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Besli
04-10-2005, 07:52 PM
Time to start this thread! *g*

Nacho
04-10-2005, 08:23 PM
Nice, It looks pretty good.

Maren Gnawol
04-10-2005, 08:36 PM
Nice stuff. Are you going to model enemies as well?.

Little Conqueror
04-10-2005, 09:10 PM
TEN BUCKS TO WHOEVER MODELS TEH ANIME LADIEZ

That's a very nice model. Perhaps you could do a "buttonize" effect on the Yin Yang symbol, however, to make it more like the original.

Roma Loom
04-10-2005, 09:17 PM
I really wish to make a [Nukellar] Rocket Launcher... Seems easy to me... But I completely have no time (this month at least) http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

SamSwashbuckler
04-10-2005, 10:20 PM
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P

TerminX
04-10-2005, 10:32 PM
SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P


Yeah, but it's a box that fires nuclear warheads. You just don't screw with that. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Sergioduke
04-10-2005, 10:40 PM
model light switch

Boinky
04-11-2005, 01:48 AM
Besli didnt you start the Duke3d modelling project as well?! And quit stealing the D3d Modellers there is still a lot of unfinished work, and folks like me have no talent when it comes to art!

Maren Gnawol
04-11-2005, 02:16 AM
SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P



Actually it's great because the design is different to anything seen to date. My sole complain would be that the atomic "mushroom" cloud rises from the ground even when the warhead explodes against a wall.

Eddy Willson
04-11-2005, 02:24 AM
The star looks cool http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif

<font color="#1F1F22">Also I just wanted to be on the 1st page!</font>

Parkar
04-11-2005, 03:42 AM
Maren Gnawol said:

SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P



Actually it's great because the design is different to anything seen to date. My sole complain would be that the atomic "mushroom" cloud rises from the ground even when the warhead explodes against a wall.



Actualy, as far as I can remember there is rpg's that look like that in real life so they can hold four rockets at once. Anyway you can find similar desgins in other games as well. I think sof had one but not entirely sure.

Maren Gnawol
04-11-2005, 03:58 AM
http://www.soldier-of-fortune.com/sof/images/weaps/weaps_rocket.jpg

http://www.3drealms.com/sw/images/rocket.gif

Not much besides a lil squareness but you be the judge.

Little Conqueror
04-11-2005, 06:34 AM
I think the SW rocket launcher looks awesome, but that's just my two cents.

Besli
04-11-2005, 06:49 AM
Boinky said:
Besli didnt you start the Duke3d modelling project as well?! And quit stealing the D3d Modellers there is still a lot of unfinished work, and folks like me have no talent when it comes to art!


Yes, I did but there isn't any unfinished thing!
There where 3 models I started with: Shotbox, Medkit, and Steroids.
Shotbox is finished.
Medkit is done by someone other.
Steroids are also done, but I'm not very happy with the actual one.

BloodShed
04-12-2005, 02:10 AM
Parkar said:

Maren Gnawol said:

SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P



Actually it's great because the design is different to anything seen to date. My sole complain would be that the atomic "mushroom" cloud rises from the ground even when the warhead explodes against a wall.



Actualy, as far as I can remember there is rpg's that look like that in real life so they can hold four rockets at once. Anyway you can find similar desgins in other games as well. I think sof had one but not entirely sure.



I belive Farcry also has a square rocket launcher

Steve
04-12-2005, 04:39 AM
Very cool.

Eric R.
04-13-2005, 08:25 AM
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces

Sgt. Nukem
04-13-2005, 08:29 AM
What to improve???

Textures, of course... http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif

Micki!
04-13-2005, 09:32 AM
Eric R. said:
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces



Transparent Wings would look nice... http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

(is that even possible..?)

jimbob
04-13-2005, 09:38 AM
Eric R. said:
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces

the wings are "flattned boxes" i.e they have sides. those take up a lot of poly`s, if you make em completly flat you can save some poly`s http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif and transparent wings should be possible with a png skin right?

BloodShed
04-13-2005, 11:37 AM
jimbob said:

Eric R. said:
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces

the wings are "flattned boxes" i.e they have sides. those take up a lot of poly`s, if you make em completly flat you can save some poly`s http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif and transparent wings should be possible with a png skin right?



Ya via an alpha channel i belive http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Parkar
04-13-2005, 01:23 PM
Nice, but it has way to many polys, remember that there is usualy like a dussin of these on screen at once that would end up being 7968 polys just for the bugs. I think you should aim around 50, or atleast stay below 100. The jaws, legs wings realy don't need that many polys.

WarHammer
04-13-2005, 02:13 PM
I don't remember there ever being more than five or six of them at any one time, or one at a time with other monsters. As annoying and hard to hit as those little buggers are, twelve at a time would drive me insane.

Quakis
04-13-2005, 03:12 PM
SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P



This rocket launcher is just a box too http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

http://img.photobucket.com/albums/v220/deathquakis/rem_rocklauncher_lg.jpg

So...

Ras
04-13-2005, 04:50 PM
Well, even if they have to be scaled down, the bugs are looking good so far.

I hope someone plans to tackle the paper lanterns seen in the first level soon (and, maybe the floating lanterns from the first registered level). I bet those'll look great modeled.

Water12356
04-13-2005, 06:51 PM
TerminX said:

SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P


Yeah, but it's a box that fires nuclear warheads. You just don't screw with that. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif



Ive always wanted a nuclear lunchbox! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Water12356
04-13-2005, 06:54 PM
Eric R. said:
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces



Nice but watch how many pollys the finished product will be. Dont want the FPS to drop. Thoes things come in large swarms you know. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Maren Gnawol
04-14-2005, 01:07 AM
Eric R. said:
those lovely bugs! this my first draft please tell me what to improve the model has 664 faces



How about a more threatening stinger?.

Eric R.
04-14-2005, 08:03 AM
here is the second verion of the hornet I think still needs some work pic 1.- 568 faces, pic 2.- 234 faces

BloodShed
04-14-2005, 08:22 AM
Eric R. said:
here is the second verion of the hornet I think still needs some work pic 1.- 568 faces, pic 2.- 234 faces



I like thhe 2nd one http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Parkar
04-14-2005, 08:30 AM
Getting there.

Phayzon
04-14-2005, 02:50 PM
Arent there a few similar textures and things in SW that were already done for DN3D? Such as the light switch (I saw that one above) the Cap. blue letters (And the HUD letters?) and a few others?

Carger2000
04-14-2005, 04:02 PM
Hmm yeah there were a few..

Semicharm
04-14-2005, 06:43 PM
There's also some of the instrument panel textures that are animated versions of the ones from D3D.

Tea Monster
04-22-2005, 05:59 PM
Use the second one.

It looks better and saves polys.

A lot of detail can be done on the skin. Take a look at the DN modelling thread and see what has been done there. You only need a basic shape and the graphics can do an awfull lot.

Papou008
05-09-2005, 02:24 PM
Hello, I've begun to create the new model of evil ninjas.
For the moment, modelling, textured are full and animated is not already finished.

You can see them here:
Presentation (http://img95.echo.cx/img95/6053/evilninja9qq.jpg)
Screenshots1 (http://img95.echo.cx/img95/9894/evilninjascreenshot19jd.jpg)
Screenshots2 (http://img95.echo.cx/img95/7730/evilninjascreenshot29zy.jpg)

I try to respect the original picture as much as I can and add new details for others skins.
For the moment I don't send the md2 because animation isn't already finished and I've again some problems:
- Red lightening colour don't work (I think it's a problem of JF Shadow warrior)
- The model has a symmetry when the player is right or left to it (this was used in the old engine to avoid having too much pictures in the .art files, so the same picture was used for right view and left view. It should be edited in the "SWDATA.SYM" file but I don't know exactly how to do.)
- I can't export more that 100 frames (in the .md2 file) with my actually script in 3DSMAX. (so the animation has less time details).
- I've again some problems with the "monster.def", so I can't use single frame for death
- I will not be able to create the animation when the ninja die after being cuted (I'll maybe create a second md2 for that because it uses more polygons).
- Some dying animations has blood on the picture itself, maybe I'll create news textures with that blood (and light during shoot).
If you can help me to solve one of the problems, I could post the md2 earlier.

Sorry for my language, I don’t naturally talk English.

Dr. Kill
05-09-2005, 02:28 PM
If you need painskins, let me know. I know we can't do them like in JFDuke since sw has no cons, but in my original system, It was based on the death animation. I'd be willing to help! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Water12356
05-09-2005, 02:33 PM
Nice work Papou008!

BloodShed
05-09-2005, 03:02 PM
does he have a split personalety? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

ie:
http://img99.echo.cx/img99/200/swhalfman7hl.jpg

anyways nice job http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

EDIT

nevermind my post, I just looked at your post again http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif

TerminX
05-09-2005, 03:13 PM
Papou008 said:
Hello, I've begun to create the new model of evil ninjas.
For the moment, modelling, textured are full and animated is not already finished.

You can see them here:
Presentation (http://img95.echo.cx/img95/6053/evilninja9qq.jpg)
Screenshots1 (http://img95.echo.cx/img95/9894/evilninjascreenshot19jd.jpg)
Screenshots2 (http://img95.echo.cx/img95/7730/evilninjascreenshot29zy.jpg)

I try to respect the original picture as much as I can and add new details for others skins.
For the moment I don't send the md2 because animation isn't already finished and I've again some problems:
- Red lightening colour don't work (I think it's a problem of JF Shadow warrior)
- The model has a symmetry when the player is right or left to it (this was used in the old engine to avoid having too much pictures in the .art files, so the same picture was used for right view and left view. It should be edited in the "SWDATA.SYM" file but I don't know exactly how to do.)
- I can't export more that 100 frames (in the .md2 file) with my actually script in 3DSMAX. (so the animation has less time details).
- I've again some problems with the "monster.def", so I can't use single frame for death
- I will not be able to create the animation when the ninja die after being cuted (I'll maybe create a second md2 for that because it uses more polygons).
- Some dying animations has blood on the picture itself, maybe I'll create news textures with that blood (and light during shoot).
If you can help me to solve one of the problems, I could post the md2 earlier.

Sorry for my language, I don’t naturally talk English.


Don't bother with MD2. MD3 is supported as of the next release.

Parkar
05-09-2005, 04:58 PM
Hey that ninja is pretty cool. Seams like you have little problem with the shoulders rig. Hard to see exactly whats going on there but something looks fishy.

I think you managed to capture his personality realy well.

Hope you will pull of the slice animation as well. I little sugestion on that one if you don't already know how to do. Use a diffrent model for the slice animation were you have sliced him up and added the polygons in the slice then make a special rig for this animation wich is split in two. Hope this makes sense.

Whats the polycount on him?

You have chosen the most difficult and probably one of the absoltue most important one. I wish you good luck on it.

Besli
05-09-2005, 07:34 PM
Didn't noticed that!
Hey the evil ninja is really cool!!

DLT
05-10-2005, 12:55 AM
Nice work Papou008 http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif

Blade Nightflame
05-10-2005, 06:48 AM
IMO, I think that model is pretty awesome. But I'm more used to the sprite version of them. Please, make the Shadow Ninja look even more awesome, I swear that's like a mini-boss itself the way it uses it's attack.

Viciarg
05-10-2005, 06:49 AM
His face reminds me of

http://www.gromko.ru/pics/art1/art5573_0.jpg

http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

JimCamel
05-10-2005, 06:58 AM
Aphex Twin?

Viciarg
05-10-2005, 08:34 AM
jupp...this wide maniac grin...

Carger2000
05-10-2005, 11:01 AM
Looks fine! Keep up the good work!

Papou008
05-12-2005, 04:12 PM
I've somes problems with bones, so I'll begin again all animation. So, I think I'll have less problems with shoulders.

I'll give you all skins "When it's done" http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif for the animation (I've again somes little things to change like whiter skin and true color for pants).
I've tryed to give a texture for specific animation and it work, so we'll be able to use painskins during the death of all evil ninjas.

The model has 2292 triangle polygones and textures has 1024x1024 pixels ( http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif arg), but the game run always between 100 and 150 fps on my PC (ATI radeon 9600 pro (256Mo), Athlon 2100+ (1733Mhz)).

I've found a plugin to export md3, but I don't know how to configure it because it doesn't work exactly like md2 (in a md2, we've a name for each frame).

Parkar
05-12-2005, 06:13 PM
It works just like md2 but Its not avalible in jfsw yet. (not jfduke either)

CorpusC
05-13-2005, 04:16 PM
Really nice Papou!

Tea Monster
05-13-2005, 05:24 PM
Yes, that is really cool! I love the manic evil red-eyed grin. Amazing stuff!

Blade Nightflame
05-14-2005, 06:52 AM
That model will give me more nightmares than Doom 3 when I'll play HRP SW..

Papou008
05-23-2005, 03:02 PM
If shadow warrior HRP had real lights, bump maping, specular maping ... it could maybe look better than doom3 http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif .
I'm really sorry not to work a lots on the model because I've a lots of work this time.

This time, I give you a little and funny drawing.

GodBlitZor
05-23-2005, 08:22 PM
Ninja get closer to split personality!

Cheapy
05-30-2005, 03:16 PM
Spose i'll jump on the gun too.

THIS IS LONG AND HARD

http://www.planetgargoyle.com/cannon.jpg

There IS a cannon modeled in it and an alpha channel on the texture, but the alpha sorting in OpenGL embarassingly messes it up causing it to look inside out http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif lol. 140 triangles, 512x256x32 PNG texture.

Jblade
05-30-2005, 05:08 PM
Nice work http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif That needed doing pretty badly because if I remember correctly the tank barrel was always made a voxel even if you had them disabled.

JimCamel
05-30-2005, 09:08 PM
Cheapy said:
There IS a cannon modeled in it and an alpha channel on the texture, but the alpha sorting in OpenGL embarassingly messes it up causing it to look inside out http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif



That sounds more like a problem with surface normals facing the wrong way.

Cheapy
05-31-2005, 03:41 PM
It's actually duplicated and flipped, no idea why I did that though but using a 1-bit alpha blend should fix it.

Micki!
06-05-2005, 04:51 AM
Cheapy said:


THIS IS LONG AND HARD





Pervert... http://forums.3drealms.com/ubbthreads/images/graemlins/mryuck.gif

But seriously, looks nice... http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Papou008
06-13-2005, 08:58 AM
I work too much slowly on the evil ninja, so I decided to offer you the old model I made the first time, there are somes problems with lengs animation because of that ***** of 3dsmax.
I'll have to remake all bones and animation with IK solvers now.

- You can download the model here to play with it:
Evil Ninja V0.1 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/Evil%20Ninja%20V0.1.zip)

-You can download the .max file (without animation) and .psd file (all textures) if you want to modify it and animate it (it's open source http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif ):
Evil Ninja Source (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/Evil%20Ninja%20source.zip)

- A suitcase I've made in 3D, it's here:
Suitcase V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/Suitcase%20V1.0.zip)
You'll see that there is a bug: when models are on red lights, it uses the default texture (the blue one). I think it's like when we see them with night vision (il uses a different tag of the palette).

Parkar
06-13-2005, 10:12 AM
Loaded the game waiting to see the awesome model but was majorly disappointed. Something was realy wrong with him. Then downloaded the source max file and the model is a very very solid model. It just looks super in max and like poop in the game. I think it comes down to these three things but I sure ain't sure.

The rig needs to be heavily reworked, maybe the skeleton might need to be looked over and make sure all joints are in the correct places and the vertex weighting needs a lot of work I believe.
The skin realy does not do the model justice, a lot of the neat things in the model are somewhat hidden by the skin instead of brought out by it.
I think the md2 distortion could be one of the bad guys here ***** up the model. (should be fixed easily since you can use md3 now)


Over all this model should be able to look just super in game with some work. I am going to work a bit with the source and see if I can be more help full with the crits. Gona try to rig him and work a bit with the uv and texture to see what exactly could be done.

Do you use character studio at all? Would probably be able to give better crits if you could tell me how you made the rig and what modifiers you have used so I can use the same set up.

Edit: Played some more and it actualy ain't that bad, the animatons are superb. Man Shadow Warrior just rocks so much.

WarHammer
06-13-2005, 11:09 AM
/Agrees with Parkar.

The skin, while good, could be better in places. I also think it's a little too bulky, should be little more slender, I think. The walk animation also seems a little off. These are all very minor nitpicks, however.

My biggest gripes about the model, actually, are the raised Uzi hand when dead and the missing frames for choking and sliced in half animations.

Overall I really love the model, it's solid and captures the look of the original quite well.

Esslan
06-14-2005, 06:17 AM
Ok, here is my first model for SW, not as cool as the ninja(great work, just needs new texture if you ask me).

It's the thingy that you can punch for health, not the doll, the other thing. As I have no idea what it is called, I just call it punch stick.

punchstick.zip (http://hem.bredband.net/pa_duke/Punchstick.zip)

Jblade
06-14-2005, 06:27 AM
Looks great - nice work http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Just_Jim
06-14-2005, 10:15 AM
Really cool Evil Ninja.

It thew an error at line
definemodelanim "sucide1" "sucide2"
so I added 12 0 so it reads
definemodelanim "sucide1" "sucide2" 12 0

hitman71
06-14-2005, 05:20 PM
TNE doesn't work here either. Loads game, has correct episode name, click start and boom. back to windows. my grp file is also a "foreign" format. grpviewer can't open it and i assume the extra files with this TC were the custom loader and installer.

Is there a grp file viewer and unpacker that works with these weird grp files ? Please let me know, cos i have many TC's to convert and most won't open... http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

Gonna try Wangtrek now http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Carger2000
06-15-2005, 09:42 AM
Nice work there lads! Cheapy any update on the barrel?

Papou008
06-15-2005, 07:31 PM
The evil ninja has maybe too much muscles for the moment ; I'll try to change it a little.
Have I to change skins (and what have I to change in skins)?
I'll remake all animation (the animation problem comes from 3dsmax, not from md2 conversion).

Thanks Just_Jim , I've uploaded the ninja with the right script now.
(finally I've used 6 1 and not 12 0) so:
definemodelanim "sucide1" "sucide2" 6 1

Esslan, your model is good but maybe a little too "fat", it should be easy to fix it.

Eric R.
06-23-2005, 07:35 AM
here is another version of the hornet it has less polys this is the pic

Eric R.
06-23-2005, 07:38 AM
and this is the model

Papou008
06-24-2005, 12:37 PM
Nice work ^^ We d'like to see the texture and animation soon ^^

I've made a new model, the rabbit.
You can download it here: Rabbit V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/Rabbit%20V1.0.zip).

I had somes problems with the script so there is only one animation now ("walk1" "walk2").
I have made the animation "eat1" "eat2" in the md2, so if you want, you can try to build a new script.

I'll make the head of the rabbit soon (when he is killed).

Papou008
06-28-2005, 12:13 PM
The full rabbit model (with head) working : Rabbit V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/Rabbit%20V1.0.zip)

I've corrected the error (the script had jpg but files were png)

Parkar
06-29-2005, 12:04 PM
Very cute rabbit. Only crit I have is that I would rather see that models in md3 format since it has better precision.

ProAsm
06-30-2005, 02:07 PM
Hehe.. rabbit looks great Papou008 http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

hitman71
07-04-2005, 03:07 PM
Eric R. said:
and this is the model



Any updates on this model yet ? defs, textures and anims ??

SRTDeagle
07-12-2005, 02:16 PM
TerminX said:

SamSwashbuckler said:
Hah yeah, no offense 3DR, but you did a pretty piss-poor job on the SW rocket launcher, it's pretty much just a box :P


Yeah, but it's a box that fires nuclear warheads. You just don't screw with that. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif



Yeah, that was my favorite weapon in the game. Shadow Warrior was so much fun when I used to play lan games with it. I miss those days. I am just hoping a Win32 port will support multiplayer soon so I can play it on my modern PC. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

SamSwashbuckler
07-12-2005, 03:09 PM
Next JFSW release should have WangBang working (at least partially). This thread's about the modelling though http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Old Sparky
07-31-2005, 10:07 AM
I have a little problem. I can't see model on sw, what should I do to turn on them?

EDIT: there was only a config error. [FIXED]

Old Sparky
07-31-2005, 12:12 PM
LOL! Evil ninja is very nice, thx man!

hitman71
08-23-2005, 10:54 AM
Besli said:
Time to start this thread! *g*



Do you have the model for this shuriken for us ? I'm updating the HRP and adding a credits section.

Jaapio
09-12-2005, 03:11 PM
So where can we download the current HRP for sw???

Carger2000
09-12-2005, 05:22 PM
Some suggestions if anyone wants to model, either easy,used frequently or nice background detail.

*Pine tree #371
*Bottle #507
*Padlock #5043
*Dustbin #2540
*Lampions #2700-2705
*Table #2737
*Potted plants #3577-3580

Carger2000
09-18-2005, 05:53 PM
An extra stimulance to get things going here: FREE game/merchandise ~$10-15 from the 3DR shop for the best new model posted posted from now on. Contest ends October 31, 2005.

Judges will be me and (if he wants and doesn't want to enter himself) Parkar.

djimd
09-18-2005, 05:56 PM
Hopefully we might get a competition with Zilpurri , Roma Loom and Parkar amongst others. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Carger2000
09-18-2005, 06:01 PM
Hmm, yeah.. well...I don't want to keep people like that from doing stuff for Duke3D, that's not my intention.

I think it would best for someone else to do a similiar contest for Duke3D as well.

Roma Loom
09-18-2005, 06:22 PM
Mmmm... since "MD3 Skin_Per_Surface" is supported in the next engine's version - it's now possible to make the thing I wanted to make long time ago for SW - teH ultimate nukkelar rocket launcher. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Papou008
09-20-2005, 02:47 PM
HeyHeyHey!!!
New models: http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
- Dustbin V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/2540_dustbin%20V1.0.zip)
- Padlock V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/5043_padlock%20V1.0.zip)

And updates:
- Rabbit V1.2 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/4550_rabbit%20V1.2.zip)
- Suitcase V1.1 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/2682_suitcase%20V1.1.zip)

I'm currently workin on blades, spears and spikes (sprites 261,269,280,295,360,361,362,373,378,390,410,421,42 9,439,440,482) and gaz tank.

I'm currently unable to make md3 files because I can't rename frames (idle, action1 ...).
If someone know a free soft which can rename md3 frames (or if someone know how to create it http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif ) I'll convert all md2 in md3.

hitman71
09-20-2005, 03:13 PM
great. the suitcases new textures look tons better. new padlock looks neat too... will try them all out now http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Roma Loom
09-20-2005, 05:19 PM
Papou008 said:
I'm currently unable to make md3 files because I can't rename frames (idle, action1 ...).
If someone know a free soft which can rename md3 frames (or if someone know how to create it http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif ) I'll convert all md2 in md3.


Npherno's MD3 Compiler (http://www.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip)

Just "import" any model (md2, md3, 3ds) with it and give the names to the frames and then "export" as MD3...

[Edit] Be warned though.. converting md2 to md3 makes nearly no sense. md2 originally is distorted and if it's animated it has "jelly" effect in 99.9% of cases - you'd better find a way to export your original model to 3ds (loseless) format and put it then into MD3Compiler.
Really... since there's "MD3 Skin Per Surface" support in the next version we should forget about MD2 once and forever. http://forums.3drealms.com/ubbthreads/images/graemlins/redface.gif

Carger2000
09-20-2005, 05:32 PM
Excellent! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif

Papou008
09-20-2005, 07:30 PM
Thanks you very much Roma Loom, I'll post all my model tomorow (I think I'll post new models too (I've only to finish textures) -just a little screenshot for the moment.

djimd
09-20-2005, 08:30 PM
You've done some great models Papou008 - is there any chance of completing the sprites for the evil ninja being sliced - the model is great but these frames have always been missing. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Papou008
09-21-2005, 09:53 PM
First, I've updated models in md3.
You can find it here:
- Dustbin V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/2540_dustbin%20V1.0.zip)
- Suitcase V1.1 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/2682_suitcase%20V1.1.zip)
- Padlock V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/5043_padlock%20V1.0.zip)
- Rabbit V1.2 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/4550_rabbit%20V1.2.zip)

Next, new models:
- Gaz tank V1.0 (http://perso.wanadoo.fr/pascal.pouvereau/Divers/Shadow_Warrior/0647-0648_gaz%20tank%20V1.0.zip)

I'll try to work again on the evil ninja, I should remake all the animation and it's long but the slice animation will be made in an other file so I'll work on this first.

Luigi
09-22-2005, 11:46 AM
I tried your models and i have to say they look really cool but there is a problem with the dustbin model.

Papou008
09-22-2005, 04:51 PM
The problem don't come form my model but, the black thing is the shadow of the model.
You can remove it in the options/shadows.

We can see that the shadow is the same on the 2d sprite.

Carger2000
09-29-2005, 11:10 AM
Anyone for anymore?

Papou008
10-04-2005, 04:20 PM
I've modeled somes little objects for shadow warrior, but I need too to create textures.
When I'll have the time I'll upload it.
If someone want to make textures I'll send you the model.

You can see my work on the screenshot.

tpz
10-04-2005, 06:16 PM
That looks promising. Your work is very much apreciated.

hitman71
10-04-2005, 09:29 PM
once textured, they'll look great !! nice one.

Ryanthelurkster
10-04-2005, 09:34 PM
those are great! especially the spear with blood on it http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

Parkar
10-05-2005, 07:09 AM
Cool, great that someone is actualy doing some modelling for SW. My brother is way to lazy, don't know how long he has been working on that training doll now.

A suggestion though. Even though it seems like a waste to do the smoothing groups. If we ever get dynamic lightning even if it is just on the models it will look much better if the models have good smoothing groups. You do use md3 right?

If anyone wonders why I am posting in these threads but not doing any stuff my self. I just want to finish Duke first or at least almost finish it (we are about 50-60 % done). Since I realy like the artistic style of SW I am itching to start doing textures and models.

Carger2000
10-05-2005, 02:08 PM
tpz said:
That looks promising. Your work is very much apreciated.



Seconded.

cladinshadows
10-05-2005, 11:50 PM
Me three! Thanks a bunch!

Another Duke Fan
10-06-2005, 10:20 AM
Dito. Thank you! http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Ryanthelurkster
10-06-2005, 08:15 PM
Quatro! http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif

WAit i already posted http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif POR-QUE!!!

hitman71
10-09-2005, 05:53 PM
Anyone using v1.2 Rabbit ? Mine runs around sideways ??

Phayzon
10-09-2005, 05:54 PM
Didnt throw it on yet.

hitman71
10-09-2005, 06:16 PM
I think Papou made a small mistake, corrected it and re-uploaded the file. I grabbed it again and re-installed it and now Rabbit moves fine. I'll see if Proasm wants t update yet or not. I have a whole bunch of new maps too http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Phayzon
10-09-2005, 06:34 PM
Sweetness ! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Iggy
10-10-2005, 06:51 AM
tpz said:
That looks promising. Your work is very much apreciated.


It certainly is. http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif

Roma Loom
10-12-2005, 04:50 PM
I was looking for something in SW ARTs and suddenly saw "TeH NukE" and decided to make a model using sprite and voxel as a reference... at first I wanted to create some metallic cage/box for the nuke but looking at the original makes me think of a wooden one... anyway - here's the mesh covered with basic materials - not even UV-Mapped yet:

Phayzon
10-12-2005, 07:17 PM
So far so good. Looks promising.

Ras
10-12-2005, 09:57 PM
I like nuclear weapons!

I think the case has a black grip in the original. It's like one of those comfortable pads that handles have in the center. I think the tip of the nuke sticks out a little further, too. Still, it looks good. I never really paid much attention to the voxel, but yours looks closer than I imagined.

Water12356
10-13-2005, 02:10 AM
"It is good day to die" http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Besli
10-22-2005, 03:57 PM
hitman71 said:
Do you have the model for this shuriken for us ? I'm updating the HRP and adding a credits section.



Sorry, wasn't here a long time!
I didn't found the time yet.

Roma Loom
10-31-2005, 09:32 PM
ok. here is teH Nuke. Had no nearly time to bother with making good skin - just decided to put it as it is - otherwise it would be laying in the dust 4ever.
Download Nuke (http://www.bur.st/~duke3d/romaloom/models/Nuke.zip)

jimbob
11-01-2005, 04:24 AM
looks fantastic http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
11-01-2005, 09:07 AM
The text file seemed to be in a totally diff format to usual, so i first tried it as it was. The new model didn't show ingame (voxels was off). I had swapped the jpgs already at this point.

So i tried to alter it into the normal format thats been used so far, and it still didn't work ingame. So i must have got something wrong somewhere.

Heres what i used. Theres a sprites.def that calls pickups.def. And in pickups.def i added...

definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "idle" 1809 1809

Any ideas anyone ?

1 other thing i changed was the nuke.jpg (i deleted it and placed the higher res one there with the name nuke.jpg)

I think my above text is correct, so maybe its the model requiring the lower res texture you supplied ?

thanks.

Tea Monster
11-01-2005, 11:37 AM
Hey Roma! Its da Bom! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Roma Loom
11-01-2005, 07:07 PM
hitman71 said:
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "idle" 1809 1809
Any ideas anyone ?
thanks.


1. Always look what console says
2. The correct frame name is "Frame 0"
3. You should really forget this old syntax - because you cannot define a hud item using it and possibly you cannot define skin per surface for md3's using old syntax.

oh.. and make sure You have the latest jfsw release.

hitman71
11-01-2005, 08:24 PM
Roma Loom said:

hitman71 said:
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "idle" 1809 1809
Any ideas anyone ?
thanks.


1. Always look what console says
2. The correct frame name is "Frame 0"
3. You should really forget this old syntax - because you cannot define a hud item using it and possibly you cannot define skin per surface for md3's using old syntax.

oh.. and make sure You have the latest jfsw release.


So it should be....
definemodelframe "Frame 0" 1809 1809 ?

I am using the latest official jonof release.

As for the syntax. Well you are the first person to write it in that way, and i don't understand it properly at all. Looks a lot like C++ or Torquescript, but means little to me. I converted it best i could but obviously got something wrong.

Anyway, i tried it your way initially and it still failed ingame.

Roma Loom
11-01-2005, 09:00 PM
For a "proper" syntax help look here. (http://jonof.edgenetwork.org/?p=jfbuild.def) This is a link from releasenotes.html of jfsw.

You say it still doesn't work for you - but you haven't looked into the console for error messages, do you?

It works for me in game - but it won't work in jfbuild for SW - so don't get confused with that.

and btw the new syntax was introduced quite a huge ammount of time ago

Parkar
11-02-2005, 08:39 AM
Roma Loom said:
For a "proper" syntax help look here. (http://jonof.edgenetwork.org/?p=jfbuild.def) This is a link from releasenotes.html of jfsw.

You say it still doesn't work for you - but you haven't looked into the console for error messages, do you?

It works for me in game - but it won't work in jfbuild for SW - so don't get confused with that.

and btw the new syntax was introduced quite a huge ammount of time ago



And people still don't use it even though the old one is depricated. The new one is easier to read and is better suited for adding new features(the old one will not get any new features). And since it is keyword based rather then remebering which argument to the define command is wich it is much easier to write.

hitman71
11-02-2005, 09:52 AM
i'm not denying your method is newer, or better, or has extra uses supported by jonof's port. Its just that the entire HRP is based on the older style, and its all i know. I've only just got to grips with this older style too, and its what everyone else is using so far.

I can't be arsed with checking the console for errors, i just wanna know how to add this to the hrp in the method that its done in currently.

And What do you mean it won't work in jfbuild SW ? Is this a new highres model meant for the hrp for SW or not ?

The models real nice, i'd love to add it, but i'm not busting a gut to do it.

Papou008
11-04-2005, 04:55 PM
I upload 3 new models:
Barrel V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0658_barrel%20V1.0.zip)
Spanners V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0663-0664_spanners%20V1.0.zip)
Dustbin V1.0 (0689 and not 2540) (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0689_dustbin%20V1.0.zip)

I've again to finish textures on others models (attached file).

Luigi
11-04-2005, 06:13 PM
Very nice work they are really close to the originals!
There are 2 textures that i don't like.
The first is the screwdriver, the handle should be yellow and the other part is metalic.
The texture on the lamp is a little plain.
The other models/textures are just perfect! Keep up the good work http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

WarHammer
11-04-2005, 11:17 PM
Very nice. I would like to make a couple of comments, however.

The spanners could maybe use some reshaping. They look a bit misshapen on the ends.

On the dustbin, the inside it should be filled with sand and have a few cigarette butts and maybe a wad of used chewing gum and small piece of crumpled-up paper on top. Other than that, it's perfect.

hitman71
11-05-2005, 11:51 AM
cool. more models.

Hellbound
11-09-2005, 04:17 PM
Look who is there!

Btw. Skin is really WIP

Hellbound
11-09-2005, 11:51 PM
Och, C'mon guys! I need a constructive criticism!

djimd
11-10-2005, 12:02 AM
Looks great - suprised at how good the model looks -I'd say finish off the skin and release it. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

hitman71
11-10-2005, 02:33 AM
Of course, finish it up and release. Then i will pass judgement. Looks cool so far.

Luigi
11-10-2005, 12:15 PM
Looks really good!
However he's missing the chains on his manacle.
The fetter and his belt should be part of the model i think it would look better!
And what is that black stuff on his face his hair? I think you should work on that part.

Soul Collector
11-10-2005, 02:52 PM
Very Good, Hellbound. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
http://forums.3drealms.com/ubbthreads/images/icons/thumbsup.gif

What's the polycount so far?

Ras
11-10-2005, 03:04 PM
Could you release a bigger, brighter image? I know it's WIP, but I can't see too many details on my monitor at least.

Tea Monster
11-10-2005, 09:31 PM
Yeah, looking good, but could you post a clearer screenie.

Great work!

Little Conqueror
11-11-2005, 12:01 AM
I really would like to see more detail on it, and I don't mean the skin. Add a few more polys... give the body some shape. You can leave the box of TNT and the hat alone, but try to make the body more detailed.

Parkar
11-11-2005, 06:15 AM
Little Conqueror said:
I really would like to see more detail on it, and I don't mean the skin. Add a few more polys... give the body some shape. You can leave the box of TNT and the hat alone, but try to make the body more detailed.



Agree.

Hellbound
11-11-2005, 09:51 AM
OK, I'm leaving home now and go to my girl but with my HDD. I'll do some work and post screenz after this weekend.

WarHammer
11-11-2005, 12:39 PM
To be honest, I think it needs a lot more work but there is only so much I can tell from the screen shots. The proportions and body shapes need refining, especially the arms and legs, and a significant amount more detail needs to be added. Also he should be a bit more hunched over but that's easy to fix.

Have some reference metarial (http://members.cox.net/pseudospace/030.jpg).

Phayzon
11-11-2005, 12:54 PM
Model: his head looks oddly square

Pic: Woah...

Hellbound
11-13-2005, 03:13 PM
Here's the next version.

- animated
- changed shape of legs
- chains and irons added
- belt modelled

My prog can't read a pngs alphacity, so chains and hair looks strange. Tested in game, they looks good.

I NEED SOMEONE TO SKIN THIS BITCH. PM ME ANYONE!!!

cage
11-14-2005, 09:34 AM
I could try http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Btw. isn't he too low poly? Looks kinda squarish

Tea Monster
11-14-2005, 03:08 PM
Hey Hellbound, Is that pic your model with your skin? It looks pretty good.

1. The arms and legs look a bit squarish, like they need a few more polys.

2. The skin looks pretty good, it needs a few details (shadows under the 'cloth' where it meets the 'skin' on the texture.) but the dynamite and most of the rest of it look pretty cool. I love the expression.

Hellbound
11-14-2005, 03:27 PM
Tea Monster said:
Hey Hellbound, Is that pic your model with your skin? It looks pretty good.

1. The arms and legs look a bit squarish, like they need a few more polys.

2. The skin looks pretty good, it needs a few details (shadows under the 'cloth' where it meets the 'skin' on the texture.) but the dynamite and most of the rest of it look pretty cool. I love the expression.



http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif I don't understand. This skin is crappy (yes, it's mine), so I've asked someone to help. And about those arms and legs... I've tested that in game and it's really not possible to be noticed and don't making game shit.

Tea Monster
11-14-2005, 03:39 PM
I don't think it looks that bad. Could you post it and we can see if we can improve it?

Phayzon
11-14-2005, 04:54 PM
Yeah, to squarish


Tea Monster said:
I don't think it looks that bad. Could you post it and we can see if we can improve it?



You dont?

Hellbound
11-14-2005, 05:06 PM
... Cage is working on that now. I've promised to let him do that, because he is from my country http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Anyway, here's some teaser:

Hellbound
11-14-2005, 05:07 PM
...and the flesh ghost. SKIN IS WIP! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Phayzon
11-14-2005, 05:39 PM
I dont think the ghost has chains. Could be wrong though

Tea Monster
11-14-2005, 06:31 PM
Hey, pretty cool. If you do need help, just let us know.

Hellbound
11-14-2005, 06:54 PM
Phayzon said:
I dont think the ghost has chains. Could be wrong though



Checked... he has http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif I was surprised too http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

And thanks Tea Monster... you've helped me alot before.

OK, now I have Coolie, his dying animation and ghost ressurection. Now I'm making ghost animations (skeleton is done so it will be fast) and I'll relase that.

tpz
11-14-2005, 07:20 PM
Nice to see you pick up on the modeling Hellbound. Looks promising. http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif

Hellbound
11-14-2005, 07:45 PM
Yeah, finally!

DOWNLOAD (http://www.quickdump.com/files/46688990.html)

SKINS ARE SHIT. I COUNT ON SOMEONE TO MAKE BETTER!

Me go sleep now.
Tomorrow I want to see a lots of commentz http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Hellbound
11-15-2005, 03:10 AM
... and NO comments http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif

Anyway, could somebody convert this Evil Ninja *.max file to for ex. *.obj (but only model) ?? I wanna make an armature and animate him.

hitman71
11-15-2005, 06:28 AM
i downloaded it but haven't had time to install yet. You posted some pics of a mate who was skinning them for you ? Did those get added. Is he still doing them ?

Hellbound
11-15-2005, 10:00 AM
Pics were with my temporary skin. There are only them in a package. We have to wait 'till Cage finishes new ones. But if anyone wants to make skin for FleshGhost, youre welcome http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

NightFright
11-15-2005, 03:09 PM
Well it looks good already but you should have written the defs so that the models go to the highres/sprites/monsters directory in order to maintain HRP directory structure. Additionally, file names should begin with sprite number.

Besides that, well done! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Hellbound
11-15-2005, 03:38 PM
OK, I'll fix some bugs (for ex. dead ghost has a wrong angle ;D and I don't like his dying and ressurection animations) and relase that with your requestz. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

CorpusC
11-15-2005, 08:17 PM
the coolie

for an EXTREMELY low poly boxy model, it looks pretty good, but it really looks like quake 1 era.
and yet, doesnt quite look up to q1 quality even to.

its WAY too square and low detailed. it needs alot of organic curves, and alot more polies

Hellbound
11-16-2005, 12:04 AM
thats the coolie... and what about "ghost" ?
BTW. Shit, I see more work http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif It's not such a low poly, he has about 850 faces, I think.

NightFright
11-16-2005, 05:49 AM
Problem is the REALLY talented modellers (no offense to those who actually work on Shadow Warrior now) work on jfDuke/eDuke models right now. So we have to be glad there´s ANY progress at all over here.

Tea Monster
11-16-2005, 09:40 AM
I think a few Duke modellers are planning to work on SW, but only when Duke is done.

Duke is one of the few games I have played all the time since it's release. Its been on every system I've had since it came out.

I've only played SW occasionally and only just after it came out. I've only played through the second level. Its a cool game though and I will probably do some stuff when Duke is finished.

So its nothing against SW, I just love Duke.

The good thing is that looking in Build, there doesn't seem to be even a quarter as many tiles and models to do as Duke, so when things do start going, it should progress quickly. You have two (technically three with the ghost version of the TNT guy) baddie models completed already, so be happy!

WarHammer
11-16-2005, 01:41 PM
By my count Shadow Warrior has:

1032 textures
496 sprites
206 debris frames
524 effect frames (water effects, explosions, etc)
694 text & screen elements
204 weapon frames (including ammo & pickups)
1222 enemy frames (there are 19 enemy types in SW, only 11 in Duke)
1209 blank tiles
33 girl frames
11 sky textures

That's 4422 tiles total (not including the blanks), Duke3D has 5119.

With 14 enemies (5 enemies are just ninja palette swaps), 496 sprites, 18 or so pieces of debris and 12 weapons, that's a workload of approximately 540 models, minus the ones which have already been made.

Considering the slow progress of the Duke3D HRP project combined with the much lesser popularity/ownership of Shadow Warrior compared to DN3D, I don't forsee the SW HRP being done for a very long time.

Phayzon
11-16-2005, 02:41 PM
But how much of that stuff is done so far? (ex, 1000 textures total, 400 done, therefor 600 left) Looking at it in total gives us a bigger number than whats actually left to do.

Tea Monster
11-16-2005, 04:33 PM
What has been done so far then? Is there a list somewhere?

Phayzon
11-16-2005, 06:16 PM
Get the newest HRP and any content after that and start countin' http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

WarHammer
11-16-2005, 09:20 PM
Currently there are around 188 textures/sprites, 17 models available and most screen elements are done.

Carger2000
11-17-2005, 06:46 PM
I did some testing here's some comments on most models and some general comments.

*The Nuke is awesome.
*The Barrel is awesome.
*Gas canisters are awesome.
*The Punch stick is awesome.
*In fact, everything not mentioned below is AWESOME.

=========

*The health pack needs to be less bright and much thicker.
*Ninjas need some more work. (probably already acknowledged)

=========

*We really need maps hacks. If someone could PM me the way to deliver good map hacks, I'll get on it.

=========

*Models that would be nice or easy;

-Antenna (See auto maul/seppuku station [armour vest hanger])
-RC car antenna
-Price tag
-Grating (The great escape)
-Hooks (Bath house)
-Joystick (bath house vehicle)
-Wooden Tubs

Phayzon
11-17-2005, 07:11 PM
I thought Voxel Positions did most of the maphacking for us?

CorpusC
11-18-2005, 12:50 AM
the shape of the ghost looks alot better to me.

there should be a few more polies in the hands to make them look rounderp.

personally, i would try to see how a more hexagonal shaped chain link (instead of square) would look.

naturally any model should be optimized so that all the faces count.

that said, i think almost all models created for these games are too low resolution with the number of vertices.

tpz
11-18-2005, 07:32 AM
Maphacks are also used to resolve Z-buffer issues for example, not just rotating sprites.

Phayzon
11-18-2005, 02:51 PM
oh

3D Master
11-19-2005, 04:07 PM
Will someone give the ninja model his suicide and being hacked into two animations? It's weird shooting a model and then it going to sprite to do the suicide.

Hellbound
11-20-2005, 03:46 AM
Hellbound said:
Anyway, could somebody convert this Evil Ninja *.max file to for ex. *.obj (but only model) ?? I wanna make an armature and animate him.



I had to upgrade that model, but because o no any reply for a really easy task, I've started to work on something else and it's too late now.

cage
11-23-2005, 03:53 PM
new coolie skin (http://img36.imageshack.us/img36/6248/coolieplane1ik.png)

BloodShed
11-23-2005, 04:13 PM
cage said:
new coolie skin (http://img36.imageshack.us/img36/6248/coolieplane1ik.png)



nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Tea Monster
11-23-2005, 05:02 PM
that is a very nice skin! http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif

Phayzon
11-23-2005, 06:25 PM
nice indeed.

hitman71
11-23-2005, 06:29 PM
i concur...

SamSwashbuckler
11-23-2005, 09:34 PM
Can we see it on a model?

Ras
11-24-2005, 12:04 AM
A couple of shots of it:

http://forums.3drealms.com/ubbthreads/attachments/994293-coolie1.gif

http://forums.3drealms.com/ubbthreads/attachments/994293-coolie2.gif

hitman71
11-24-2005, 03:26 AM
I think the red x looks ok, but the white box isn't so good... needs an update i think. Nice skin though http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Ras
11-24-2005, 03:52 AM
I was trying to get both images on one message, but ended up deleting them both. Here's another shot:

Ras
11-24-2005, 04:06 AM
Another:

cladinshadows
11-24-2005, 04:26 AM
That looks a lot better! Good job.

hitman71
11-24-2005, 04:53 AM
neat... so is the coolie complete now ?

Luigi
11-26-2005, 01:31 PM
Where are you Papou? Pls release what you have http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Kennedy
11-29-2005, 12:38 AM
I've made a model for the sticky bomb without a skin.
Since I have no experience with any 3D modeling programs the file was originaly in LDraw DAT and then converted over to 3DS before I ported it to a Quake3 MD3 model. If anybody feels like skinning it or adding anything to it they are welcome to it.

doomjedi
11-29-2005, 01:36 AM
How do I play Shadow Warrior with all those models?

Papou008
12-03-2005, 04:00 PM
I'm finally here, and I've new releases of course ^^.

- 0366_samurai helmet V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0366_samurai%20helmet%20V1.0.zip)
- 0475_old bottle V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0475_old%20bottle%20V1.0.zip)
- 0496_toilet paper V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0496_toilet%20paper%20V1.0.zip)
- 0504_lamp V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0504_lamp%20V1.0.zip)
- 0509_cup V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0509_cup%20V1.0.zip)
- 0510_bowl V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0510_bowl%20V1.0.zip)
- 0511_pot V1.0 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0511_pot%20V1.0.zip)
- 0663-0664_spanners V1.1 (http://perso.wanadoo.fr/pascal.pouvereau//Divers/Shadow_Warrior/0663-0664_spanners%20V1.1.zip)


I've angain somes props textures to finish (bottle, bloody spikes, screwdriver) and I'll continue the koi (screenshot).
I've never the courrage to finish the evil ninja, maybe one day??? ... when it is done ...

Another Duke Fan
12-03-2005, 04:57 PM
Amazing work. Thank you so much!

hitman71
12-03-2005, 09:00 PM
not looked yet but have downloaded. thanks very much, keep em coming !!

And don't be scared by the evil ninja, he aint so tough http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Luigi
12-04-2005, 07:33 AM
You kick ass http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif Very nice models as usual.

I just tested it and i found a bug on the bowl model:

WarHammer
12-04-2005, 08:22 AM
That's not a bug with the model, that's a transparency sorting bug in JFSW and JFD3D.


0366_samurai helmet
Looks really cool.

0475_old bottle
Except for not being able to be made properly because of the transparency bug it looks great.

0496_toilet paper
I really like the texture on this one. Very nice.

0504_lamp
My only beef with this model is the lack of a bulb in the lamp. Add that and I'll be happy.

0509_cup
The handle could use a few extra poligons to smooth out the curve and the texture seam is quite obvious. Otherwise it looks pretty good.

0510_bowl
Same problem with the seam as on cup but it still looks pretty good.

0511_pot
Other than the barely noticible transparency problem this one looks perfect.

The extra high res skins on some of the models was a nice bonus that I decided to take advantage of on a couple of them.

CorpusC
12-05-2005, 02:29 PM
great to see you making more cool models Papou!

Hellbound
12-05-2005, 04:08 PM
doomjedi said:
How do I play Shadow Warrior with all those models?



You have to download Jonof's Shadow Warrior port (the same site as JFDuke) and installation of models is just reading readmes http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

Ghost
12-18-2005, 03:50 AM
Offtopic: Siemanko http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

Hellbound
12-18-2005, 03:09 PM
Siema ziom z mego pięknego kraju http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif

hitman71
12-18-2005, 03:15 PM
HRP 1.7 sent to Proasm, and its the last from me.
Either he can continue with it or Parkar can pick it up when he sees fit. Thanks to all contributors so far, keep up the great work http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

doomjedi
12-19-2005, 12:46 PM
Thank you. I hope it'll get it working...

Roma Loom
12-19-2005, 04:26 PM
sw_rl_in_game (http://www.bur.st/~duke3d/romaloom/images/sw_rl_ingame.jpg)

3D Master
12-19-2005, 04:31 PM
Seems a little too light though, otherwise pretty good.

Tea Monster
12-19-2005, 04:35 PM
You can lay the wang smack dab on thier asses with that baby.

Good one Roma!

Roma Loom
12-19-2005, 04:38 PM
compared with the original - the brightness is matching with original perfectly.
Edit: here is a comparison pic (http://www.bur.st/~duke3d/romaloom/images/sw_rl_ingame_compare.jpg)

3D Master
12-19-2005, 05:12 PM
I see, I've got my brightness much less, turning it almost black. I suppose the model well get the same lovely darnkess then.

cage
12-20-2005, 04:38 AM
yeah first 3d weapon http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif good job

it would be awesome if someone made the 3d railgun, I would love to try to make a skin for it http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

btw. ja tez jestem z polski http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

SamSwashbuckler
12-20-2005, 04:42 AM
Eep, you did a great job, but up against the rest of the non-updated graphics, it just doesn't look right!

Luigi
12-20-2005, 07:11 AM
It looks a little strange maybe it's the fov problem?

Roma Loom
12-20-2005, 03:51 PM
It looks strange mostly because the original sprite is placed under weird angle... also the proportions for the parts of the model were taken from the item sprite and the voxel... I'll shrink this thing on the top for example and will fix small details... but the thing is that with the current animation system for models in jfsw this model won't work properly... so... WID...

NightFright
12-20-2005, 05:05 PM
It´s incredible you guys manage to work on *TWO* games simultaneously! This, however, might explain why we get so few models for Duke3D lately... http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

I guess the one that will finally do the D3D boss enemies will be the *GOD* of the 3DR forums. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Roma Loom
12-20-2005, 05:33 PM
Heh... The modelling thread in DN3D forum is dead if you haven't noticed... This one is dead too - but I like SW weaponry very much and decided to train my hands on it...

coksakinol
12-21-2005, 01:08 AM
Roma Loom said:
compared with the original - the brightness is matching with original perfectly.
Edit: here is a comparison pic (http://www.bur.st/~duke3d/romaloom/images/sw_rl_ingame_compare.jpg)




It's perfect...!!
But as though missing....
Look at this...

hitman71
12-21-2005, 02:07 AM
Stripes go the wrong way. It seems a little bigger than the original (i know the fov is off). Theres only 4 markers for heat seekers visible on top and the sight is way too tall.

But you know it isn't finished, so i'm sure it'll look excellent when you're done with it. Nice job on the texture. I hope you can do all the models so that they all end up with the same standard and styling (to give all the same feel).

Luigi
12-21-2005, 09:39 AM
Of course it will look good! Roma made it! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Just look what he did with the duke pickup shotgun, it looks awsome http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif

ProAsm
12-21-2005, 02:45 PM
I saw the Chaingun pickup for the first time when playing today and its just plain awesome.
Not sure who did it but damn these guys are getting good http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Roma Loom
12-21-2005, 08:29 PM
hitman71 said:
Stripes go the wrong way.
The black&yellow ones? Yep - haven't noticed really...

Theres only 4 markers for heat seekers visible on top and the sight is way too tall.
Nothing I can do about it - the fifth marker is there - it's just invisible - it's possible to correct it with deflines - but something other may become invisible or in the wrong place... or maybe I may change the angle of the actual model in the modelling software...
As for the sight being too tall.. well.. if I make it shorter - it will be too short when it's down (in nuke mode).. and at this moment the basement for the sight looks pretty much similar to the original one... If I make the basement shorter with the sight itself - the whole thing will be different to original...
as for the other things you've pointed on the pic - I haven't just managed to get my hands on them yet.

hitman71
12-22-2005, 06:35 AM
The 5 heatseeker marks are enclosed by a small metal wall. Its the bottom wall obscuring the 5th marker. Why not just remove that wall... And the sight being too short when laid flat ? I personally think it would be better to be right when its stood up then when laid down...

Roger
12-23-2005, 01:34 PM
The LED panel closest to the player with the ARM light is too long. Shortening that should allow the weapon to not look as oblong and should fix a good bit of the error of perspective with it.

Kennedy
12-29-2005, 11:36 PM
I made a model for sprite 577, the button, but I can't figure out how to export it from 3ds fromat to md2 or md3 format. If anybody can convert it and do the skin I would be happy to post it. I would suggest addapting the highres version of tiles 577 for the texture.

TerminX
12-29-2005, 11:54 PM
Kennedy said:
I made a model for sprite 577, the button, but I can't figure out how to export it from 3ds fromat to md2 or md3 format. If anybody can convert it and do the skin I would be happy to post it. I would suggest addapting the highres version of tiles 577 for the texture.


You're more likely to find someone willing to finish it if you just post what you have done already rather than waiting for somebody to bite first.

Kennedy
01-04-2006, 01:25 PM
Ok, here is the model. It would probably look better if the rivets were also modeled instead of just painted on. Also included is a partialy skinned copy. I made it roughly half way then gave up because it was too time consuming.

Kennedy
01-07-2006, 06:47 PM
Here is a new improved version with the rivets added and basicly skinned. The texture doesn't quite fit in the gap between the button and the panel, but I don't have the artistic talent to fix the skin. If anybody wants to work on it they are welcome to it.

SamSwashbuckler
01-12-2006, 01:59 AM
Thanks for the great work, guys!

Piterplus
01-26-2006, 08:44 AM
I not sure if we have an agreement about free exchange of materials between our projects (but it seems natural to me), so I just want to ask to be sure: can we use some of the SW models (or textures) as a base for Duke's stuff ?

Parkar
01-26-2006, 04:20 PM
Material has gone the other way (duke 2 sw) so I don't see any problems with it going the other way to. The Duke HRP is under GPL and I suspect the SW one will be to(as long as I am doing it it will be GPL).

hitman71
01-26-2006, 08:18 PM
Its gotta be a 2 way street surely... Many things have come from Duke as Parkar says.

Parkar, have you taken the mantle for SW HRP ? Are you keeping it up to date ?? ProASM, Are you keeping it up to date ?

Who's keeping it up to date !!!! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif

Parkar
01-27-2006, 02:02 AM
Yea, I am keeping it updated, well kind of anyway.

Luigi
01-27-2006, 12:53 PM
The question is the same. Where are you Papou? Your models look great i hope you release it as soon as possible http://forums.3drealms.com/ubbthreads/images/graemlins/cool.gif

WarHammer
01-28-2006, 12:01 AM
Speaking of borrowed models, the clock model from Duke (1060 & 1067) almost works perfectly with Shadow Warrior (3448 & 3451). The only problem is for some reason the original clock sprite in SW is vertically squashed, causing the model to be stretched in the opposite manner. To fix it either the original tile has to be replaced in the SW group file or the model will have to be reworked; unless there is def code for adjusting x, y & z scale I am unaware of.

Here is the model, new skin I made and updated def for anyone that want to use it: 3448_clock.zip (http://www.members.cox.net/megadeus/3448_clock.zip) - so long as you don't mind parts of SW resembling a Salvador Dali painting.

Luigi
03-17-2006, 05:47 PM
I made a maphack for the first level but SW isn't loading them(the hacks are in the SW directory, i even tried with the zip file method). It gives no error, it's just not loading my hacks. Anyone has the same problem?

Kennedy
03-24-2006, 08:23 PM
Here is a model for the caltrops, one single caltrop with skin applied and a group of 3 without skin. The single caltrop was fairly easy to model and has very low polycount (12 faces).

Old Sparky
03-25-2006, 08:15 AM
Here is a model for the caltrops, one single caltrop with skin applied and a group of 3 without skin. The single caltrop was fairly easy to model and has very low polycount (12 faces).

Nice model. :)

Kennedy
05-27-2006, 03:20 AM
New button models, number 567 and 575. Somewhat skinned, though the texture used was just a blown up copy of the sprites and looks ugly so it wasn't included.

3D Master
06-18-2006, 04:03 AM
Subscribing to thread.

motionblur
07-15-2006, 06:13 AM
Hi there, guys.
About a year ago (apparently even close to exactly one yerar ago) I tried to create a railgun model for ShadowWarrior in Blender. I wanted to finish it for a long time now - but I don't have the time, unfortunately. So I wondered if anyone wanted to give this one a try at texturing or just enhancing....

This is the thing we're talking about:
http://img144.imageshack.us/img144/3914/railgundj8.th.jpg (http://img144.imageshack.us/my.php?image=railgundj8.jpg)

If you use or enhance it - please credit me. Otherwise feel free to do anything non-commercial you like. :)

Grab the file here: -Attachment- (http://forums.3drealms.com/vb/attachment.php?attachmentid=5386&stc=1&d=1152962053)

Old Sparky
07-24-2006, 07:24 AM
Hi there, guys.
About a year ago (apparently even close to exactly one yerar ago) I tried to create a railgun model for ShadowWarrior in Blender. I wanted to finish it for a long time now - but I don't have the time, unfortunately. So I wondered if anyone wanted to give this one a try at texturing or just enhancing....

Thanks, but how to convert it to work with jfsw?


This is the thing we're talking about:
http://img144.imageshack.us/img144/3914/railgundj8.th.jpg (http://img144.imageshack.us/my.php?image=railgundj8.jpg)

If you use or enhance it - please credit me. Otherwise feel free to do anything non-commercial you like. :)

I think that when you put this file on this forum, it's automatically owned by 3drealms, or not?

motionblur
07-24-2006, 11:28 AM
Well - it needs texture coordinates and a hand model ... and ... of course a texture first. Maybe some animatons, too?
Then you need something to convert it to md3 (which is the recent supported modeltype, IIRC). I actually don't know if there's a plugin for Blender that converts into md3. I haven't worked on it since over a year now.

And ... uh. No. Yeas ... well something in between. That 'everything you do and blah.. is owned by 3DRealms' is to protect themselves for someone sueing for ideas they had but that were mentioned on the forum.
Also the original sprite i modeled that thing after is already owned by 3DRealms ... so I don't claim the rights for the idea. I only want to be credited for the modelling work I've done. http://forums.3drealms.com/vb/images/icons/irritated.gif
othing wrong with that, now is it?

Kennedy
08-15-2006, 02:36 PM
Here's a model for the lock and key based on the voxels oldkey, oldlock, and oldlock2. Unfortunately When I tried to export the lock models to MD2 format in Blender the geometry was all messed up so I had to post the files in 3DS and Wavefront OBJ formats.:confused:

Kennedy
09-04-2006, 05:44 AM
New! Model for button, 567 with animations and temporary skin!

The uzi model can probably be made from just taking the uzi from the ninja model.

Hendricks266
09-04-2006, 08:55 AM
Is there going to be an SW HRP to-do list like killd a ton's for Duke3D?

Phayzon
09-04-2006, 09:03 AM
I think its just ffa untill it gets to about where Duke is at.

hitman71
09-04-2006, 05:05 PM
its barely going to advance if someone doesn't take charge and make a todo and get people working...

a new release of the port might kickstart things again. Been a Loooooooong time since a new version was out.

JonoF ???

Phayzon
09-04-2006, 05:23 PM
A month and a few days off of a year... :(

Well, you are alive hitman :) Now wheres ProAsm?

Jaapio
09-16-2006, 10:50 AM
What SW character models are still needed/not made?
Give me a list and Ill see what I think I can make because I want to contribute too!

The Commander
09-18-2006, 09:54 AM
What SW character models are still needed/not made?
Give me a list and Ill see what I think I can make because I want to contribute too!

So are you going to be working on SW and DN at the same time Jaapio? :)

Hendricks266
09-18-2006, 04:26 PM
If you download the HRP from ProAsm's site, then you can look through that.

motionblur
09-20-2006, 03:43 PM
Unfortunately most of the things are unmodeled, so far.
As far as enemies are concerned you have the free choice except from the dark Ninja, the Bees and those Dynamite-Box Monsters, I think.
All weapons are unmodeled (excepyfor the rocket launcher and my railgun without textures, that is ;) ). So are most items.
Just look through this topic. Everything's in it. It's not much concerning Photoshop :(

I really need to find some time so I can do a few models. I'm kinda getting a grip on it, lately ;)