View Full Version : Shadow Warrior 3D Modelling Project
Roma Loom
09-20-2006, 04:21 PM
Hey motionblur. I've downloaded your railgun long time ago but since it's in native blender format I was really lazy about digging and installing blender... Can you upload a *.3ds or *.obj version please?
motionblur
09-21-2006, 05:14 AM
I'll see what I can do when I'm back at home :)
(I hope the export in these formats from Blender works....)
motionblur
09-21-2006, 02:41 PM
OKay - just for you, Roma :D
Here comes the 3DS version. I opened it again in a long time now and: MAN is that thing done sloopy :o
I excuse for any work (and that might be a lot considering the tons of unnecessary Verts in that thing) people might have with optimizing it. But maybe it's still good for something. :insomnia:
Roma Loom
09-22-2006, 02:34 AM
thanks. so it's the world-view version with 1426 polys... if ppl agree that the mesh is fine I'll make the uv and the skin.
Another Duke Fan
09-22-2006, 03:34 AM
It looks great to me :)
Phayzon
09-22-2006, 04:30 PM
Good enough :)
Kennedy
10-15-2006, 09:42 PM
Here is a model for the blue floor lever switch in wavefront OBJ format, sprite number 565, voxel name swith5. It still needs a skin and skeletal animations. Also included is a 3DS version of the model for sprite 577 with some more modifications ready to be skinned.
motionblur
10-16-2006, 04:10 PM
Okay - I skinned the switch (Tile 577).
... and actually I even remodeled it from scratch, since the file didn't have any texture coordinates. It even has a few less polys, now. ;)
(sorry, Kennedy)
The only thing is: I don't have the tools installed to export it.
If someone would be willing to port it: here's the file. (http://download.yousendit.com/729E931575958334)
It's an obj and two textures (activated and deactivated).
Here's a screenshot of it.
Cheers - motionblur
Roma Loom
10-17-2006, 02:36 AM
Heh.. I've even started to make an UVW map for this switch but since I don't have sw.grp here at the office I had nearly no idea how does it look like :)
Anyway here is md3 version of motionblur's work attached. (the framename is Frame0)
And btw motionblur, you can google for an MD3 Compiler proggy to convert your model into md3 or find a link in this thread few pages ago.
Kennedy
10-18-2006, 01:44 AM
Here is a model for the Chinese coin - sprite 2530. I tried applying the high res texture of 2531 to it, but it ended up looking blurry so this version is unmapped and unskinned. If anybody wants to skin this or any of my other models they are welcome to them.
zchri9
10-22-2006, 09:28 PM
Could anyone possibly pile all those models up and host them lik a hrp pack cause i tried and it took me an hour and then my computer died got a virus everything gone:confused: host it or email it goldeneye_samisbob@hotmail.com
Telee
10-23-2006, 09:38 PM
Could anyone possibly pile all those models up and host them lik a hrp pack cause i tried and it took me an hour and then my computer died got a virus everything gone:confused:
... :doh:
editing Shadow Warrior doesn't put a virus on your computer...
Anyway, I'm sure someone will compile it when they have the time. Eventually.
Amakou
10-23-2006, 10:12 PM
editing Shadow Warrior doesn't put a virus on your computer...
You no mess with Lo Wang!
He had it comin'. ;)
~Amakou~
zchri9
10-26-2006, 04:11 AM
no i was looking for a crack for quake 3 cause i lost the case and i got a virus and all my stuff got deleted
Phayzon
10-26-2006, 05:27 PM
Yeah, thats something you should say on a game developer forum. :doh:
Telee
10-26-2006, 06:52 PM
no i was looking for a crack for quake 3 cause i lost the case and i got a virus and all my stuff got deleted
Well no sh*t. Warez sites usually have viruses, spyware etc. :doh:
oak man
10-28-2006, 03:43 PM
Damn I wish my SW was in english
Telee
10-28-2006, 03:46 PM
Damn I wish my SW was in english
I would send you the files, but I'm not sure how legal that is. If I were you, I would just buy another copy from 3DR. It's only 10 bucks. :)
oak man
10-28-2006, 10:57 PM
yeah but I don't wanna bug my pops for another game online, I always feels bad when I aski him forsome reason I'll wait to my birfday
Kennedy
11-28-2006, 06:12 PM
Here is an updated model for the buttron 567 that is properly mapped, animated, and even has a skin! The skin could probably be better but my artistic talent is lacking. If anybody wants to skin any of my models they are welcome to them.
Old Sparky
12-02-2006, 11:15 AM
It's ok man. ;)
Kennedy
01-02-2007, 05:38 PM
I've skinned, the coin model and have it in Blender format, But haven't converted it to MD2 yet. I've also modeled the key card and card lock scanner. The keycard is skinned in Blender format, but the cardlock is not yet skinned. I've also modeled the box of 40MM shells and started work on the box of sticky bombs.
I've skinned, the coin model and have it in Blender format, But haven't converted it to MD2 yet. I've also modeled the key card and card lock scanner. The keycard is skinned in Blender format, but the cardlock is not yet skinned. I've also modeled the box of 40MM shells and started work on the box of sticky bombs.
Woot! More work on models.
I would help with modeling, but I'm more into doing textures. If you want, I could lend a hand at skinning though...
Kennedy
01-02-2007, 09:54 PM
Woot! More work on models.
I would help with modeling, but I'm more into doing textures. If you want, I could lend a hand at skinning though...
That'd be great! I've got a few models posted allready that are in need of skinning or improved skins, Feel free to work on any of those. I can also post what the Blender files of what I've got so far.
Hendricks266
01-04-2007, 03:01 PM
I've skinned, the coin model and have it in Blender format, But haven't converted it to MD2 yet. I've also modeled the key card and card lock scanner. The keycard is skinned in Blender format, but the cardlock is not yet skinned. I've also modeled the box of 40MM shells and started work on the box of sticky bombs.
You should really convert it to MD3. MD2s are deprecated, just like definetexture, definemodel, et cetera.
Kennedy
01-07-2007, 04:28 AM
You should really convert it to MD3. MD2s are deprecated, just like definetexture, definemodel, et cetera.
Well, generally I tend to use Blender to put the skins on the models. The models start out as Ldraw DAT files (just plain TXT files consisting of groups of vertex coordinates for the quads, something similar to POV Ray I'm guessing. Probably not the most efficient way of making models, but it's what I learned.) Which then gets converted into Wavefront OBJ format. From there it usualy gets imported into Blender or Misfit Model 3D. The Blender scripts for exporting to MD2 or MD3 tend to give me errors, but luckily the next version of Misfit Model 3D should have improved MD3 support.
EDIT: If you prefer I could also upload the OBJ files that are in need of mapping or skinning.
Parkar
01-07-2007, 07:47 PM
:eek:Are you saying you build the models in a text editor by hand?
Kennedy
01-08-2007, 05:07 AM
:eek:Are you saying you build the models in a text editor by hand?
Pretty much, The reason I use LDraw DAT files is because they are primarily used to model virtual Lego pieces for the computer, Quite a few of which I have also created. Of course many LDraw editors have an option to render the file while you are working on it so you can see what your doing. For more complex models like characters you would probably want to use something else, But if you want to make a simple model with farely low poly count then it does the job.
Parkar
01-08-2007, 09:48 AM
Seems like a royal pain in the ass to me :).
Tea Monster
01-08-2007, 07:25 PM
Pretty much,
Yikes!!!! :censored:
BTW, If you check my website, there is a pretty good (i.e. IT WORKS!!) MD3 Exporter for Blender. Its also in the Tutorials thread on the Duke 3D source thread. Look for "Plagman's MD3 Exporter for Blender"
Blender is and excellent poly editor, and you actually get a 3D preview :cool: :cool: :p
Kennedy
01-11-2007, 02:10 AM
BTW, If you check my website, there is a pretty good (i.e. IT WORKS!!) MD3 Exporter for Blender. Its also in the Tutorials thread on the Duke 3D source thread. Look for "Plagman's MD3 Exporter for Blender"
Is that the one that says "MD3 (+shaders)" ?
When I try to use it I get an error message and the Python Script says
"IOError: [Errno 2] No such file or directory"
Anyway I did manage to create a skin for the magnetic card lock scanner and have it properly mapped in Blender. If anybody wants I can post the Blender files and skins I have.
EDIT: Just made a model for the crosshairs (tile number 81) in OBJ format.
Kennedy
01-15-2007, 07:52 PM
Here are models for the coin and card scanner. The coin file contains an unmapped OBJ model and a mapped Blender model with skin. The Cardlock file only contains a mapped Blender model with skin because adding the unmapped OBJ or MD2 versions made the file too large. The skin for the cardlock can use some tweaking for the lighted areas (red, green, and blue).
Edit: Blender didn't update my Cardlock model like I thought it did. Please use the file at the end of this thread instead.
Selbstmord
01-16-2007, 04:47 AM
I can't read the .blend format (I don't use Blender), so please, if everyone could use the .3ds format (I'm not sure if Blender supports it, though)...
And the coin.obj you posted contains no geometry, what did you do?
Posting some stuff now...
[0361] - The arrowhead prop (featured at Zilla's Villa, for example)
[0577] - *Fixed* shootable switch originally posted by motionblur and later revised by Roma Loom, "all" I did was flip the switch into the right position and rescaling it, should suffice for now.
http://www.megaupload.com/se/?d=2CX7EEAG
It'd be great if someone could host this file, since megaupload links seldomly stay for any considerable amounts of time...
Unless your .def setup is like mine, you'll probably have to tinker a bit with the corresponding .def files... Have fun...
Kennedy
01-16-2007, 07:29 PM
Here is the CORRECT version of the Cardlock in Blender format. When I went to save I fogot to actualy confirm the save message so my progress was for not. This new skin also has little bars in the slot to read the magnetic card though like the lighted areas they will need tweaking. The OBJ version of the coin is completely unmapped.
Unfortunately When I tried to export the models to 3DS format the texture mapping ended up screwy and I can't seam to get ANY of the export scripts to work properly. For the cardlock the only thing that's needed is to improve the red, green, and blue lights and now to paint in the gray scanner rectangles on the left side of the BMP file. If anybody else wants to play with the Blender files and can export them then please do so.
Tea Monster
01-17-2007, 10:13 AM
When you export the MD3 from Blender, the script GUI asks you for a file location. Clear that out completely. Then type in the file name. For some reason, the script will then put your file name as 'blender/mymodelname.md3'. Just delete the 'blender/' off the beginning and then navigate to the folder you want to save the md3 into. works a charm.
Kennedy
01-17-2007, 07:43 PM
Got it to work, Thanks! Here's the models in MD3 format.
Kennedy
01-21-2007, 07:09 PM
Here's a box model That will be used for the 40 MM ammo as well as the box of stickybombs. To save space my plan is to place the 8 individual 40 MM shell or 6 stickybomb models into the whole using the defs. Similarly I am considering combining the oldlock and oldkey model to create a model of the old lock with the key inserted.
Edit: The hinges and metal beam parts need propper graphics. The current sollid color areas are just place holders.
Kennedy
02-01-2007, 12:25 AM
Here's a model for the toolbox (sprite 1813) And one for the Magnetic Keycard (sprite 1767). As usual the skins can use some tweaking, but at least they are properly mapped.
hitman71
02-01-2007, 12:26 PM
I can't view these till they are in the HRP and usable, but i wanted to say thanks for taking the time to work on them. I hope it spurs more people to help.
Esslan
03-06-2007, 12:00 PM
Heres a model for the sword hanging in the first room, tile 5061.
// Sabre (5061)
model "highres/sprites/props/5061_sword.md3"
{
scale 1.0
skin { pal 0 file "highres/sprites/props/5061_sword.png" }
frame { name "idle" tile 5061 }
}
Wow, that looks really nice. I think it's one of the best looking models so far, even though it is a simple one (compared to enemies and such)
THANK YOU!
Brother Grabbag
03-07-2007, 08:18 AM
where do the unzipped files go, as far as folders? with the DukeHRP, it is the hi-res folder and all the sub-folders within, but i cannot find where the SWHRP models go. is there any resource with this information?
With the HRP, all you have to do is unzip it into your SW folder. The models and sprites are all located in the Highres folder. The models go in whatever folder you feel they should go in, such as gibs going in the gibs folder, or props like the sword in the props folder.
Edit: I've decided that the new HRP will be released after 3 more new items, either models, textures, or whatever.
MagNet
03-08-2007, 08:06 AM
Hey just noticed this thread even when it looks like it's here for two years, anyway is there any kind of a todo list?
Brother Grabbag
03-08-2007, 10:16 AM
With the HRP, all you have to do is unzip it into your SW folder. The models and sprites are all located in the Highres folder. The models go in whatever folder you feel they should go in, such as gibs going in the gibs folder, or props like the sword in the props folder.
Edit: I've decided that the new HRP will be released after 3 more new items, either models, textures, or whatever.
when i unzipped JonofSW (or however you spell it), no such folders appeared. the only ones that did are folders like "obj" and the like. and there is nothing inside each folder except some strange file that (if i remember correctly, as i have no way of checking now at work) is called "Keep.Me" or something. it is an unknown file format, and there are no easily defined folders, such as gibs, textures, props, etc. like in eDuke32 for the DukeHRP.
Hey just noticed this thread even when it looks like it's here for two years, anyway is there any kind of a todo list?
There is no todo list at the moment. If you want to make one up, that would be cool. I would make one, but I don't know if I will have the time.
when i unzipped JonofSW (or however you spell it), no such folders appeared. the only ones that did are folders like "obj" and the like. and there is nothing inside each folder except some strange file that (if i remember correctly, as i have no way of checking now at work) is called "Keep.Me" or something. it is an unknown file format, and there are no easily defined folders, such as gibs, textures, props, etc. like in eDuke32 for the DukeHRP.
That is really weird. :confused: Are you sure you grabbed THIS (http://opeth.bmlabs.net/other/sw_contrib/swhrp-20070106.zip) HRP?
That should be the correct one, but there could be a chance that something weird happened to it. I'll dl it myself and check it out.
Brother Grabbag
03-08-2007, 06:48 PM
i cannot check it right now, as i am in a library that discourages DLing (by blocking it....), but when i get to work tomorrow i will download it and try it out once i get home. hopefully it will solve the problem. if it helps, the one i got was at JonoF's site, with the source code and his build and such. not sure if that is the most up-to-date one or not. i only recently realized (thanks to Tea Monster - thanks man) that the SW Code had been released AND was being worked on. i had thought it was all up-in-the-air about the code release. glad to see i was wrong, though.
The one on JonoF's site is probably rather old. In fact, I don't think he has the HRP on his site, but just the EXE file and such for running the game and build.
Hopefully the link I provided will sort things out for you.
Brother Grabbag
03-09-2007, 08:17 AM
@Deth: grabbing the HRP zip file you provided, and from the beginning i can tell the file names are different. will test once i get home, tomorrow at the latest, and let you know if it clears up this problem of mine. thanks in advance for the link to the HRP.
Tea Monster
03-09-2007, 01:58 PM
Yeah, I think ProAsm tweaked his to resolve some issues. @ MagNet and Brother Grabbag - I thought everyone knew.
MagNet
03-11-2007, 12:37 AM
There is no todo list at the moment. If you want to make one up, that would be cool. I would make one, but I don't know if I will have the time.
Hm, I could make one then eventually, are there any other models than those in this thread?
Hm, I could make one then eventually, are there any other models than those in this thread?
I think the only models are the ones in this thread, but I'm not sure. I'll check the current HRP and compare it to this thread later today, or maybe tomorow.
Brother Grabbag
03-12-2007, 07:54 AM
@ Deth: you link worked, and i am most pleased! the only things that make me sad are that (1) there are so few hi-res models at this point, and (2) that certain sprites relating to the evil ninja were never modeled (suicide anim, sliced in half anim & sliced death pose, and bleeding/choking death anim). is someone working on this models so he can be squared away as "complete"?
@ Deth: you link worked, and i am most pleased! the only things that make me sad are that (1) there are so few hi-res models at this point, and (2) that certain sprites relating to the evil ninja were never modeled (suicide anim, sliced in half anim & sliced death pose, and bleeding/choking death anim). is someone working on this models so he can be squared away as "complete"?
Unfortunately not many people are working on th SW HRP. Most of them are working on the Duke one right now. The Ninja model does not have a few of the animations because of a few limitations that the modeler ran into. I can't remember exactly what the limitations were, but part of it had to do with not being able to split the model in half.
Brother Grabbag
03-12-2007, 01:02 PM
would it be possible to have the model become 2 separate models once split? the top half and bottom half staying static for a moment, with the red slice in the middle, before sliding down in their respective positions?
Tea Monster
03-12-2007, 03:04 PM
Yes. You just swap one complete model out for the sliced one on the death animation.
Brother Grabbag
03-12-2007, 04:22 PM
@Tea Monster: regarding the links you gave me before - would that be EVERYTHING i would need to be able to model and anim and such? and if so, do you know about how much free disk space i would need for it to run properly? ballpark estimate.
Kennedy
03-13-2007, 08:19 AM
I think the only models are the ones in this thread, but I'm not sure. I'll check the current HRP and compare it to this thread later today, or maybe tomorow.
If it's any help I've made a list of tiles in another thread that could be used as a base for a todo list. After the names of tiles, I'd suggest putting the status of that texture or model and the name of the person working on it. Something like the web based to do list from Duke3D would be nice, but I can only fill in the status for models I have worked on in the tile list.
Tea Monster
03-13-2007, 01:52 PM
@Tea Monster: regarding the links you gave me before - would that be EVERYTHING i would need to be able to model and anim and such? and if so, do you know about how much free disk space i would need for it to run properly? ballpark estimate.
I'm doing the Alien Queen at the moment. The whole thing, the model, previous versions, skins, Blender, NPherno's MD3 compiler and even an image editing program all fit onto a 500mb Flash Drive (and it all works off the drive too - very portable!). Actually, if I didn't have the old versions of stuff and some test files I've done, it would fit onto a 256 MB flash drive.
I would recommend at least 500MB to a Gig of space on the target machine to be kept free just so that Windows has enough space to create a decent swap file.
You need to model:
Blender (FREE!)
Npherno's MD3 Compiler (FREE!)(you can get by without this, but its a good idea anyway)
Plagman's MD3 Blender Export Plugin (FREE!).
Some sort of image editing program (Photoshop (Not free!), GIMP (FREE!) or Paint Shop Pro (not free!))
Before you start modelling bosses, take some time to download the stuff, go through some simple tuts (check out the tutorials thread on the Duke site) and get used to thinking and doing in 3D. Start out with something real simple. My first model was a hand dryer!
peoplessi
03-25-2007, 06:40 PM
Hiho's, as the Duke Nukem 3D modeling is almost done, and I promised to help out a little - but then I had to leave for several months to get my militarytraining out of the way. So now that I have the time, I could help here a little bit. I use mainly modo, but that shouldn't cause any problems ;)
Kennedy
04-10-2007, 10:43 PM
New model for the FX left by the rail gun trail. Fairly simple, needs skin and animation though.
I was thinking of making some random 3D trees just for an experiment, If I get them done then perhaps they could go into the SW 3D project as SW does use tree models.
I'm just currently having problems with getting animation exported and so if I can't solve that then I'll just stick to making inanimate objects - which the tree would count as being. :)
ProAsm
04-22-2007, 04:11 AM
Current animation is not really worth spending time on until we can change the format in the code.
Currently each animation must be 320 x 200 x 256 colors .bmp or .pcx and there is no other choice.
Animations must be in a .anm file and can be extracted or compiled with this program:
Anim2Pcx (http://www.proasm.com/files/sw/anim2pcx.zip)
However if you have the time and talent to improve the games current ones it would be great as I have tried and failed :)
Hendricks266
04-22-2007, 12:46 PM
ProAsm, Chip was talking about 3D model rigging and animating, not .ANM files. :o
ProAsm
04-22-2007, 04:07 PM
ahhh, ok sorry :doh:
marco75
04-23-2007, 11:33 PM
Since the only monsters converted to models so far are the Zilla Ninjas (some animations incomplete) and the TNT Coolie, converting the rest is going to be an awful lot of work.
That got me thinking, why not convert all the sprites in the game to 3D voxels?
Does the SWP.EXE or JFSW.EXE support animated voxels?
Is there a program (such as blender) that supports voxel editing?
I think this would give SW a unique look, keep it close to the original, and eliminate the awkwardness of looking down and seeing all sprites appear like they were cardboard cutouts.
ProAsm
04-24-2007, 10:46 AM
Voxels are supported, just turn them on in the menu or in the Sw.cfg 'Voxels = 1'
However switching voxels on switches sprites off, so any new textures made vanish :(
marco75
04-25-2007, 04:09 AM
Voxels are supported, just turn them on in the menu or in the Sw.cfg 'Voxels = 1'
However switching voxels on switches sprites off, so any new textures made vanish :(
Voxels=1 simply means that the *.kvx objects in the sw.grp are used. Only items the player can pick up are voxels. If you turn Voxels=0, pickups are drawn as sprites instead.
What I meant was to turn all 2D sprites into 3D voxels, so when you tilted your view up or down, they'd look like solid shapes, instead of now, they are like cardboard cutouts.
Anyway, there's is no easy way to turn bitmaps into voxels, and creating a voxel object from scratch is just as much work as making a 3D model, so it's pointless. I thought I could use SLABSPRI.EXE to turn the monsters to voxels, but it looks like you can't. It would have been a shortcut to making the game fully 3D, which is what this thread is about.
peoplessi
04-30-2007, 02:53 PM
Hiho's, as the Duke Nukem 3D modeling is almost done, and I promised to help out a little - but then I had to leave for several months to get my militarytraining out of the way. So now that I have the time, I could help here a little bit. I use mainly modo, but that shouldn't cause any problems ;)
I forgot to mention: currently modo doesn't include any animation tools, so I won't be animating stuff with this rig. Modeling surely goes. There isn't any todo -list for this then right?
Mr.Fibbles
05-11-2007, 06:25 PM
Since I just re-installed SW on my main computer and have been looking into things as far as the game, I plan on putting some of the basic stuff together.
I would like to comment on some things I noticed while playing through the game:
the ninja is bulky. He seems too blocky and wide compared to the sprite. What is the poly count on him because I imagine he could use a few more and be squeezed in a bit.
also, on the ninja, his "sword death" animation is no done. it goes sprite when I slice him up. Is there any reason that who ever made the model couldn't do the splitting? It would require, possibly, to make a copy of the model and define it separately.
I could do the above mentioned if someone were to send me the model in a base format (I use Blender, so the .blend file would be best; but a obj or maybe 3ds would be fine too. providing that it saves the animations that is)
the dustbin 2540 is buggy, at least when I play it. it looks like the top is place again on the bottom and mashes with the model.
is anyone working on anything specific so I know what not to look into doing?
hitman71
05-13-2007, 02:27 AM
Ongoing work is almost non-existent i think. I would fix up any things you believe need fixing from your observations ingame and then do anything else you feel is missing.
Regards the ninja model. I don't think you can define it as 2 models, the game engine just doesn't allow it. But it amazes me why it can't be done as a single model that changes shape. It doesn't HAVE to split into 2 pieces surely ?? Even if its meant to come seperate, can't you keep the 2 halves joined by a 1 pixel cylinder or something. The illusion that its 2 when in fact its always 1 model...
I'm no modeller, so forgive me if i'm way off...
The upshot is, go for your guns. Do whatever you think needs doing.
3D Master
05-13-2007, 05:16 AM
Ongoing work is almost non-existent i think. I would fix up any things you believe need fixing from your observations ingame and then do anything else you feel is missing.
Regards the ninja model. I don't think you can define it as 2 models, the game engine just doesn't allow it. But it amazes me why it can't be done as a single model that changes shape. It doesn't HAVE to split into 2 pieces surely ?? Even if its meant to come seperate, can't you keep the 2 halves joined by a 1 pixel cylinder or something. The illusion that its 2 when in fact its always 1 model...
I do believe you can animate a model to die in ways, and be destroyed. In duke some objects can be destroyed, and they fall apart in an animation. (The gumball machine comes to mind). So I think it should be possible, but I don't know how of the animation system of JFDuke3D is already implemented in the latest version of JFShadowWarior.
Parkar
05-13-2007, 05:53 AM
There is no problem to do the splitting animation from a technical standpoint but it's a tricky job for the animator. Either you make him two pieces at all times, ie he is pre cut and just slides apart in the slicing animation or you use two models one for the regular animations and one for the splitting one. There is no limitation stopping you from defining each and every frame as a different model even.
Mr.Fibbles
05-13-2007, 12:25 PM
That is what I was thinking. Taking the model and splitting it up. But I don't want to do that until the original is altered a bit (do less work in the long run: fix one model then split it rather than split a model and then fix 2).
Who made the ninja model and do they have the source copy of it still? because if they do I would like to look at it in some format or another.
WarHammer
05-14-2007, 09:53 AM
The ninja model was made by Papou008 (http://forums.3drealms.com/vb/showpost.php?p=144789&postcount=37). He also posted the source model (http://forums.3drealms.com/vb/showpost.php?p=161001&postcount=62) (sans animation) in .max format.
Mr.Fibbles
05-14-2007, 03:49 PM
I will see if I can animate it. The least I will do is try to make him more like the sprite (thinner and perhaps smoother)
EDIT: 3DS is a jerk and *.max is not compatible with anything but 3DS Max, which cost money and thus I don't have it.
The MD2 was able to import but it has no bones (purely vertex animation) and would be a pain to alter too much besides merging vertices.
Hendricks266
05-14-2007, 07:34 PM
There has to be SOMEONE out there who has 3DS Max.
Mr.Fibbles
05-14-2007, 08:59 PM
well, in the mean time I am taking time to work on some props. I also noticed that there are md2 and md3 copies of some models in the HRP.
I have a mesh for the barrel (693) and have a skin but plan on working on improving it.
I will also go through some of the stuff on the first level of the shareware.
Kennedy
05-14-2007, 10:41 PM
There is no problem to do the splitting animation from a technical standpoint but it's a tricky job for the animator. Either you make him two pieces at all times, ie he is pre cut and just slides apart in the slicing animation or you use two models one for the regular animations and one for the splitting one. There is no limitation stopping you from defining each and every frame as a different model even.
For the coolie kamikaze when he blows himself up, after he dies the coolie ghost splits from the lower half. Perhaps the author of the coolie model can help you do the splitting for ninja model?
Mr.Fibbles
05-18-2007, 04:51 PM
definemodel "highres/sprites/props/0693_barrel.md3" 5.25 0
definemodelskin 0 "highres/sprites/props/0693_barrel.jpeg"
definemodelframe "FRAME1" 0693 0693
I was so irritated by this one not being a model that I threw it together.
heebijeebi
06-08-2007, 07:52 AM
i made the access cards (sample: 1767 (http://home.arcor.de/punksk8er/1767.png))
should it be a 3d model? because a card is very thin ...
Luigi
06-08-2007, 09:25 AM
I think you should use the duke keycard as a base, and retexture that. You just need to ask permission from the author of the model.
heebijeebi
06-08-2007, 12:17 PM
I think you should use the duke keycard as a base, and retexture that. You just need to ask permission from the author of the model.
this gives the same error as the "nuke" model has:
Nuke:
Invalid frame name on line highres/sprites/pickups.def:8
Keycards:
Invalid frame name on line highres/sprites/pickups.def:19
Invalid frame name on line highres/sprites/pickups.def:23
Invalid frame name on line highres/sprites/pickups.def:27
Invalid frame name on line highres/sprites/pickups.def:31
Mr.Fibbles
06-08-2007, 02:33 PM
Use Npherno's md3 compiler to check the frame name on those files then. A download can be found here (http://www.quakeunity.com/file=481)
heebijeebi
06-08-2007, 04:10 PM
Use Npherno's md3 compiler to check the frame name on those files then. A download can be found here (http://www.quakeunity.com/file=481)
thank you that helped, there is no more error .. but it only acts like a model for the red card .. very strange ???
Kennedy
06-09-2007, 07:06 PM
i made the access cards (sample: 1767 (http://home.arcor.de/punksk8er/1767.png))
should it be a 3d model? because a card is very thin ...
I've made a 3D model for the card that's properly mapped. It'd probably look much better though with your skin on it. The Kanji though could use a little work, but a definate improvement over my 3 color version.
heebijeebi
06-10-2007, 03:17 AM
I've made a 3D model for the card that's properly mapped. It'd probably look much better though with your skin on it. The Kanji though could use a little work, but a definate improvement over my 3 color version.
can you give me a link?
Kennedy
06-10-2007, 02:28 PM
can you give me a link?
You should be able to download it from:
http://forums.3drealms.com/vb/attachment.php?attachmentid=6491&d=1170310975
heebijeebi
06-11-2007, 07:34 AM
hm.. i used your model but .. see yourself ..
http://home.arcor.de/punksk8er/Untitled-1.gif
the card is half in the floor ...
new version of the skin (changed the kanji):
http://home.arcor.de/punksk8er/1767.png
0815Jack
06-11-2007, 10:16 AM
the new kanji letters on the key card are looking much better :)
the problem with the model is well known in the HRP thread....if i remember correctly it happens when the point of origin is "inside" or "outside" the model
Tea Monster
06-11-2007, 10:54 AM
Yes. The zero-point has to be "on the floor" or where the 'base' of the sprite is. So open the model, set the zero point to the base of the model and that should fix it.
Kennedy
06-11-2007, 11:57 AM
Would it be possible to just adjust the offset in the DEF files? 3D modeling is still quite new to me. Good work on the texture though.
The padlock model 5043 also looks like it could use rotating 90 degrees when playing the game, here's a screen shot.
Hendricks266
06-11-2007, 12:09 PM
Would it be possible to just adjust the offset in the DEF files? 3D modeling is still quite new to me. Good work on the texture though.
In the DEF code, right next to scale and shade, put a parameter called “zadd”. Supply it a negative number, say -5. Take note though that this will affect all instances of the model in the game.
For the rotating thing, maphacks would suffice, but for some reason JonoF hasn't put them into SW.
Mr.Fibbles
06-11-2007, 12:10 PM
There are times when models are used in different places at different angles, those have been fixed with maphacks in the Duke project, but I do not know if that is available or how to do that.
EDIT: What Hendricks266 said.
heebijeebi
06-11-2007, 03:12 PM
In the DEF code, right next to scale and shade, put a parameter called “zadd”. Supply it a negative number, say -5. Take note though that this will affect all instances of the model in the game.
For the rotating thing, maphacks would suffice, but for some reason JonoF hasn't put them into SW.
that worked ...thanks!!
a model for 1770 (http://home.arcor.de/punksk8er/1770.png) would be nice.
sorry but i have never done sth. like modeling so i can't do it. i'm more into making textures ;)
Tea Monster
06-12-2007, 05:01 PM
Like this?
heebijeebi
06-13-2007, 01:57 AM
Like this?
yes looks great!
Besli
06-13-2007, 03:21 PM
Would it be possible to just adjust the offset in the DEF files? 3D modeling is still quite new to me. Good work on the texture though.
The padlock model 5043 also looks like it could use rotating 90 degrees when playing the game, here's a screen shot.
My old version worked good, but after I installed a newer version of the SW HRP it looked like yours. :(
@heebijeebi: Your Access Card is really great!
I think we could use the model from the D3D HRP, and just reskin that.
heebijeebi
06-13-2007, 03:49 PM
My old version worked good, but after I installed a newer version of the SW HRP it looked like yours. :(
@heebijeebi: Your Access Card is really great!
I think we could use the model from the D3D HRP, and just reskin that.
thanks!
the model kennedy made works fine with the "zadd" command ...
Besli
06-13-2007, 04:14 PM
thanks!
the model kennedy made works fine with the "zadd" command ...
"zadd" command :confused:
Tea Monster
06-13-2007, 04:57 PM
Here is the card. Its 128 faces. Thinking about it, you could loose the IC chips (the squares on the card) as at that scale you won't really see them anyway.
If you like it, I'll uv map and send out an MD3. I regret I can't get it into game for you guys as I'm kinda very very busy at the moment.
Hendricks266
06-13-2007, 05:24 PM
"zadd" command :confused:
In the DEF code, right next to scale and shade, put a parameter called “zadd”. Supply it a negative number, say -5. Take note though that this will affect all instances of the model in the game.5char
Besli
06-14-2007, 01:51 PM
Ah, thanks!
heebijeebi
06-15-2007, 09:38 AM
is there a way to view the textured models in any program and can somebody do pictures of those two rabbits?
i need them for the two signs (4993,4997). you can't make a good screenshot in game ...
hitman71
06-15-2007, 12:16 PM
Good to see modelling going on apace too (posted the same to texture thread) but a recent post made me wonder. Someone said "use the duke keycard model and just reskin it". Well, if the models really do match, i wonder what other models can be borrowed and simply reskinned ??
Mr.Fibbles
06-15-2007, 01:19 PM
If you have Blender you can import them and set the view port to "textured." you may have to attach the skin to the model but that isn't hard.
You could then do a render for the angle you need and the lighting you want by positioning the camera and light.
Tea Monster
06-15-2007, 01:42 PM
Here is the key card model. Let me know what you think. If everyone likes it, I'll post the md3. Again, I can't get it into game, so if there are any issues with turning it or something, let me know.
@ heebijeebi - misfit model 3d is free and can read md3 with animations: http://www.misfitcode.com/misfitmodel3d/
@ hitman71 - I thought someone borrowed some stuff already. I think the nightvision goggles came from Duke3D. I'm not really familiar with the sprite set in SW, so I couldn't really tell you what would fit.
Check with Parkar about borrowing stuff. It used to be under the GPL license, but thats changed recently.
Luigi
06-15-2007, 01:48 PM
That's awsome! Can you do the keyreaders too?
heebijeebi
06-15-2007, 02:22 PM
yes perfect ;)!
Tea Monster
06-15-2007, 03:22 PM
Heres the md3 and skin. I probably won't get much chance to do much else. I'm kinda snowed under with stuff at the moment. I had a free few minutes and batted that out.
If someone can send me a copy of the sprite for the keyreader I'll see. I can't promise though.
Again, if there are any problems with positioning, let me know.
http://www.filefactory.com/file/e6a61e/
heebijeebi
06-15-2007, 03:50 PM
Heres the md3 and skin. I probably won't get much chance to do much else. I'm kinda snowed under with stuff at the moment. I had a free few minutes and batted that out.
If someone can send me a copy of the sprite for the keyreader I'll see. I can't promise though.
Again, if there are any problems with positioning, let me know.
http://www.filefactory.com/file/e6a61e/
great..but you need to do the skins in green,blue and orange too ...
Tea Monster
06-15-2007, 04:16 PM
Ooops. OK.
http://www.filefactory.com/file/42233d/
(Just the skins in PNG-8 format)
Luigi
06-15-2007, 04:29 PM
There seems to be a problem with the model, it's in game but it's bugged.
Tea Monster
06-15-2007, 04:53 PM
It could be a problem with the latest version of Blender, which could be kind of ominous. I'll try it with the previous version
EDIT Try this
Luigi
06-15-2007, 05:07 PM
It's still bugged. I think there is a function reorient(at least there was one in zmodeler) in blender, you should try that.
Tea Monster
06-15-2007, 05:07 PM
Will do.
Mr.Fibbles
06-15-2007, 05:26 PM
are the normals facing the right way? That is what the problem looks like to me.
I haven't had any problems with the new version of Blender, except when going between versions, but that isn't a problem.
Tea Monster
06-16-2007, 12:00 AM
It looks like the way it was made was causing the problem. The boxes of the chips were set through the main box of the card. This was causing the problem with the normals. I tried the usual tricks of 'flipping all' which usually cures these problems and even exporting as an obj and reimporting and still it screwed up. If you set the faces to quads, it worked fine. If you set them back to tris it babbed up.
I've re-made the faces of the chips so that there are two sets on either side of the main card box, rather than one set that goes through. This seems to have sorted it, but the poly count has gone up to 204, which is kinda high for something like this. It would mean completely re-uv-mapping it and re-skinning it so Its going to be like this for now.
Try this one out and let me know how it turns out.
Luigi
06-16-2007, 05:40 AM
Perfect!
Keychips by Tea Monster (http://luigiba.uw.hu/keychips.rar)
If you download it please host it somewhere becouse this host is slow!
Besli
06-16-2007, 12:51 PM
Yes, the key chipcard looks really good now! :cool:
Tea Monster
06-27-2007, 12:37 PM
Here is the key chip reader. Let me know if the proportions look off. Its a whopping 43 faces!
heebijeebi
06-27-2007, 01:52 PM
Here is the key chip reader. Let me know if the proportions look off. Its a whopping 43 faces!
link?
Tea Monster
06-27-2007, 02:19 PM
same deal as before. I've got a lot of real life going on at the moment. I can't load the game at work for obvious reasons, and I currently don't have time when I get home due to other things.
As I can't test it in game, I'm just posting the jpeg, and if its the right proportions, I'll issue the MD3, but someone is going to have to get the defs and such.
EDIT: Here is the model with skin. If you send me your email Luigi, I'll send the model for testing.
Besli
06-29-2007, 06:33 PM
Wow, looks really nice!
Luigi
07-01-2007, 05:23 AM
The keyreaders are done :D
The host i'm using is slow so if you can upload it to a faster, please do so.
Models and skins by Tea Monster.
Get it here (http://luigiba.uw.hu/keychipreaders.rar)
skitey
07-04-2007, 11:29 AM
really cool..a little step closer to a "better looking" new old Shadow Warrior ^_-
let's see, what the future brings^^
Another Duke Fan
07-07-2007, 12:37 PM
There is a model missing in the latest SW HRP 07-03-07. See the shot below.
ProAsm
07-07-2007, 01:23 PM
It is there but invisible.
Looks like the MD3 file was just renamed which looks like you cannot do.
Unzip the Hrp, rename 5062_punchstick.md3 to just punchstick.md3 and do the same in the props.def file
// Punchstick (5062) by Esslan
model "highres/sprites/props/punchstick.md3" {
scale 1.6
skin { pal 0 file "highres/sprites/props/punchstick.png" }
frame { name "idle" tile 5062 }
}
Mr.Fibbles
07-07-2007, 01:45 PM
or you could replace the call in the def files. which would be simpler perhaps.
I think there should be some consistency in the names of models etc.
Luigi
07-07-2007, 01:54 PM
I rewrote the defs so every model and skin now has the tilenumber in the begginning of their name. Looks like heejibeeji forgot to rename the model/skin before release.
Another Duke Fan
07-07-2007, 02:06 PM
It is there but invisible.
Looks like the MD3 file was just renamed which looks like you cannot do.
Unzip the Hrp, rename 5062_punchstick.md3 to just punchstick.md3 and do the same in the props.def file
// Punchstick (5062) by Esslan
model "highres/sprites/props/punchstick.md3" {
scale 1.6
skin { pal 0 file "highres/sprites/props/punchstick.png" }
frame { name "idle" tile 5062 }
}
Well, thanks. Simply renaming the punchstick.png to 5062_punchstick.png does it. BTW, I have a real headache with the new Swp update Version 3.8.5. I am not able to exit the game, nor the arrow keys work on the menu, once killed inside the game. Please, check that.
heebijeebi
07-08-2007, 07:24 AM
sorry I missed this one to rename.. any others too? I
got thru it and haven't found any...
Another Duke Fan
07-08-2007, 10:30 AM
heebijeebi, no problem at all. I think, this was the only model that needed to re-appear. The rest seems all right to me.
ProAsm
07-22-2007, 03:56 PM
Just a query here.
I notice with the modelled access cards now they behave like Dukes cards where in most user maps you cannot see them as they are mostly head on and all you see is a thin line.
In Duke I disable them in the Hrp and maybe will just do the same here - pity.
Luigi
07-22-2007, 05:31 PM
The model should be rotated then, and when maphacks are available, we can fix up the remaining problems.
ProAsm
07-22-2007, 05:52 PM
Dont maphacks only fix the actual game maps.
Its like the toilets in Duke, although they look cool and the rightway around in the actual game (approx 30 maps) in the 2000+ usermaps and TC's they are sideways 99% of the time.
Maybe we need to look into the code for setting this stuff.
Mr.Fibbles
07-22-2007, 06:14 PM
well, maphacks can be set for other maps too, but the original game levels cannot be altered and legally distributed. With the user maps someone could go in and rotate all the toilets etc to face the correct direction, but no one wants to do that because it hardly seems worth it.
Tea Monster
09-06-2007, 11:52 AM
The original modeller should have tested it in game. A lot of times rather than having the modeller adjust the model, the Pack coordinator will instead do maphacks for every instance of the model in the pack.
This screws all user maps as the model is 'really' facing the wrong direction.
Sometimes this is due to sprites legitimately being in the wrong direction sometimes, other times its a 'quick fix' which winds up being a major headache later.
Kennedy
09-26-2007, 10:14 PM
New model for the magnetic key card reader.
The Cool One
02-02-2008, 09:48 PM
What happened to the Lo Wang model that 3D Realms used for the FMV clips?
Mr.Fibbles
02-02-2008, 11:24 PM
probably got lost in space, if not it is most likely a really high poly count.
Besides, we probably can't use it anyway since it is property of 3DR.
Retodon8
02-03-2008, 04:16 PM
The SW models do seem to have a pretty high polycount.
See this example (http://www.hash.com/stills/displayimage.php?pos=-204), or check the gallery ("Showcase") for more DN3D and SW (spread all over though).
Mangopork
06-27-2008, 12:59 AM
What's wrong with a high polycount?
I think it looks beautiful.
Tea Monster
07-02-2008, 04:28 PM
They can be as high-polycount as the machine they were made on can handle. Those models were made by 3DR and were used as reference for the sprites (renders of them animated were probably used AS the sprites)
But in either case, what wound up in the game was s sprite or a voxel, so the polycount dosen't matter on the original model.
nicram_kl
09-13-2008, 02:01 AM
Hello I have made a 3d model for SW but i cant get it to work in game. I think that I need some kind of a compiler.When I run the game console is not showing any error. Please give me some tips. Thx
Here is my work. Please note that texture is still early stage.
the model is 308 polys.Its game number is 5060.
note2: I coudnt upload it in one pack so the md2 file is packed and seperatly uploaded form png and txt file.
Mr.Fibbles
09-13-2008, 02:25 AM
Does SWP support MD3? I can't remember. . .
Anyway, you should make sure that you have the right frame name (case sensitive?).
If I was on my own computer I would see what I can do about the defs but all I can suggest is to make sure the frame name is right.
nicram_kl
09-13-2008, 03:04 AM
I have thought of that and I've tried several frame names : frame0 (3dsmax name for first frame), frame1, idle and none of this works :/.
An yes Sw hrp supports md3 but I couldnt find any good exporter form 3ds max 2008 to md3 so I've used md2.
Mr.Fibbles
09-13-2008, 04:15 AM
Have you tried looking here (http://forums.3drealms.com/vb/showthread.php?t=16088)? The Duke3D community project is more active and that is where there are a lot of tuts and tools for the HRP stuff.
use NPherno's .md3 Compiler (http://www.quakeunity.com/file=481) to see what the frame name is (as well as removing frames if needed).
you may be able to find an md3 exporter looking around at Quake sites also.
nicram_kl
09-13-2008, 05:12 AM
yes i have seen that page and it helped a bit i other things.I have found topic where parkar explains to you my current problem about namig frames :).I dont got it I've tried but i dont know how to do it.(http://forums.3drealms.com/vb/archive/index.php/t-11798.html)
From what I understand it should be:
1)open MD3Compile.exe
2)press import objects-> 5060_axes.md2
3) selecting the marker so it is white(select frame)
4)typing frame name(idle)
5)export object -> 5060_axes.md3
6) internal name idle mark two things?
please explain it to me
I feel so stupid, sorry man. I've just recently started 3d modleing and i would like to contribute to the sw hrp.
Mr.Fibbles
09-13-2008, 05:24 AM
ah. I am not on my computer. . .
There should be a text field on the bottom right hand corner of the screen that shows the frame name. There is where you rename it.
The internal name is useless for our purposes IIRC.
Once you name the frame and export it adjust your def files correctly and then it should work.
After work (graveyard shift) I am going to be sleeping but after that I will look at the model in the compiler and in SW. (ie, if you can't figure it out, you will have to wait 12 hours or so).
nicram_kl
09-13-2008, 05:56 AM
Ok got frame name(just had to made fullscreenmode and it was on the bottom so stupid of me :() thank you!! , but now sprite is gone(that is good) and the model doesnt display . I think the problem could be the scale or adjusting some coordinates in MD3Compiler you gave me or the def's. I will try to figure it out.
Mr.Fibbles
09-13-2008, 06:06 AM
yeah. it could be the scale.
Adjusting the scale is a pain in the ports. I have had a lot of problems when making models for Duke3D. It takes a lot of trial and error. I have a "test" map that I just drop the sprites I am replacing/working on and load up that map to see where it lines up etc.
I think it turns out that the game expects really big models.
nicram_kl
09-13-2008, 07:34 AM
I've tried different settings on scale but it doesnt work . Console shows every time an error that it cant load the skin file (texture).I've tried replacing the texture file with an only uvw map exported to png from 3ds max and nothing. This error appeared after I've converted md2 to md3 and named the frame but i think that it would be the same in md2 if the frame was named right in it.
Edit:Attached
Code: (to props.def)
// Axes (5060) by nicram_kl
model "highres/sprites/props/5060_axes.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/props/5060_axes3.png" }
frame { name "idle" tile 5060 }
}
Edit2:
It appears that my model is in the game (i can destroy it) but the problem is with the skin
I've tested it by doing random map in the editor (http://forums.3drealms.com/vb/showthread.php?t=32688) and adding my model. I will try to work on that problem.If you have any clue how to fix it please respond.
Mr.Fibbles
09-13-2008, 06:01 PM
make sure you have the file named correctly.
Can you zip up the whole package (md3, png, def) and I will see what I can do.
nicram_kl
09-15-2008, 03:09 AM
Well I have no clue how to fix it .Have you tried something yet? I've posted new thread in duke3dhrp section maby some will know.
Mr.Fibbles
09-15-2008, 11:28 AM
I didn't see your edit until this morning. . . I will take a look this evening between paragraphs of Latin homework.
EDIT:
I just thought of something:
Do you have to have the file as a png? ie is there anything that you need the png file format for like transparency? If not, try using a jpeg instead.
I will investigate further when I have (or make) time tonight.
nicram_kl
09-15-2008, 12:32 PM
Ok I will try that.
Edit:
Got it .Well i thought that it wont work since nearly all model in props.def have png txeture but it worked.i've changed se sale to 1.0 (it was gigant 120 :D) and rexeported form max again to change the right angle(it was 90 off).I will work on the texture later
Edit 2:
My new project :the hud weapon sword
Mr.Fibbles
09-15-2008, 03:14 PM
and to think. . .I just got home and was about to look at it. ;)
I am not sure why the png wasn't working but unless there is transparency, there is no real need to use png. pngs are larger and if you can get away with jpeg, it is better to just use jpeg because it is less space and less RAM.
Sword looks nice. it is good to see that someone is working on the SW HRP now. I wish I had time (and the real deep down desire/creativity) to help more but school has picked up again.
Hendricks266
09-15-2008, 07:18 PM
I'm going to take a look at that model for you.
The sword looks great!
Some things:
Back up your work (periodic WIP source model uploads if nothing else).
Make the hands a separate skin, because the Duke HUD models are going to be redone with this characteristic added.
You could make the fists, and from there, have a base hand model for all of the weapons.
Don't forget bloody skins.
Mr.Fibbles
09-15-2008, 08:02 PM
Ah, yes. As Hendricks said: start the HUD weapons correctly. . . hands are their own model so when it comes time to do the other things it is easier. This would also save some space and RAM.
I guess you could make the hands separate and release those so someone could start the other HUD models as well.
nicram_kl
09-16-2008, 04:23 AM
Well all these things are new to me and I learn as i go along so the only thig I can say is that I will try. I thought maby there is a way to copy duke's hands and add thouse neklessys things(is that how is it called?).
Also my axes model is oriented i 0,0,0 cordinates when was exported from max but is still is in the wall and not corretly directed.Do you think that it should be fixed with an maphacks(I don't know how to do a maphack) or should I change the positiopn in max and export it again(that will corrupt other places I think)?
nicram_kl
09-16-2008, 04:24 AM
The sword looks great!
Thanks
Some things:
* Back up your work (periodic WIP source model uploads if nothing else).
* Make the hands a separate skin, because the Duke HUD models are going to be redone with this characteristic added.
* You could make the fists, and from there, have a base hand model for all of the weapons.
* Don't forget bloody skins.
Ok will try to do :D
Edit:
Some progress:
1)got rid of the bad angle problem no need of maphacks afterall
2)skin is in ok stage
Edit2:
I think it is the final version check it out
(I can give somebody a uvw map in jpg so you could do better skin but I think its ok)
Hendricks266
09-16-2008, 05:50 PM
// Axes (5060) by nicram_kl
model "highres/sprites/props/5060_axes.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/props/5060_axes3.png" }
frame { name "idle" tile 5060 }
}
There's your problem.
Good to see you got it fixed anyway. Also, it is better to use a PNG (with PNGOUT) but use your source drawing. (i.e. don't save your JPEG as a PNG)
Psykomanius
09-16-2008, 07:23 PM
Edit 2:
My new project :the hud weapon sword
It do not look like a Katana/Japanese sword :confused:
Like the ones here --> http://en.wikipedia.org/wiki/Japanese_sword
nicram_kl
09-17-2008, 02:44 AM
// Axes (5060) by nicram_kl
model "highres/sprites/props/5060_axes.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/props/5060_axes3.png" }
frame { name "idle" tile 5060 }
}
There's your problem.
Good to see you got it fixed anyway. Also, it is better to use a PNG (with PNGOUT) but use your source drawing. (i.e. don't save your JPEG as a PNG)
Then number wasn't the problem it just didin't load and said that it can't(see screensot of console output) the number in def's is different because i've tested it on different skins and forgot to change it to normal when uplpoading.
When I've changed the format to jpg it worked.
Anyway thanks for the interest and help :)
It do not look like a Katana/Japanese sword :confused:
Like the ones here --> http://en.wikipedia.org/wiki/Japanese_sword
Well i've been looking at the art(eg 2083) and it differs from the real katana sword so yes it doesn't look like a real one.
Also it isn't the final version I will change it sometime.I think it will be something more in between .Right now I am working on the hands(so it will be separate models) then I plan to work on the weapons.
Thank for interest and tips anyway.
Psykomanius
09-17-2008, 03:58 AM
It's nice that someone is working on SW again :cool:
nicram_kl
09-17-2008, 04:12 AM
It's nice that someone is working on SW again :cool:
Have you tested my model 5060 ?any critics comments?I'm just curious what you guys think
nicram_kl
09-19-2008, 11:42 AM
I've discovered an error in my 5060 model (it has bad position it is too low) I will update that and some scale problems.
Some update on hands(weapons):
http://www.youtube.com/watch?v=bt337njsauc (Is it ok to post movie with art from game? it if not please tell me and I will remove it I didin't have other idea how to show it to you)
I know it isn't perfect but tell me what you think :D
Mr.Fibbles
09-19-2008, 01:35 PM
Not bad. A lot of stuff is done with the skin, so that looks pretty good even without a skin. Speaking of which, poly count?
It is OK to post video of the game. No one cares if you post tech demos of your work as modifications of SW (or Duke3D) or just your speed runs. This isn't like movies or anything ;).
hitman71
09-19-2008, 05:05 PM
shorter fingers on left hand please :)
nicram_kl
09-20-2008, 03:26 AM
Both hands are the same.It is just bad angle/scale that makes it look to big.
I rote an PM to Joe3dr about my video(with art) question - not answered yet,but if you say that is ok then let it be for now :D.
The model polycout with the sword (it is in one project) is 3264.
I am trying to make it look as good as possible then some optimising will be done and after that the skin and animation :).
I think that end project will have someting like 1,7k polys at end. Btw how may polys duke hands have(of course duke has no hands nekless so it should be less :))?
Mr.Fibbles
09-20-2008, 03:45 AM
I wonder how the FOV will effect this model. . .
In Duke, we had issues with the Shotgun (among others) dealing with the perspective from the FOV and there was so much debate over how to fix it etc.
I'm not sure what the poly count on the hands in Duke are but that doesn't sound too high. As long as it runs in the heat of battle without too much trouble on most machines it should be fine. I am not sure how much optimization ProAsm put in SWP but TerminX and the EDuke32 team have done a lot for optimization and such.
nicram_kl
09-20-2008, 12:31 PM
Done some optimaliation and now model (2 hands and sword) polycount is 2390! so I think its okay. Here I've tried to do some new animation.
http://www.youtube.com/watch?v=_YgJbny8sxY
Mr.Fibbles
09-20-2008, 12:52 PM
Folding fingers into a fist is a really hard animation due to the art of bone weighting. . .You did a decent job there.
nicram_kl
09-24-2008, 10:07 AM
Did some progress. Now working on the skin(I've got to do some tutorials though because I suck preety hard at texture making :/).
I've decided that the yang symbol will be a texture thing.Well maby someday will change that to some more poly's but for now it is on texture.
Phayzon
09-26-2008, 05:40 PM
Looks nice :)
I think it needs to be darker though. For example the light grey parts should be as dark as the dark grey parts, and of course the dark grey even darker. Same goes for skin
Keep it up!
Hendricks266
09-26-2008, 06:35 PM
Did some progress. Now working on the skin(I've got to do some tutorials though because I suck preety hard at texture making :/).
Good job!
I've decided that the yang symbol will be a texture thing.Well maby someday will change that to some more poly's but for now it is on texture.
If you don't lose your source, that could happen.
Blendercon
11-11-2008, 01:43 AM
Hi,
Just a question:
I have the software Blender, with scripts to export Phyton MD2/MD3 format, except for the MD2 format should be a text file with the name frames ect ... but I do not know it.
And the MD3 format, then I can even export to import from blender (not annimation), but it does not work on Duke and Shadow Warrior.
Where can I find a totorial on video?
Because each time I am told to go here: Tell me if I badly translated from French into English
But it does not work anymore.
One of you can make a video with Blender and then put it on YouTube?
Thanks
nicram_kl
11-11-2008, 03:57 AM
Hello I'm not sure if I understand you but if you want to edit names for frames try MD3Compile.exe its explained couple post above (I had that problem reacently)
About the blender thing have you read this ?:
http://forums.3drealms.com/vb/showthread.php?t=16088
Sadly I haven't used blender so I can't help you.
PS:
If you guys are wondering whats happenig to me don't worry I haven't given up SW HRP it's just on hold because I am having some serious egzaminations and stuff on my university I expect to work again in a week or so.
Mr.Fibbles
11-11-2008, 09:19 AM
*remembers that he has to learn French and German for graduate school*
You seem to be having a problem with def files and the names of frames. Is that correct?
Using this MD3 compiler (http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip) you should be able to see/change the name of the frames as well as delete any excess of frames.
MD3 is the current format, IIRC. Try to avoid MD2 format as it is depreciated (old) and at least in EDuke32 it is no longer supported (I think TerminX wants to drop support for it and once he had the program output errors for all the MD2s in the HRP: he is funny like that :D)
Blendercon
11-15-2008, 01:17 PM
I modeled with the software Blender, and I too can not be exported md3 with frames.
What I want is that a person making models for Duke Nukem 3D and Shadow Warrior movie screen and shows us from A to Z how to make animated sprite.
Sadly I haven't used blender so I can't help you.
What software do you use?
Hendricks266
11-15-2008, 07:20 PM
I modeled with the software Blender, and I too can not be exported md3 with frames.
MD3 importer/exporter (http://forums.3drealms.com/vb/showpost.php?p=775450&postcount=407)
nicram_kl
11-16-2008, 02:09 AM
I use 3d Studio Max 2008 (plus some md2 export plugin/script).
To export models MD3 compiler(from md2 to md3 with frame name and position change).
For textures Photoshop CS2(I make uwr maps in 3dsmax and export it to jpeg and colur them in Photoshop).
I haven't done any animation into game yet but in time I will try so I don't know exactly how to do it.
Blendercon
11-16-2008, 04:10 AM
Thank you for your Hendricks226 script, but I think I ever get there. We need to show me how, because I'm lost. :(
There are so many things to do for a polygon in 3D Shadow Warrior.
Blendercon
11-16-2008, 09:36 AM
YES! My first model!
10069
10068
This is not the final version.
For the UV texture I made a scren shoot, and I pasted faces incorrectly.
So it's not good quality, but a first test. You can improve if you want, and add the fire. ;)
nicram_kl
11-17-2008, 11:05 AM
cool keep the good work :)
Blendercon
11-17-2008, 12:52 PM
Cool ! My second model :D
10075
10076
Blendercon
11-17-2008, 01:23 PM
Ha yes... nicram_kl... Can you give me a copy of the hands of Lo Wang with annimations if possible?
I want you to make them move.
Put the 3DS format, or OBJ.
But not the *.MAX format please.
If you do not, it's not serious.
nicram_kl
11-18-2008, 05:58 AM
OK I'm back in bussines!
... and already have a problem - cant get my hands + sword model and draw anim to work. I think the problem is in my def file -it looks like that:
// sword (2080)
model "highres/sprites/firstperson/sword_draw_test.md3" {
scale 1.0
skin { pal 0 file "highres/sprites/firstperson/hands2_17.jpg" }
frame { name "idle0" tile 2080 }
anim { frame0 "idle0" frame1 "idle20" fps 30 flags 1 }
}
I've tried various different settings but it doesn't show in game or even an error in the console.
I know that the problem looks similar to my first model but I don't have a clue what can be wrong(I think then it was something with texture).
Note that model and texture is in early test stages so it has only 1 animation and bad texture and bad position but thats no the case.
Hope you understand.
I've attached my work but I don't think that at this stage it will be usefull for you Blendercon.
Hmm after some thinking I think it could be problem that i haven't done proper uwm map/texture for sword itself but only hands.
The render:
http://pl.youtube.com/watch?v=LyGY1ajPHVM
Blendercon
11-19-2008, 07:03 AM
10092
10093
Blendercon
11-19-2008, 02:33 PM
I found how to create Shuriken paper if it involves people.
10095
Mr.Fibbles
11-19-2008, 03:16 PM
Only if someone wants to turn it into a 3D Model. . .
Blendercon
11-20-2008, 11:01 AM
Only if someone wants to turn it into a 3D Model. . .
Yes, it's true.
But I posted this picture to motivate people especially ;)
Spiker
12-08-2008, 02:46 PM
Oh my! These threads are so close to be dead. That fills my heart with sorrow:(
Development of Duke 3d is also slowing down recently:(
nicram_kl
12-09-2008, 02:14 PM
Well its true there is not much trafic around here. I'm still working on my model but cant get over some isues. Reacently my 3ds max stared to act weird and I cant get to do anything.I think I will make a format after that I will concentrate on simple models without animations so hopefully the project will go on.
hightreason
12-10-2008, 08:11 PM
Forums generally slow down at this time of year.
But i do wish that all this sort of stuff wouldnt, i hope that one day SW will have all the same sort of things that Duke 3D has got (such as the HRP and Duke Plus - but for SW) obviously the point of threads like this is for people do be developing things like that. If it doesnt speed up after christmas id be very surprised.
motionblur
12-11-2008, 03:51 AM
@blendercon: could you please also bake in ambient occlusion into your textures?
I asume you use blender so it's not that difficult to do but it can make a huge difference :)
@nicram_kl:
Your hand models seem like quite a lot of work so far. Actually they sem to go in the right direction but could you please try to get the proportions a little more right? unfortunately Hands are something we se everyday and thus notice errors very quick.
I'd say the fingers seem too long and too thick - also the palm of the hand seems to me to be too plain. Especially in the lower thumb area.
Otherwise good work. Kep it up. Don't let this thread die ^^
nicram_kl
12-11-2008, 01:57 PM
About the hands :Thanks for feedback !!! I will improve them when I will be able to get them ingame - I just have no clue how to do it or what can be wrong.I will focus now on simple models without animations and when get more patience will try again with hands.
Blendercon
12-18-2008, 08:36 AM
I did my best.
I wish that it helps me because I made very ugly textures I know, and I need advice at annimations of Mesch, and export MD3 wich Blender.
Kennedy
12-21-2008, 08:06 PM
Here's a shuriken model, not skinned.
Blendercon
12-22-2008, 01:00 PM
Okay, thanks Kennedy!
Blendercon
12-22-2008, 01:22 PM
But your shuriken is vertical, and not horizontal.:confused:
10276
A new shuriken horizontal (+) a texture.
10277:)
Kennedy
12-22-2008, 10:28 PM
The orientation can probably be changed using the defs, But my knowledge of coding them is non existent.
Blendercon
12-23-2008, 03:59 AM
I do not even know if we can do this.
It can change the size but the direction of axes X Y Z ... : confused:
Thank you very much for your model, I will when I encode time if you want. ;)
Kennedy
12-26-2008, 08:41 PM
The hard part will probably be coding them so that they spin while flying at enemies. That's partly why I had the orientation that way. In the original pickups there is a stack of shuriken but I don't know if you can put more than one model in a sprite.
Hendricks266
12-28-2008, 03:54 PM
Copy and paste the shuriken model in the same scene, arrange them, then export it.
Kennedy
12-28-2008, 06:46 PM
I was hoping that there was some way to do it using the code (con or def files?)
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