King's Field Add-ons

#1
Hey,

Pretty much decided now I'm gonna re-create most of the stuff from King's Field, with more polys and quality. It'll be posted in this thread as I complete enough to release a pack. These packs'll be anything from textures, to item models... Maybe even a map piece set or two if I can keep focus when making one.

If you wanna use these resources with SOM, there's a few things you'll need to know.
1) The models aren't scaled to SoMs default size. You'll have to do that one.
2) They're not plug and play, you'll have to convert them to a format SoM can handle (I'll post models in .OBJ and images in .PNG)
3) I probably won't texture the item packs, just because I don't know a thing about texturing items.

DOWNLOADS:
Code:
Important:> The games are listed as if you're in Japan, KFII is KFI in America. I hope you get what I mean...

Quote:King's Field I:
Quote:King's Field II:
Quote:King's Field III:
Quote:King's Field IV:
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#2
This is a great idea and a massive challenge. If you are contributing these for SOM then the enemies and NPCs need to be 'tin-man' in that their meshes cannot be warped during animation.

Good luck! ‎  beerchug
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#3
I actually have no idea how I'm gonna do the NPCs, that's the kinda modeling I've never done before. I guess there's a first time for everything.
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#4
Ive done some videos on enemies and NPCs, including some unlisted texturing videos. I'd be happy to help if you need.
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#5
Nice! Thank you ‎  beerchug

I wonder if these could be swapped into Todd's fixed KF1 remake that came with SoM? That would be neat.
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#6
Here's an update, I have one of the weapons nearly ready, though I'm not that happy with the hand-guard, and I can't think of a good texture.

(Hint: Short sword from KFII)

[Image: RrKz0K7.png]

I tried to keep the original games cartoon style of weapons, the ones with un-realistic sized blades... :P I'm actually kind happy with it. 224 Polys.
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#7
I think in KF(Jap) at least, they just used polygon colors for weapons without any texture. It made the weapons kind of bright and pristine compared to other stuff in the game.

I converted your "clutter" pack into MQO format which is close to the final step for import into SoM games, and also reduced the poly count a little - from 4700 polygons for the set down to 1500 without any changes to shape at all. One area in my game takes place on a coast, and I'm thinking of using these to recreate the KF Lighthouse. Cool! ‎  Cool


Attached Files Thumbnail(s)
   

.zip   KF Objects.zip (Size: 501.62 KB / Downloads: 141)
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#8
Wow, awesome job with those low poly conversions!

Is that quads I see on the top section? I'm not seeing the split where the triangles are joined
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#9
Weapon pack released, link added to the list. Here's a preview.
[Image: aVf7Mfg.jpg]
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#10
Krikey! I'd hate to get whacked by that morningstar! Talk about a can opener. ‎  Groundal
Forgive my bad memory, but what is the sword 2nd from the right called?

Yep, those are quads. Even though they don't reduce polycount (same as 2 triangles), the SoM engine handles textures on quads a bit more efficiently than for 2 triangles. I only did that on the top part on the Brazier because it was messing up the UV and the performance difference is negligible.
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