Carrying on from the last entry, the second airsoft day was really fun. Not being as clueless this time helped, and I borrowed some better gear from my friend who's turning into a real enthusiast for the game. Confirmed hits this time were 5. I still got shot a lot but no being whacked in the ear or behind the jaw thanks to better head protection. I think I did get shot in the forehead once but the padding of my warm outdoors-y hat took all the force out of it.
Without going into lengthy details of the day, the highlights were everyone walking past a prone sniper in an amazingly good ghillie suit, who sprung two minimum range 'bang' kills on our squad. I was maybe 3m away by a tree at his 9 o'clock, out of his peripheral vision so didn't get shot. Although I must've gone right in front of him to get where I was- it was my friend who got too close for comfort to trigger his reaction. Bemused/confused by the whole thing I just stared at him for some seconds, and gathering one of the bang kills wasn't me, I realised I could shout bang at him to get him too.
There wasn't enough time to do 2 jungle warfare games in the afternoon so the last bit was some improvised pistol games by a bunch of shacks. Only hiring a rifle (a stubby pop-gun of a carbine this time) someone kindly leant me a pistol. First time I shot it, it blurted 3 pellets out which barely went 5m. Uh oh. Luckily it performed ok after. I wasn't very good at this game apart from being a fast runner and stylishly sliding into cover thanks to the low friction effect of my waterproof pants.
----
Yes yes, here's the papercraft stuff. After looking through my games and collection of files, I set to work learning in Blender how to crudely rig and pose the SSBB Midna trophy model. As mentioned I simplified her almost fully in Sept 2011 but abandoned the project due to the practicality issues of a floating pose. Now I've made her stand upright, enlarged and cleaned the textures and done 100 other small edits. Her feet are tiny, and her head, Fused Shadow and hair will make her incredibly top heavy so I made a simple block which I'll weigh down and on which her hair hand thingy will rest against.
Not as complex as it looks believe it or not, but the size I'm aiming for could create some small parts.
Oh and looking for other things I could do, I read up on how to get models from Team Fortress 2. I know there's a low poly character pack by Tom Tallian, which would be very easy to turn into papercrafts but the textures are deliberately simple too and I might like something that looks better when bigger.
A potential project after Midna is my fave class...the Pyro! Note: this is probably a one-off- I can't see myself doing any/many other classes. Got the rigged models, posed in 3DS Max, now that's one thing it can do much easier than Blender, not that I know how to actually rig stuff there, and 'froze' it as an .OBJ to simplify at some point. Oh yeah and I'll make a small selection of hats...because you'll never be a good player unless your head is well decorated. Fact.
I found an archive of the classes on over here: [link] which contain all textures as .TGA, an .OBJ file and a 3DS Max file which is rigged.
But missing their guns I learned how to get the items (and characters again I guess) later on but it requires a lot of jumping through hoops :/
Most of the information I used was from here [link] including all the programs and other misc. bits for file decompiling/conversion to more workable formats.
The classes' .MDL files and other assets can be found and extracted using GCF Scape and browsing teamfortress 2 materials.gcf within your Steam/steamapps folder. These have to be decompiled to become usable. Textures are found in here too as .VTFs under teamfortress 2 materials.gcf/tf/materials (the link above forgets to mention this).
Thanks I'll try to set up that import script since it would save time having to use 3DS Max as a complex middleman to get things into Blender.
Also, I thought you might be interested in this Blender Script that allows Blender to import and export Source models. [link]
But missing their guns I learned how to get the items (and characters again I guess) later on but it requires a lot of jumping through hoops :/
Most of the information I used was from here [link] including all the programs and other misc. bits for file decompiling/conversion to more workable formats.
The classes' .MDL files and other assets can be found and extracted using GCF Scape and browsing teamfortress 2 materials.gcf within your Steam/steamapps folder. These have to be decompiled to become usable.
Textures are found in here too as .VTFs under teamfortress 2 materials.gcf/tf/materials (the link above forgets to mention this).
Thanks I'll try to set up that import script since it would save time having to use 3DS Max as a complex middleman to get things into Blender.