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Topics - atrblizzard

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1
Announcements / Cease and Desist
« on: November 21, 2014, 07:05:19 pm »
Fellow Kine and Kindreds,

As of now, you may be wondering why we haven't been sharing any updates on the behalf of the project as of late. We are aware that all of you wait patiently for our news as always.

We're very sad to report that we received a Cease & Desist e-mail from CCP Games, asking us to cease game development, remove any materials that might contain Vampire The Masquerade: Bloodlines, names, locations or related elements from the sites we control, and cease any further use of Vampire the Masquerade: Bloodlines property, and in a disappointment shared among our team we are complying with that request. All of this invalidates our effort and the meaning of the entire project: as a remake of Vampire the Masquerade: Bloodlines cannot be a remake without its contents.

Over the course, you have fought with us and been patient. You have trusted us when we were silent and listened when we spoke. Many of you have done what you could to help us. And for that we would like to thank you. You're a wonderful group of fans and have been very supportive. It goes without saying that your interest was far greater than our team would have even anticipated.
We have been deeply honored by the support we have received from you all and we believe that the best relationship we can have with you is that of honesty and transparency.

Along with your support, we've received a lot of sympathies from former developers on Bloodlines and former White Wolf employees along the way. Our contact told us that the copyrights were with Activision, Inc., so we pursued there instead, with a pitch being prepared for the company to discuss what we were going to do with the property. This contact we knew from CCP has since left the company.

We made it quite clear that this is a fan re-imagining of the game. We simply want to do this to keep the game, the story, and the world it lives in, alive and re-imagined for a new generation. Both the game and the idea behind the project was made sorely with out of passion.

Since support of the game dropped long ago, ever since the fall of Troika Games, Inc., and it’s almost impossible to play without patches or bug fixes, sponsored by the community, and there is so much left that could be finished that hasn’t been touched. We want to see this game thrive, in a time and industry where games with deep lore and storylines like Bloodlines simply are hard to come by. Project Vaulderie would help revive interest in a game that was forgotten with time, and I believe all parties could have benefit from its creation.

But that will not be the case anymore, and it's clear that there won't be any newer titles created under the Vampire the Masquerade brand, as this project was the only hope for Bloodlines to reborn from the ashes they were left to cease.

We are avidly seeking a resolute course to continue working on a future game, but we cannot at this time discuss this publicly and with that I urge you to please be patient and hopeful that we will find a way.

I hope you understand, and as always we appreciate your support (in the distant future).

For the Vaulderie Team
Arthur - Project Vaulderie lead

2
Shaders / Interior Mapping
« on: November 09, 2014, 07:08:40 pm »
To those who don't know, interior mapping is a great technique used to create virtual interiors on a material without any physical resemblance.

Watch Dogs | Interior Mapping gameplay


It can create believable interiors for such buildings as seen throughout the city without creating complex interiors within the mesh and at a reduced draw call.

I've been experimenting with implementing the shader to Unity and so far it's proven to be working, but there's some slight modifications I'd require to do in order to adapt to Bloodlines' building textures, including the re-add of specular and bumpmap support.

For more information about the technique behind this shader, here's the link: http://interiormapping.oogst3d.net/

3
Environmental Models and Textures / Furniture Models (Part 1)
« on: November 09, 2014, 12:20:18 am »
models/scenery/furniture/bed2/bed2.mdl (Unclaimed)





models/scenery/furniture/bedmodern/bedmodern.mdl (Unclaimed)





models/scenery/furniture/dirty_matresses/dirty_matresses1.mdl (Unclaimed)





models/scenery/furniture/dirty_matresses/dirty_matresses2.mdl (Unclaimed)





models/scenery/furniture/displaytable/displaytable.mdl (Unclaimed)





models/scenery/furniture/dresser/dresser.mdl (Unclaimed)





models/scenery/furniture/fancybed/fancybed.mdl (Unclaimed)





models/scenery/furniture/heartbed/heartbed.mdl (Unclaimed)






models/scenery/furniture/heater/heater.mdl (Unclaimed)





models/scenery/furniture/ovena/ovena.mdl (Unclaimed)





models/scenery/furniture/ovenb/ovenb.mdl (Unclaimed)





models/scenery/furniture/server/server.mdl (Unclaimed)





models/scenery/furniture/shoppingcart/shoppingcart.mdl (Unclaimed)





models/scenery/furniture/soc_bed/soc_bed.mdl (Unclaimed)





4
Off Topic / R&R: Current status on Development
« on: October 08, 2014, 09:50:58 pm »
For those who managed to catch up on the latest development blog, I've mentioned that I took some time off the project, mainly due to my health concerns and inability to fully focus on that.

As much as I'd like to keep productivity going forward, it's not really up to me unfortunately. The current burnout that hit me had a chain of negative impacts, affecting my calcium level and worsening my immune system are but a few. As they aren't distracting enough, keeping motivation and focus is a whole lot harder. Taking full recovery will take a while, which is already on the process.

Most importantly, the project is still going on from the rest of the team, a lot of things are still happening in the meantime. There is really nothing to be alarmed of, no matter how bad it might sound.

If by any chance I haven't replied to most of your posts, in which case, it's pretty much a high chance I haven't, and for that you'll have to forgive me.
I try my best to keep things going and with the little strength I have left to focus on the project, there are some priorities I have to take care of on the forum, mainly the asset creation part, and not to be taken as an offense if I won't respond in time on the rest of the board.

Hopefully I'll recover as soon as possible and resume active development. Until then, I bid thee farewell.

5
Environmental Models and Textures / Santa Monica (Structural Props)
« on: October 07, 2014, 12:45:41 am »
models/scenery/structural/santamonica/firepit.mdl (Unclaimed)





models/scenery/structural/santamonica/freewaysigna.mdl (Unclaimed)





models/scenery/structural/santamonica/freewaysignb.mdl (Unclaimed)





models/scenery/structural/santamonica/gallerynoir.mdl (Unclaimed)





models/scenery/structural/santamonica/gassign.mdl (Unclaimed)





models/scenery/structural/santamonica/gallerynoir.mdl (Unclaimed)





models/scenery/structural/santamonica/junkyardsign.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgb04.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs03.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs10.mdl (Unclaimed)





models/scenery/structural/santamonica/labldgbs12.mdl (Unclaimed)





models/scenery/structural/santamonica/manhole.mdl (Unclaimed)





models/scenery/structural/santamonica/parkingpillar.mdl (Unclaimed)





models/scenery/structural/santamonica/parkingroof.mdl (Unclaimed)





models/scenery/structural/santamonica/piersign.mdl (Unclaimed)





models/scenery/structural/santamonica/sanbusbench.mdl (Unclaimed)






models/scenery/structural/santamonica/sanbusstop.mdl (Unclaimed)






models/scenery/structural/santamonica/parking_sign.mdl (Unclaimed)


6
Environmental Models and Textures / Street Props
« on: October 06, 2014, 11:37:50 pm »
models/scenery/street/Pierlight/pierlight.mdl (Iraito)





models/scenery/street/Pierlight/pierlightb.mdl (Unclaimed)





models/scenery/street/streetlight/streetlight.mdl (Unclaimed)





models/scenery/street/streetlight/streetlightsky.mdl (Unclaimed)





models/scenery/street/lamppost/lamppost.mdl (Unclaimed)





models/scenery/street/powerpole/powerpole.mdl (Unclaimed)





models/scenery/street/payphone/payphonepair.mdl (Unclaimed)





models/scenery/street/payphone/payphonemount.mdl (Unclaimed)





models/scenery/street/hydrant/hydranta.mdl (Unclaimed)





models/scenery/street/mailbox/mailbox.mdl (Iraito)





models/scenery/trash/yellowdumpster/yellowdumpster.mdl (Unclaimed)





models/scenery/trash/greendumpster/greendumpster.mdl (Iraito)





models/scenery/street/Trashbags/Trashbag_1.mdl (Unclaimed)





models/scenery/street/Trashbags/Trashbag_2.mdl (Unclaimed)




models/scenery/street/Trashbags/Trashbag_3.mdl (Unclaimed)





models/scenery/street/Trashbags/Trashbag_4.mdl (Unclaimed)





models/scenery/street/Trashcan1/trashcan1_lid.mdl (Iraito)





models/scenery/street/Trashcan1/trashcan1_base.mdl (Iraito)



7
Inventory Items and Weapons / Weapon reference
« on: July 03, 2014, 04:30:01 pm »
We all know the game came out in 2003 and such quality for today's standards is considered a bad omen. They need to be revamped with proper details, from bumpmaps to PBR support.

Here are the current/original renders of the weapons with a list of who claimed to redo the followings:

Melee

Baseball (Iraito)


Baton (unclaimed)


Bush hook (unclaimed)


Knife (unclaimed)


Fireaxe (Iraito)


Sledgehammer (Iraito)


Torch (unclaimed)


Severed Arm (Iraito)


Ranged weapons:

Anaconda (Iraito)


Desert Eagle (unclaimed)


Flamethrower (unclaimed)


Glock (Iraito)


M37 (Iraito)


MAC 10 (unclaimed)


Remmington 700 (unclaimed)


Remmington 700 (Bach) (unclaimed)


Crossbow (unclaimed)


Steyr (unclaimed)


Super Shotgun (unclaimed)


Uzi SMG (unclaimed)


Tutorial regarding on how to decompile models will come soon, stay tuned.

8
Models and Textures / Modeling Job Postings
« on: June 09, 2014, 06:55:18 pm »
We are looking for experienced modelers to work on Project Vaulderie in order to improve the visual aspects of the character and prop models.

You will need to have had experience with importing models into games, understanding normal's and LOD (not a requirement however).

Vampire the Masquerade: Bloodlines was built around 2004 and the graphical expectations were impressive at that time, but it's not the case anymore. A lot of the scenery prop models and character models have been built with optimization in mind, meaning they are low quality polys, including low quality textures in order to fit in the graphic card memory at the time being. Being built on an early version of the Source engine had several limitations over how assets are being loaded for proper optimizations. Since we're using the Unity engine, such limitations are barely existing, leaving us to create high quality visual aspects for both models and textures, without excluding level designing.

Current goals:
  • Character customization / item creation for multiplayer (more information can be found here)
  • Rebuilding scenery props (e.g. street props) in higher quality
  • Rebuild or build new weapon models

Ideally the candidate will have:
  • Three to four years of experience with 3ds Max, Maya or Blender.
  • Be confident designing both original models, and remaking classics that are suitably balanced to engage the player and provide an atmospheric visual appearance.
  • An interest in architectural and environmental design.
  • Communication skills are essential.
  • High quality mesh and normal map baking are essential, but not a mandatory skill

Applicants should send a link to a portfolio or a ZIP/RAR with examples of compiled and finished work.

If you meet the above requirements, a standard art test will be sent. Please send all applications to [email protected]

(Please note this is a non paid position).

9
Announcements / Tier 1: Let there be players!
« on: June 03, 2014, 11:56:13 pm »
Welcome to the first Tier installment of Project Vaulderie.

The way we plan to do updates to the game is to work on "Tiers", which are specific goals we want to meet, before we move on.
Each chapter will have a number of goals we aim to satisfy before we move on, and we'll continually release updates through the update system as we progress.

At the end of each Tier, we'll release a new version of the installer which contains all the chapters that came before it, so you can think of them as entire game updates.

Goals for Tier 1:
  • Get basic character customization (Partially completed)
  • Get the Santa Monica hub maps working (Done)
  • Improve performance by reducing drawcalls (Done)
  • Get basic editor to edit the current build (Done)
  • Get melee attack to work (Partially completed)
  • Discipline system (Partially implemented)

Small list for now, but since there are only two of us working on this project at the moment, we're setting small lists and easy to achieve goals.

While there is no ETA on this Tier at the moment, we want to get through these as quickly as possible.

Let us know what you think - have we missed something important that should come before these? (Remember, it should be relatively simple to do, anything too complex should wait until we have more of the game in place.)

10
Before starting creating any models, we will first need to cover which of the programs to use for importing and working with Bloodlines / Source models. Luckily we have a few selection of programs to choose from. As a bit of side note, as there are no working way to decompile the original Vampire the Masquerade: Bloodlines models, these tools should get you ready for when it happens. We got confirmation that Crowbar, the most recent Source model decompiler, will be able to decompile the original models in the next update.

3ds Max 2009-2012 32-bit:
Only between the 2009-2012 and 32-bit version can support the plugins that can import SMD files correctly
Wunderboy's SMD importer: http://www.wunderboy.org/apps/smdimport.php
Wunderboy's SMD exporter: http://www.wunderboy.org/3dapps.php#max_smd
Cannonfodder's SMD importer and exporter: http://www.chaosincarnate.net/cannonfodder/cftools.php?program=3dsmax
WallWorm Tools (also works with 2013): http://dev.wallworm.com/

Maya 2009-2012 32-bit:

Valve's SMD & DMX plugins: Can be installed from Source Filmmaker or Left 4 Dead 2. Requires 32-bit version of Maya.

Blender:
Blender SMD Tools: http://code.google.com/p/blender-smd/downloads/list

Misc tools / Compilers:
StudioCompiler: http://www.chaosincarnate.net/cannonfodder/cftools.php?program=3dsmax

Decompilers:
Crowbar Decompiler: http://steamcommunity.com/groups/CrowbarTool

11
Models and Textures / VAMPTools - Alpha model decompiler
« on: June 03, 2014, 11:38:49 pm »
About:
VAMPTools is a model converter for the original Vampire the Masquerade: Bloodlines game, written by Kiyoshi555, originally for porting assets to Unreal Development Kit.
It's main use is to convert the models into FBX to be able to easily improve upon the current meshes. It does, however, not include a Source ready format nor their compiling scripts. A proper decompiler will come at a later time.

While this tool isn't 100% production ready, it's good enough to get the original models converted and ready to be used in modeling software like Maya or 3ds Max for retopology use.

Requirements:
Make sure you have Bloodlines SDK installed in your main Vampire the Masquerade: Bloodlines folder, which can be downloaded from here.
After running the SDK launcher the user is prompted to extract and patch all model files in order to ensure maximum compatibility to convert the models.

Usage:
usage: MDLConverter [opts] [file(s)]
opts:
    -?          help (this screen)
    -v          verbose mode (spammier version of the parser)
    -o          will force overwrite any existing output files
    -ascii      ASCII FBX mode (will output FBX files as ASCII)
    -s          will convert scale from inch to cm for export

All models will be converted along with their textures in the model's source folder.

Important notice:
Do not use this as an proper alternative to get the models compiled or used in any way for VtMB or the Project Vaulderie project. The converted meshes should only be used to improve their geometry and other various improvements.

Known Issues:
Since it was designed mostly to use with UDK, there are some issues that might occur to many:
- Each model will have all their shared animations extracted in each models' source folder.
- Only TGA is supported for texture conversion.
- Smoothing groups are not passed into the converted FBX therefore it needs to be done manually inside a modeling software.

Credits:
Created by: Kiyoshi555

Libraries used:   
Changes to libraries available upon request as per GPL/LPGL licenses (where applicable).

Download:
VAMPTools.7z

Source code:
Github

12
Hello everyone,

As some of you may know, where are getting a lot of help offering from various modelers, however as of this point, currently in an odd position to not having any tasks to hand out. There's a lot of interest for us to invest in the character creation field, however we are nowhere near having the proper formula on how to proceed with the asset creation pipeline, as we like to avoid any work being done for granted.

As of now, this is going to be nothing more than a "simple" idea I wish to discuss with the community. The basic concept of the character customization is this: the player will be able to "wear" any clothing but keep in mind they have to be done in a the matter of having the meshes fit the player. Models can be done from hats to outfits to minuscule visual artifacts like ear rings and hair pieces.

One of our main attention for its use would be to integrate the UMA framework (Unity Multipurpose Avatar), which allows us to add any player morph customization at almost no performance cost or overhead. It also allows us to use any clothing variations to be affected with the player's morph settings, without worrying about the outfit not fitting the player.

A preview of UMA can be found at: https://www.youtube.com/watch?v=Q0cyN7k1zww

Since we strongly believe character customization is an important aspect of today's expectation in role playing games, allowing the player to use different outfits and customize namely any aspect of the visual representation of the player, albeit we cannot bring this feature without your help. Since nothing really is laid down yet in regards of this, we consider it'd be great for the community to provide with proper feedback and ideas on how to approach this.

As always, we try to listen to any feedback or to communicate with any modeler willing to lend a help, however we cannot expect to get through each request without proper passion, which simply means, if you have the skills and you wish to make this true, don't hesitate to lend us your help, but also means to show some initiative.

Your help is truly appreciated.

13
Hello everyone,

We're getting a lot of interest from people now, which is great news!
People are offering help, and I'm currently in the odd position of not having any tasks to hand out.

So, I'd like suggestions and requests for what the any new comer modeler should focus on, so that we can start giving people things to do.

Try to keep all suggestions to a clear and specific goal - it should be something that isn't too difficult, that can be put into the game in a short period of time.
It could be a small part of a much larger goal, but the aim here to keep things simple so that we continually make small amounts of progress, rather than trying to do a lot at once and getting bogged down and stuck.

A good example is are the street props - they're small, but important. A lot of the game's world surrounds them,  so they made a perfect goal for testing out the needed skills.

Your help is much appreciated!

14
Announcements / Welcome to Project Vaulderie
« on: June 03, 2014, 11:01:44 pm »
Project Vaulderie is a project that aims to recreate the Vampire the Masquerade: Bloodlines game to Unity. The goals we try to achieve with this tremendous effort are many. First and foremost is fixing a lot of bugs and glitches which can’t be fixed by normal fan made patches simply because they are caused by the protected executables and the Alpha state of Source Engine used by the game. Secondly, taking advantage of new features available in Unity engine as well of the new development toolkit planned along with it that allows anyone to mod it. Third, updating the game to up to date graphics and technology.

History
Bloodlines Resurgence was originally the project that aimed to recreate the game in Source engine. It has always suffered from progressive development, mainly because of the nature on how Source engine works. Source was built based on Half-Life and Quake code, also sharing their similarities on their pipeline. As for modding, the Source SDK always suffered enormous issues, not being updated for years, outdated engine branches and so on. Comparing Source with other modern engines, it’s rather limited in design and pipeline. Support is dropped in favor of the Unity port.

Our intention is to bring the best possible version of Bloodlines that many have dreamed for a very long time now. We've chosen Unity for a lot of reason, both benefiting for our production needs and to deliver the expectations for this rather ambitious project. We're be focusing on the single player aspect of the game, but in the mean time we also implement multiplayer support from the beginning as we go, to remove any issues that would appear later on. It will have modding support but any current mod will require to be converted to properly work (including maps).

Project plans
We are planning to provide the best version of Bloodlines that can exist, along with the following features.
  • Windows, Mac and Linux builds, including 64-bit support
  • Improved graphical assets, shaders and DX11 support
  • Implement proper real-time shadow rendering and deferred lighting
  • Storyteller mode, in the spirit of Redemption
  • Revamped disciplines system
  • Multiple character profiles, meaning you can play between characters without interfering with each other
  • Each hub map now have the building interiors integrated, eliminating waiting time
  • Proper dialog system, with more in-depth facial expression
  • Level editor and other modding tools to create new mods or alter the current game
Long term plans:
  • Multiplayer between Camarilla, Society of Leopold, Kuei-Jin and the Sabbat
  • Features full co-op support for single player campaign
  • Integrated with Steamworks for achievements and storing contents online
  • Full character customization, from customizing outfits to body parts

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