View Full Version : ROTT models (wip)
The Stinger
12-21-2002, 08:38 PM
Seeing that cluttering up the glrott thread is kinda useless, I decided just to create a thread where I'll post my models.
Anyway, heres the first one. See if you people can guess wich one this is images/icons/wink.gif
http://members.lycos.co.uk/frmsting/renrttrfl.jpg
Feel free to post any suggestion or crit on the models, cause thats what the thread is for. And most of it is guess work, seeing that theres only a 93x24 side view of the weapon
IceColdDuke
12-21-2002, 09:02 PM
Look pretty good images/icons/wink.gif .
I will send you the specs for the models when I write the model engine.
So far nice work.
dejay
12-21-2002, 10:55 PM
Hey Stinger, that looks good. I haven't played ROTT in years, but that instantly brought back memories images/icons/grin.gif
Maybe if the guys at Apogee/3DR have any concept art from back then lying around, they might be able to help you out with pictures of weapons, characters and the like.
I'm trying to find my shareware copy of ROTT right now, so I can install it.
(edit) The DN3D CD has it graemlins/doh.gif graemlins/love.gif
Night Hacker
12-22-2002, 12:27 AM
Nice model! That would be the weapon (I can't remember the name of it!!!) that creates the large (and deadly to yourself if yer not careful) PLUS shaped explosion... anyhow, nice work.
The Stinger
12-22-2002, 11:04 AM
Heres a shot of the heatsekker rocket launcher with rocket.
http://members.chello.nl/~a.vd.sluis/heatseekerprocket.jpg
http://members.chello.nl/~a.vd.sluis/renrttrfl.jpg
and the 1st pic if it doesnt load for anyone (i uploaded it to my isp webspace)
little note: I'll add most of the detail to the skins.
Because I'll save some polys that way.
I could allways up it or decrease it if needed. images/icons/smile.gif
IceColdDuke
12-22-2002, 11:11 AM
Remember the skins must be 24 or 32 bit TGA textures. images/icons/wink.gif
How many polys are the models? I will see if I can accomdate if they are to high.
The Stinger
12-22-2002, 11:21 AM
heatseeker : 525
rocket: 256
firebomb: 950
I think I need to decrease the polys on the firebobm ^_^;
Kev_Hectic
12-22-2002, 11:25 AM
Nice job Stinger http://forums.3drealms.com/ubb/icons/icon107.gif images/icons/smile.gif
What program did you use to make those models?
IceColdDuke
12-22-2002, 11:28 AM
I havent wrote the engine yet, but off hand I would ask you to keep the polys under 1000.
The Stinger
12-22-2002, 11:35 AM
Originally posted by Kev_Hectic:
Nice job Stinger http://forums.3drealms.com/ubb/icons/icon107.gif images/icons/smile.gif
What program did you use to make those models? <font size="2" face="Verdana, Arial">I use milkshape, great program that supports alot of games.
Originally posted by IceColdDuke:
I havent wrote the engine yet, but off hand I would ask you to keep the polys under 1000. <font size="2" face="Verdana, Arial">Alright, thats great. What about the player models though?
IceColdDuke
12-22-2002, 11:39 AM
For the player models, I would keep it under 50,000, but I dont know yet.
The Stinger
12-22-2002, 11:43 AM
Originally posted by IceColdDuke:
For the player models, I would keep it under 50,000, but I dont know yet. <font size="2" face="Verdana, Arial">50,000? I think you mean 5,000 ... even then it's an awful lot. the default models in unrealtournament 2003 don't even have more than 3,500 or so.
How about something like 1,500-2,000 ? That would work out better imo. images/icons/smile.gif
The Stinger
12-22-2002, 07:19 PM
here's the heatseeker with skin images/icons/smile.gif
http://members.chello.nl/~a.vd.sluis/heatseekskin.jpg
Swingball
12-22-2002, 07:42 PM
holy ASS stinger... i'm shitting my pants already... i can't wait for all of this to come to something... mmmmm.... ROTT brings back SO many good memories... oh, thnx again Joe and 3dr for releasing this code.
~swingball~
IceColdDuke
12-22-2002, 09:20 PM
All I have to say is....damn thats good images/icons/smile.gif .
I have got some of the Gl Rendering stuff in. I am now working on a level decoder(.RTS). If you want, I can make a "Test release" with the MD2 rendering code(that I still have to write images/icons/mad.gif ), so you can test how your models will look....
Rott King
12-22-2002, 11:48 PM
Wow..... Those are really nice models Stinger... They are so true to their sprites. I really need to learn how to model. images/icons/smile.gif
IceColdDuke
12-23-2002, 12:17 AM
Since I am using the Quake 2 engine Model code, another restriction is that you have to keep your vertexes under 2048.
EDIT:
Sorry about that, typo.
[ 12-22-2002, 12:33 PM: Message edited by: IceColdDuke ]
Logic Bomb
12-23-2002, 12:36 AM
I would LOVE to help out if i knew how to model images/icons/frown.gif
I'de love to learn but even though i have 3dstudio max at my place (5 i think?) i have no supplementary material to learn by and i cant afford the books in stores for it. :/
- Logic BomB
The Stinger
12-23-2002, 07:01 AM
Well thanks for the comments you all images/icons/smile.gif
Originally posted by IceColdDuke:
All I have to say is....damn thats good images/icons/smile.gif .
I have got some of the Gl Rendering stuff in. I am now working on a level decoder(.RTS). If you want, I can make a "Test release" with the MD2 rendering code(that I still have to write images/icons/mad.gif ), so you can test how your models will look.... <font size="2" face="Verdana, Arial">That would cool images/icons/grin.gif
Logic Bomb
12-23-2002, 07:33 AM
Originally posted by Rott King:
Wow..... Those are really nice models Stinger... They are so true to their sprites. I really need to learn how to model. images/icons/smile.gif <font size="2" face="Verdana, Arial">Ive installed 3d studio max just so i can try my hand at it again images/icons/smile.gif
I dont expect to make much with it but hey, got to learn somewhere.
- Logic BomB
longbow3000
12-23-2002, 07:50 AM
What format is the maps going to be made in? i can start to design some for you....
The Stinger
12-23-2002, 08:04 AM
Originally posted by longbow3000:
What format is the maps going to be made in? i can start to design some for you.... <font size="2" face="Verdana, Arial">Sorry, I don't think it would be a good idea to remake the maps.
Caue 1 there are already maps in the game
2 it's not meant to be stand alone or a complete new game
and 3 if you want to make maps for rott then you could always download one of the level editors on the 3d realms download page http://www.3drealms.com/downloads.html images/icons/smile.gif
longbow3000
12-23-2002, 08:07 AM
What about the player models? Arent they going to be remade?
longbow3000
12-23-2002, 08:09 AM
Just wanna know for sure.... This is gonna be a remake of ROTT right? Everything but maps is going to be remade right?
The Stinger
12-23-2002, 08:10 AM
yeah, but thats only for the visual effect and I'm sure you can choose to turn them on or off. As for the maps, why would you want to remake them?
IceColdDuke
12-23-2002, 08:12 AM
Originally posted by The Stinger:
yeah, but thats only for the visual effect and I'm sure you can choose to turn them on or off. As for the maps, why would you want to remake them? <font size="2" face="Verdana, Arial">Eventually, you will be able to turn them on or off. But, with TGA textures and MD2 models, it just makes the devlopment time shorter(because these formats are well documented).
I know also, that people dont have Geforce cards, so I will try to take that into consideration when I right the engine. images/icons/smile.gif .
I am working on the MD2 code now.
longbow3000
12-23-2002, 08:15 AM
How about the GUI? The main menu ect.... Need some designers to make a new one? I know a guy.... Check out his work (http://www.2advanced.com) and tell me what you think....
longbow3000
12-23-2002, 08:16 AM
remember to press " Enter 2advanced" and try to navigate a little around his site....
longbow3000
12-23-2002, 08:27 AM
btw, IceColdDuke, i can get him to make a website if you want to....
IceColdDuke
12-23-2002, 09:30 AM
Originally posted by longbow3000:
btw, IceColdDuke, i can get him to make a website if you want to.... <font size="2" face="Verdana, Arial">I allready have a person doing the website images/icons/smile.gif .
As far as the menu stuff goes, I will look at it in a bit....
Rott King
12-23-2002, 03:00 PM
Adding more angles to the walls would be... awkward, it wouldn't be true to ROTT, if anything, it should just be an option.
IceColdDuke
12-23-2002, 04:14 PM
I am going to add TGA texture support, so people can re-texture the game =).
And the next thing people are going to ask is about bumpmapping....if I can going to add it, it would be WAY later.
Logic Bomb
12-24-2002, 12:51 AM
Are the textures being re-done at all or are levels going to be exatcly the same?
- Logic BomB
jimbob
12-24-2002, 12:55 AM
someone please make the engine suport more angles on the walls that would make my day images/icons/smile.gif or room over room would be sweet
cheeseboy
12-24-2002, 05:52 AM
Nice, very nice.
I picked the right time to start re-playing ROTT. Keep up the good work.
The Stinger
12-26-2002, 06:19 AM
Deathtrap anyone? images/icons/grin.gif
http://members.chello.nl/~a.vd.sluis/ublade_render.jpg
maybe i added too much blood.... well it's a whole lot less than what I had before images/icons/grin.gif
Devil Master
12-26-2002, 07:32 AM
What I want to know is: will all this pretty stuff work with the demo too?
The Stinger
12-26-2002, 07:39 AM
probobly, I guess well have a model pack for the shareware and the full version
Guest
12-26-2002, 04:16 PM
Ive been working on some the meshes lately to, though i dont have the .wad file yet. Stupid run time errors.
http://home.earthlink.net/~insmdos//shroom.jpg
IceColdDuke
12-26-2002, 05:08 PM
Originally posted by Devil Master:
What I want to know is: will all this pretty stuff work with the demo too? <font size="2" face="Verdana, Arial">It will more or less be running off the same code, so yes it will work with both "Demo" and "registered" versions.
The Stinger
12-26-2002, 05:08 PM
Originally posted by Jared:
Ive been working on some the meshes lately to, though i dont have the .wad file yet. Stupid run time errors.
http://home.earthlink.net/~insmdos//shroom.jpg <font size="2" face="Verdana, Arial">http://members.chello.nl/~a.vd.sluis/mushroom.jpg
I made that one on sunday i think x_X
Just a few things, it needs the half a sphere on the top and the mushroom needs to be a bit fatter images/icons/smile.gif
See the power up is more like a pill shape.
It really helps if you have the tiles/sprites extracted from the wad.
If you get a runtime 200 error, then download this: http://www.cpukiller.com/products/cpukiller/
It's called cpu killer, it doesnt kill your cpu like the name says, but it just slows down your computer so you will be abled to run the install of ROTT without the 200 error images/icons/smile.gif
You should set it to around 66-200mhz will do i think
Logic Bomb
12-26-2002, 05:19 PM
Originally posted by The Stinger:
Deathtrap anyone? images/icons/grin.gif
http://members.chello.nl/~a.vd.sluis/ublade_render.jpg
maybe i added too much blood.... well it's a whole lot less than what I had before images/icons/grin.gif <font size="2" face="Verdana, Arial">I come here almost daily just to see your models to be quite honest. Very very nice job.
- Logic Bomb
Rott King
12-26-2002, 05:38 PM
HEHEHE! I'm so giddy! HEHEHE!!! (This isn't dissing anything, nor sarcasm BTW) I love that SpinBlade model... Greatness.
Night_Wulfe
12-26-2002, 09:46 PM
Would love to help on the code side. I can code (even do it for a profession) but unfortunately I know very little about Graphics via OpenGL, SDL, DirectX, etc or the math behind the 3D Stuff.
Well I can probably understand the math given time, but turning it into code is another story alltogether... images/icons/frown.gif
The Stinger
12-27-2002, 03:09 PM
In the legendary words of caleb: He lives again images/icons/grin.gif
http://members.chello.nl/~a.vd.sluis/spray.jpg
The model is pretty much done( for this stage) just need to add the bigger details the rest will just be skinned on images/icons/smile.gif
Dave2
12-27-2002, 03:40 PM
Originally posted by The Stinger:
In the legendary words of caleb: He lives again images/icons/grin.gif
http://members.chello.nl/~a.vd.sluis/spray.jpg
<font size="2" face="Verdana, Arial">Yay images/icons/smile.gif images/icons/grin.gif The bin/ashtray-like NME returns!
Originally posted by The Stinger:
Deathtrap anyone? images/icons/grin.gif
http://members.chello.nl/~a.vd.sluis/ublade_render.jpg
maybe i added too much blood.... well it's a whole lot less than what I had before images/icons/grin.gif <font size="2" face="Verdana, Arial">I could stand a bit more blood. images/icons/tongue.gif
I do think you should randomize the blood a bit, it looks exactly the same on each blade.
Aside from that, very nice.
The Stinger
12-29-2002, 03:32 PM
Originally posted by Tip:
I could stand a bit more blood. images/icons/tongue.gif
I do think you should randomize the blood a bit, it looks exactly the same on each blade.
Aside from that, very nice. <font size="2" face="Verdana, Arial">I think I'll do that, thx images/icons/smile.gif
john2gr
12-29-2002, 05:22 PM
What will be the requirements of this version?? images/icons/smile.gif .It looks so promising images/icons/grin.gif
IceColdDuke
12-29-2002, 09:35 PM
Dunno, still writing the engine images/icons/smile.gif . A geforce card sounds nice though.
Mr. Person
01-05-2003, 03:52 AM
I think the amount of blood on the deathtrap looks about right, actually.
Never heard of Milk before, I'll have to try it. Right now I use Zmodeler. (Also supports scary numbers of formats.)
I know HOW to model, but I really, really suck at it.
PlayfulPuppy
01-20-2003, 10:07 AM
Originally posted by The Stinger:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Tip:
I could stand a bit more blood. images/icons/tongue.gif
I do think you should randomize the blood a bit, it looks exactly the same on each blade.
Aside from that, very nice. <font size="2" face="Verdana, Arial">I think I'll do that, thx images/icons/smile.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">Just a nice little graphical effect I thought of:
You know how in Soul Calibur (And many other Anime-styled fighting games) how they have a 'motion trail'? It's be kinda cool to put one of them behind the blades when it's spinning.
BTW: I'll do up some models if you guys want, but texturing is where I draw the line, takes far, FAR too long and I have deadlines to meet.
Could someone post some images of the standard grunt baddies? I haven't had ROTT in ages.
The Stinger
01-20-2003, 11:40 AM
Originally posted by PlayfulPuppy:
JCould someone post some images of the standard grunt baddies? I haven't had ROTT in ages. <font size="2" face="Verdana, Arial">http://members.lycos.co.uk/frmsting/lwg1.jpg
there ya go
Atm I'm not doing any work for glrott.
Cause I'm just too busy with leading a mod.
And modelling/skinning/eing a webmaster and mapping. x_x
PlayfulPuppy
01-20-2003, 01:20 PM
Uhm, got the one in green?
There's no fun modelling a butler with a helmet.
Something almost phallic about it, too. O_O
The Stinger
01-20-2003, 03:10 PM
http://members.lycos.co.uk/frmsting/ligw.jpg
MrEricSir
01-20-2003, 04:33 PM
It'll be funny to watch well-modeled versions of the graphics sumble around with the humorously poor AI in ROTT.
jimbob
01-20-2003, 05:08 PM
but pleasse for the love of god, if someone models the old guys from rott give them the faces of the actual actors (sebastian/joe etc)
PlayfulPuppy
01-20-2003, 06:34 PM
Originally posted by jimbob:
but pleasse for the love of god, if someone models the old guys from rott give them the faces of the actual actors (sebastian/joe etc) <font size="2" face="Verdana, Arial">Uhm, got decent reference shots of them?
'Cause otherwise, it's artistic licence, boys. ^_^
jimbob
01-20-2003, 07:25 PM
try the joe siegler look funny thread
Logic Bomb
01-21-2003, 11:55 PM
Originally posted by The Stinger:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by PlayfulPuppy:
JCould someone post some images of the standard grunt baddies? I haven't had ROTT in ages. <font size="2" face="Verdana, Arial">http://members.lycos.co.uk/frmsting/lwg1.jpg
there ya go
Atm I'm not doing any work for glrott.
Cause I'm just too busy with leading a mod.
And modelling/skinning/eing a webmaster and mapping. x_x </font><hr /></blockquote><font size="2" face="Verdana, Arial">So are you doing your own mod for rott or have you stopped doing the rott stuff?
- Logic BomB
The Stinger
01-22-2003, 07:13 AM
Originally posted by Logic Bomb:
So are you doing your own mod for rott or have you stopped doing the rott stuff?
- Logic BomB <font size="2" face="Verdana, Arial">No I'm not doing my own rott mod. I'm making an anime mod for ut2k3 : AGCT (http://agct.unrealism.com)
I'm still working on rott though just not atm.
Bludd
01-22-2003, 08:50 AM
graemlins/love.gif Panlobster graemlins/love.gif
PlayfulPuppy
01-22-2003, 11:04 AM
Well is it still worth working on the models?
If my work goes unappreciated then I'm just going to be wasting my time, of which I have INCREDIBLY little of these days.
But if everything goes ahead, I'd love to contribute.
cheeseboy
01-23-2003, 02:05 PM
I check this thread pretty much every day (yeah I know, sad) in the hope that theres some new ROTT models, so yes you guys work is appreciated.
TeamKill
01-23-2003, 09:32 PM
Originally posted by cheeseboy:
I check this thread pretty much every day (yeah I know, sad) in the hope that theres some new ROTT models, so yes you guys work is appreciated. <font size="2" face="Verdana, Arial">Same with me. I check this board every day to see if there are any updates on models.
Rott King
01-23-2003, 11:04 PM
Me three!
PlayfulPuppy
01-25-2003, 01:52 AM
Hey guys, I need a poly-limit.
We going for low res (500-1500 polys), high res or INCREDIBLY high res (> 10,000 polys, best for use if using something like Polybump (http://www.polybump.com))
The Stinger
01-26-2003, 08:22 PM
Originally posted by PlayfulPuppy:
Hey guys, I need a poly-limit.
We going for low res (500-1500 polys), high res or INCREDIBLY high res (> 10,000 polys, best for use if using something like Polybump (http://www.polybump.com)) <font size="2" face="Verdana, Arial">around 2000 would be fine
PlayfulPuppy
01-27-2003, 09:43 AM
Originally posted by The Stinger:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by PlayfulPuppy:
Hey guys, I need a poly-limit.
We going for low res (500-1500 polys), high res or INCREDIBLY high res (> 10,000 polys, best for use if using something like Polybump (http://www.polybump.com)) <font size="2" face="Verdana, Arial">around 2000 would be fine </font><hr /></blockquote><font size="2" face="Verdana, Arial">2500 it is, then. ^_^
(I like adding a little more detail)
Psykomanius
05-25-2004, 11:53 AM
Is ther someone home... http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
No news for long time http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
Ronstar
07-30-2004, 10:41 AM
It seems that even with it's source code released that great game ain't a success at all, too bad http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
Nemesis 01
08-05-2004, 04:03 AM
The models are looking great... Keep up the good work!
Psykomanius
04-14-2005, 09:12 AM
It looks like he is gone now http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Maren Gnawol
04-15-2005, 06:13 AM
http://members.chello.nl/~a.vd.sluis/ublade_render.jpg
This one is quite similar to a model needed for a well known level in Shadow Warrior.
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