Getting started with Habitat.

OK as promised, here's a tutorial on how to get started with habitat, the world editor from 8monkeyslab. This may sound obvious, but you need the game to be installed in order to use the Modtools. So make sure you've installed it. Download the mod tools beta from the following URL: ModTools BETA. After both are installed make sure you have everything else on the following list:
- NVidia PhysX - I had already installed it on my computer, so the DoD installer actualy Uninsulated it by running the PhysX setup again. So make sure you install it back if this is the case for you. You can find the setup file for PhysX inside your 'Darkest of Days/setup' folder.
- OpenAL - You can also find this in the same folder as PhysX. But just to be sure, here's a link to it online: OpenAL
- Updated drivers for your graphics card and the newest DirectX.
Marmoset ModTools(beta)
Remember the marmoset viewer? The best way to show off your nex-gen models? Well the guy's over at 8monkeyslab released the whole mod tools package.
It includes the following:
- Habitat. This is their world editor. So now you're not limited any more to single meshes, but you can view whole environments.
- Toolbag. The model viewer you probably already know.
- Maya plug-in. Use this to export your meshes to the engine.
- Cagebreak. This is needed to expans the game file so that you can start editing it.
Look back sometime later for a tutorial on how to use. I thought it might be useful, since some folk have trouble getting it to work.
Quickie : Parasol
OK since this one was much easier than the others I will post it all in once.
Quickie: Lowpoly lamppost
EDIT: Yeah yeah I forgot to put the little important part of it, here it is with the curly thing.
Quickies: Low poly mailbox
Started working on the low poly, but I went over 1,5h. That is, low poly + UV mapping + setting it up for baking + diffuse + specular. So now im taking a break, the texture is very very work in progress as you can clearly see I have a simple overlaid texture :P. The normal map is very dirty as well, should clean it up a bit( Will redo the whole diffuse+specular some time soon). Anyways here's what I have so far:
Modular sidewalks
I'm kinda working on some game ideas with a friend of mine. One of these game ideas is taking place in a small scene which consists of some buildings, sidewalks, lampposts etc.
This is what I have so far for the sidewalks, they still don't quite match, but that's a easy fix. I'll also try to put these in Unreal Editor and the new Marmoset Tool-bag to see the differences.
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