floor texture underneith; just look at the picture to see what I mean.

The tileset is Dalaran Ruins, and you can use any cliff tile skin to get started. To test it in the game, you must import it with this path: "ReplaceableTextures\Cliff\Cliff1.blp". You can see it in wc3, but in the map editor the new skin will only show up on elevators (and maybe some other doodads).




--== The Interface ==--
Doesn't make a lot of sense to be playing the map with a castle wall at the bottom of the screen, right? This series of skins is pretty much up to the creativity of the skinner. Or I can come up with more ideas/sketches if need be. Basically the inside of Samus' helmet from Metroid Prime would be a good starting point. Nothing should be copied exactly from it though; it needs to fit with the warcraft interface. For the colour scheme: A darkened white (what white looks like with low lighting), with light blue/cyan lights. Or something else, as long as it looks ok. Here's a picture I threw together, something like that would be ok.



[edit]
I've made all of the interface except for the top and bottom borders (the "helmet" part). I'll try to skin those too, though.


--== Zoomer ==--
[edit]
I'm going to use the giant turtle skin for this. In the top right picture, the cyan/blue areas should be clear (and not blue), so the team colour can go there. And the bottom jaw has a clear part in the middle for the... mandibiles (i think)? So, reference pics at the bottom, but use the colours from the top-right pic.
Path: "Textures\GiantSeaTurtle.blp"





====----
Well, that conludes the list of models and skins. Again, any help is greatly appreciated, and I know the map will be really fun even without good models and skins. But they would still be nice to have...
Any questions or comments? Post them here!
04-10-2005, 08:39 PM#2
Kelna2
Would you liek the door/hatch to be a box in shape, because you will be able to see through the holes. ill show u. The red is what is beyond the wall. i think its simple to understand. So, do you want the box, or no box?
04-10-2005, 11:34 PM#3
FriendlyWarlord
With the box, like my picture at the top. But the seperate tunnel model in between the doors doesn't have a box. Thanks =)

I'll need to post the skin eventually, so I might as well do that now too.
04-12-2005, 01:12 AM#4
Kelna2
Ok, i made the model how you wanted it, but i didn't like your skin so i figured that since this is going to be on Battle.Net it needs to have the least amount of filesize, so, i used a skin that was already in teh game for the model. But, the model seems kinda wierd, i think it's because of the shape of hte model, so tomorrow ill fix the model, but I'll show u what i made today, and waht i'll change.
04-12-2005, 02:21 AM#5
FriendlyWarlord
Although not quite how I envisioned it, I like it! With the model like that, I won't need a seperate one to go in between the doors. The skin is ok, although a lighter colour on the door would be better.

The reason I wanted to use the mortarteam.blp skin so the super missile projectile (using the mortar team skin) could have a custom skin. But since the projectile moves fast and has a big firey trail behind it, probably nobody will notice if I take the skin out. -54 KB
04-12-2005, 02:29 AM#6
Kelna2
Quote:
Originally Posted by FriendlyWarlord
The reason I wanted to use the mortarteam.blp skin so the super missile projectile (using the mortar team skin) could have a custom skin. But since the projectile moves fast and has a big firey trail behind it, probably nobody will notice if I take the skin out. -54 KB

I could just take the missle model and tkae another custom skin you have, and in some open space put your missle texture in the custom skin and then unwrap the missle to the custom skin, that way your get your skinned missle and it will only take up like 2 kb's.

Edit: But, what would be easier is that if i do model something like a unit that will need a custom skin then that is when we can stick in that missle skin.

Edit2: I can make the single door with the tunnel model i made. (I should be able to get both mdoels done whne i get home (in school atm)
04-14-2005, 11:50 PM#7
Kelna2
alright, i finished both the door, and the tunnel models. here ya go.

Edit: Fixed the angles of the models
04-15-2005, 04:01 AM#8
FriendlyWarlord
Nice, I'll test them out right now.

[edit]
It took me a while, but I found a way to add the new doors without changing the current door configuration =). But, of course, there's a problem: the second door model isn't centered; it should be exactly in the center so it can be used on both sides of the door without changing the angle. Also, it's a bit off to the right too (or maybe the left?). I could use just the first model, but it doesn't look quite as good. Thanks again, nice work
04-15-2005, 07:57 PM#9
Kelna2
Alright, i fixed teh centered problem, lol sorry about that one. and i realized i actually had an extra death animation on that file too... wierd... but here ya go.

Edit: oh, and if you change the pathing to the blacksmith it works great, but remember to change its death pathing to none, and the scaling set to 625 fits the space perfectly,this works well for both models, just telling you cuase i've been playing around with the models a little.
04-16-2005, 03:34 AM#10
Kelna2
Ok, i made the model with teh two cubes, you know the rock pillar thing. i made teh attachment points and the animations and everything, but a few minutes after i exported teh mdx my computer froze, so it will be a little annoying to remodel (if changes are needed) it but it was an easy model in the first place. so here ya go.

ps: i reset my units of measurement to wc3 so it the model should be 1 cliff level high and 1/2 in length and width.

Edit: Gah the head attachment point isnt working right... hmmm... what do you want to use this model for anyway?? liek a crumbling platform that the players can stand on but after a few seconds it falls apart?
04-16-2005, 05:15 AM#11
Kelna2
Ok, i made another model it wasnt on the list you made but i think it would still be a good model for metroid, i set the skin to the same as that missle you wanted, it uses the mortar skin, i could probbly make a few variations of this model so it looks different, that is if you liek the model.
04-16-2005, 04:11 PM#12
FriendlyWarlord
Waah! You're making models faster than I can keep up =P

The rock pillar, although exactly what I asked for, needs changing (Sorry! =/). After experimenting with different sizes, I've decided that just ONE cube would work much better. I don't need the attachment point anymore (and I couldn't get that to work anyway), so it should be easier to make. The reason I wanted it tall in the first place was so I could put symbols above the wall depending on what type of breakable wall it was. But now I got the idea to colour-code the blocks instead, and throw away two skins in the process. Also, if you feel like making the cube with bevelled edges, that would look a bit nicer.

And the screen: For the different things that you scan and read (like the screen), I'm reskinning a runes model, with several variations on one skin. Although the screen does look nice, I think it would be better and easier to use just the flat ones I'm already using. Plus, the new mortarteam takes up more space than the other skins for some reason. And I also don't need the custom super missile skin anymore, I can barely notice the difference without the skin in the game.

So, that's it! After the chozo is done (probably the hardest model), the only other thing is adding a few animations to one of the metroid mod models (which I still haven't gotten yet). But, I'm still busy with exams at the moment, so I'll worry about that later. I'm also fixing bugs in the map, so I'll most likely release a new version once some more skins are done too =]


[edit]
I just noticed your question in an earlier post: The cube(s) are used for breakable walls, so they dissapear (in old-timey metroid fashion) when you shoot them. The attachment point was going to be for symbols that show what can break them (missile symbol, bomb symbol, etc.) Since the cubes are overlapping nice-looking wall doodads, I decided to make the walls semi-tansparent (as if your "visor" is adding them in). This way I can also make the cubes really big so it's easier to see the wall pathing, and short enough so you can see over them.
04-16-2005, 05:29 PM#13
Kelna2
Well, i made the one cube, and i got the attachment point to work even though you dont need it anymore, so heres your cube.
04-20-2005, 01:35 AM#14
Kelna2
Ok, ive just about finished the Chozo statue model, but i have some questions, what will it be used for? Will it have attack/walk animations? will it hold samus when she is in her morph ball? if it is going to hold samus then i need the morph ball model of samus to make the ball hop up into its hands and get carried up, unless you want me to add an attachment point in the hands so a special effect can be added (aka teh morph ball) but anywho what do you want with this model??
04-20-2005, 05:55 AM#15
FriendlyWarlord
It's used for two things:

1) A statue that just sits there (literally) with its hands cupped holding an item. One thing I forgot to add: when it stands up, its feet do not move from the ground. This means that when it is sitting, most of the model will be "behind" the center. The cupped hands should be above the feet (in the center), and I'll put the items there.

Which makes another problem: the item will need to be floating. One way this could be solved is with a custom "orb of slow" model (the model I'm currently using for the items), except slightly higher. If you can make that for me, you might as well take the sounds out of it too. Or if I could find some other way to change the item height...

And, back to the chozo model: 2) A "Torizo", which is basically a sitting statue that will stand up via the morph animation, and turn into a mobile unit with the owlbear animations.

It would probably work better if the "alternate" tag is used for the sitting version. Either that, or 1 and 2 could actually be seperate models. 1 would be completely stationary and not need any animations. The other could have all the owlbear animations, plus the one morph animation. Whether it's one or two models, I might decide that 1 and 2 have different skins (that are wrapped identically of course).

That was kind of confusing, but I hope it helps.


[edit]
It doesn't need any extra attachment points that the owlbear doesn't have. I'm using some of them right now for special affects, but I could always change those.