In July 2010 I combined all elements into one mega project file with full set-dressing and lighting.ĭownload here (16Mb. There are also a number of extras/packs for the Floating Village, one, two, three, four, five, six, and seven. Creative Commons, Attribution ShareAlike. There was no way to remove the windmills so that they could rotate when animated. It’s packed as an iProp, and also as a basic ready-lit and flooded Project file. zip file)Ī complete floating village / port for iClone, in just 33,000 faces. zip file) and you may also want the seasonal textures folders for each bigroot (6Mb. With an additional pack of seasonal texture-folders for each root, for retexturing.ĭownload here (800kb. Very low-poly, so with a little rotation and duplication you should get a Fangorn Forest in no time. Three fantasy “giant mossy roots” static models from Ryzom. I also converted an additional 3D Warehouse dhow boat made by Axeonalias - thanks to Wolf for tipping me off about that one. Mostly these are items useful for adding life to the floating village / port. It includes some floating “mushroom trees” that are apparently supposed to sit in and around the Ryzom floating village. Some model elements have been removed by me as the models passed through 3DXchange 4 Pro, since they caused texture-flicker.ĭownload here (5.5Mb. What have you extracted and converted so far, for iClone?īelow are over 200 models and 2D planes I’ve extracted so far, all intended for use in iClone. I also have a tutorial on getting animated FBX characters out from the. max file, like any sensible 3D application should, is beyond me.Ĥ) My tutorial on extracting workable models for iClone is here, and the process involves re-texturing by hand. Why Max can’t simply package all required textures inside the. None of these three scripts worked for me with 3DS Max 9, but you may have better luck. These are supposed to re-link the textures to the models. If you have 3DS Max you might be able to use this free MAXScript or one of the two NEL MAXScripts supplied by the Ryzom developers. max files have “lost” their texture paths. There is also the Ryzom Wiki which has pictures of the game-world objects and creatures, and all the original concept-art.ģ) Note that all the torrent’s. There is the Media Preview Website, which has a small number of thumbnail previews and some of these files even have linked texture assets. max files are impossible to visually preview, if you want to do your own conversions you’ll need some way of working out what the assets are, and how they should be textured. To save you time I have extracted and organised all the plain (i.e.: “non model-specific”) textures here (90Mb).Ģ). However, they are scattered all over the torrent’s folders. Textures are in PNG and are thus easy to preview with Windows Explorer. The licence is Creative Commons Share-Alike 3.0.ġ). It freely released 13Gb of art assets inside a 1.3Gb torrent (also on SourceForge), which included everything except the music and sounds. We’re hoping for a more elegant, simple maxscript solution, but will hack those up if necessary.Ryzom is a major MMO fantasy/sci-fi videogame that had millions spent on developing it, but which went open-source in early May 2010. The 3ds max plugins as part of the Ryzom project are a bit complicated and hard to reuse. My goal, to create an open archive of artwork to be used in open tools like Blender, and for the public to work with to fuel indie games and more open source software. The problem! I have been trying to convert the media files (currently in 3d studio MAX formats) into an open format. All split up into pieces and animated as you might imagine as needed for an MMO. Sheer gigs of 3d studio media - animated characters, creatures, meshes, textures. Just to clarify Ryzom is a REAL MMO, tons of high quality stuff in there. Once one model can be exported, we’ll be writing scripts to automatically convert the droves of gigs of free media from the Ryzom project into an open format for everyone to use!įor those who aren’t familiar, tons of free art (as well as code) for a commercial full scale MMO (Massive Multiplayer Online game) were released as open source. It is a biped/physique setup, pretty standard, so a MAX expert shouldn’t have a problem figuring it out… please help! =) A lot of traditional export routes don’t work to to special setups Ryzom uses for materials and animations, as we’ve tried many exporters already to no avail. The Liberate Ryzom project is desperately needing help to try and get a textured animated model to export from 3d studio MAX into some sort of usable open file format.
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