View Full Version : SF MOD
Aztec
11-21-2003, 11:52 AM
Attached are a few WIP pics of some of the characters that will be appearing in my Street Fighter mod
That's some sweet modelling
Xenogear
11-21-2003, 12:00 PM
HOLY SHIT!!!! http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif
That's looking really amazing, keep it up! My input would be to sharpen Gouki's features. Give him a harder eyebrow ridge, sharper chin, incredibly roman-esque nose, etc. Ryu looks awesome. For fun, if you have time, you should make Dan. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Aztec
11-21-2003, 12:08 PM
thanx for your comments guys;-)
Gouki's features are basically there and still needs a lot of refinement, but i'm working on it http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Oh and Dan is going to be included and is in the works http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Akari
11-21-2003, 12:27 PM
Gj dude but you should really focus on the skins....
Cervantes
11-21-2003, 02:51 PM
Wicked models!
What kind of mod would it be? and when will it be released?
Aztec
11-21-2003, 03:26 PM
The actual Mod itself will focus on hand to hand fighting based on the StreetFighter games. It will be a story driven mod in the formula of something like final fight. There is a lot of work to be done and I haven't got all the stuff I need yet (default skeleton! http://forums.3drealms.com/ubbthreads/images/graemlins/brickwall.gif) so don't hold your breath on a release date quite yet http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
zombo
11-21-2003, 04:16 PM
All I can say is......holy shi.t. AMAZING absolutely amazing. I cant wait to try it out. 1 question, will you be able to play as multiple chataters? I wanna be akuma http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
11-21-2003, 04:38 PM
The main story section is based around Ryu and his struggles with the dark hado (which he gives into) so in this section you will be playing as normal Ryu and Evil Ryu.
What i've planned to do is have the dmw maps as a mini 'tornament' where you can choose which character you want.
Also I may include the other characters to be unlockable by beating the main game as a bonus. As you can probably tell, their is going to be a lot of content and it will certainly take some time. But it will get done http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Sir_Rule
11-21-2003, 05:27 PM
Dude, if you pull this off, not only will you get the credit for an original mod for once, but also the credit for creating the next Kung Fu mod. A spotlight you will most enjoy!
http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Fluffy
11-22-2003, 12:10 AM
The guy on the bottom left looks like William Dafoe.
Freaky! http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif
yoobie
11-22-2003, 12:13 AM
hum... could you send me those models? http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif pleeeease.. i'd love to paint'em in my deeppaint3d :P
Aztec
11-22-2003, 03:25 AM
lol Yeah Ryu does a bit. Hopefully By the time i've finished he will look like my avatar, thats the quality i'm after http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
The models aren't finished yet, but sure once their done i'll send ya a few http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
yoobie
11-22-2003, 07:52 AM
thanks man, thanks a lot http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Nightcom
11-22-2003, 08:22 AM
Holy ****, keep up the great work!
Guest
11-22-2003, 09:22 PM
Great modeling, but the textures could use some work. They look too Disney/Pixar-ish; way too shiney and cartoon-like.
yoobie
11-23-2003, 01:58 AM
maybe because there are no textures?
Aztec
11-23-2003, 06:13 AM
What I'm trying to do is capture the look of the Street Fighter games, so what i've done is just use bland textures. I'm putting as much detail into the models themselves as I can, so I can use these basic textures.
The reason they look shiney is the lighting i've used in 3dmax for the renders http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Dreakon
11-23-2003, 07:22 AM
Those look like the models from the Street Fighter EX series for PS2. Am I right?
Aztec
11-23-2003, 07:25 AM
Yep I'm using Ex3 pics as a reference. If i get near the quality of those models i'll be happy http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Dreakon
11-23-2003, 08:06 AM
Good luck, it looks like your off to a great start.
Aztec
12-03-2003, 08:13 AM
Here's a few pics of a updated Akuma http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Xenogear
12-03-2003, 10:29 AM
Looking good. May I suggest for the skins that you use dark lines to define some features? For example, the mouth, chest, nose, etc. Notice I said dark, not black. It does need some definition, however simple.
danielmd
12-03-2003, 11:55 AM
The girls breats should be bigger, especially chun-li.
I have nothing against petit girls, nothing at all (oh kylie) http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif, but in my opinion if you want them to look as they do in the movies, they should be bigger.
apart from that, they are the best models i have seen around here.
p.s: in street fighter alpha the movie, they are too big http://forums.3drealms.com/ubbthreads/images/graemlins/dopefish.gif
Aztec
12-03-2003, 12:41 PM
Thanks for your comments guys;
As i said previously the textures I used are just basic, as I want to see what they look like ingame in their current state. I have a some good body textures that will be applied later on. I'm planning to go for the 100% anime look on both the characters and levels. So once their ingame i'll decide wheather to add the additional textures or not http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
kemical
12-04-2003, 02:20 AM
this sounds like a very awesome idea, I'm all for recreating older 2d game style gameplay in a 3d game like max payne (since you mentioned final fight), any plans for end of level boss characters? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Aztec
12-04-2003, 09:08 AM
Yeah the end of level bosses will be the main SF characters like Akuma, Sagat, Bison, Vega etc.
Aztec
01-06-2004, 11:50 AM
I haven't posted anything for a while, so heres a few http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
A few bits a pieces still need finishing up like mostly the textures
Aztec
01-06-2004, 11:53 AM
Another one
Looks schhhhhweet! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
FatherSeraphin
01-06-2004, 03:14 PM
Oh the nostalgia... street fighters... shun li and vega... http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif
Looking good man. Keep up the good work !! http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
-
Ghast
01-06-2004, 03:39 PM
way cool, any chance it could become part of a bigger CITY HUNTER TC once kung fu etc becomes possible?
Aztec
01-06-2004, 03:57 PM
No sorry, its going to stay to the streetfighter theme. Once its finished, you can do with it as you please http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Dang, your models left me speechless! Great Job!
Akari
01-06-2004, 05:49 PM
Uh...you need to work on your models more...
Aztec
01-06-2004, 05:52 PM
Uh...you need to work on your models more...
In what way? Textures?
Akari
01-06-2004, 06:05 PM
You said textures were just temps. That's ok. But the overall models. They look a little cheap to me. BUT HEY! if everyone likes them, don't let one guy put you down. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-06-2004, 06:06 PM
Cheap? Explain http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Akari
01-06-2004, 06:11 PM
The muses look like meat pork...things...
Chest is flate...
eg;
Aztec
01-06-2004, 06:20 PM
LOL yeah i'd admit i need to redo his arms. About his chest being flat, trust me its not. Ever heard of shadows? If you look closely (where you've got a hand pointing on his chest), that shadow is caused by the peck muscles due to a light source being slightly above him http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Is that the only model or are their anymore? http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
darkstormgraphix
01-06-2004, 06:24 PM
If the Kung Fu mod ever gets implemented into MP2, models like this are going to make the game very interesting. Keep it up!
Aztec
01-06-2004, 06:29 PM
something similar like kungfu will be implemented as hand to hand fighting is the base of the mod. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Akari
01-06-2004, 06:30 PM
Yeah...one dman thing..
GET THAT DAMN SMIRK OFF BISONS FACE!!! LOL
I've alway's hated him...cause he "cheats" lol
Aztec
01-06-2004, 06:33 PM
LOL http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif I was messing around with his face verts trying out a few facial expressions http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Akari
01-06-2004, 06:50 PM
LOL. Yeah you know what I mean....
BTW, I'm Bison, not the russian dude...
Ghast
01-06-2004, 06:57 PM
I thought he was some kind of red chinese general and the bear looking guy was russian/bison???
oh, that's what you posted, I'm bad *G*
Akari
01-06-2004, 07:00 PM
That's from one of the later serise. Bison is the guy on the right. He was Red but in the later versions he is white...red...thingie....
Aztec
01-06-2004, 07:08 PM
Sorry guys if we could get back on topic http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Akari: thanks for your feedback on Akuma http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
What i'm after is some negative/positive feedback on the models themselves as i'm currently optimising them as I type this post. If something looks wrong or odd then please say so (and really nitpick if necessary).
Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Ghast
01-06-2004, 07:37 PM
Is it possible to load them into one of those flash programs that lets you rotate them around?
Aztec
01-06-2004, 07:42 PM
hmmm..... not a bad idea, but i don't know if the forum will take it due to size. I'll have a look into that http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
In the mean time if you could go by the pics, that'll be great http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
FatherSeraphin
01-06-2004, 08:49 PM
Get swift3D plugin for 3D studio max. Make an animation showing the model rotating 360º. Then in flash, make a script so when you click the mouse and move the cursor to the right, the animation plays forward, and when you move the mouse left, it plays backward.
Daveman
01-06-2004, 09:08 PM
If you really want to capture the "cartoonish" look of the games, you might outline each character in thick black lines, much like in the game "XIII". Gives it that final touch.
EvilMonkey
01-07-2004, 01:24 AM
these arnt your models, infact Ive seen them before a long time ago and not on here, Ill find out
biXen
01-07-2004, 01:31 AM
Akari: what are you talking about? They look like your models http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Aztec
01-07-2004, 02:07 AM
Not my models eh? then who's do you think they are? http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I'll give ya a few places to help in your search Here (http://www.freewebs.com/asharp/) And Here (http://mods.moddb.com/2596/)
Venom4k
01-07-2004, 04:59 AM
the girls need some bigger boobs http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif, heheh http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
01-07-2004, 05:04 AM
LOL I suppose cammy could do with a bit of a boob job http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
I'll sort that out cheers http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aerolite
01-07-2004, 06:27 AM
Haha! Nice work man http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
I used to play Street Fighter II on my 386 alot!
Aq3of8
01-07-2004, 12:02 PM
lol, physics enabled boobies!! http://forums.3drealms.com/ubbthreads/images/graemlins/hhg.gif
Aztec
01-07-2004, 09:21 PM
If you really want to capture the "cartoonish" look of the games, you might outline each character in thick black lines, much like in the game "XIII". Gives it that final touch.
You mean something like this?
Daveman
01-07-2004, 09:29 PM
Yea sorta but I was thinkin more like exacly what you have in the models above, but just adding a somewhat thick black line around them and maybe around their arms and legs and where ever you want it. Not sure if that's possible.
Aztec
01-07-2004, 10:14 PM
Yeah it is possible, but the material type i'm using (Ink n Paint) which provides the outlines doesn't seem to react to light sources. I'll look into that further once thier ingame http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I could always edit the body texture but i'm too lazy to do that atm http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
kemical
01-08-2004, 12:07 AM
if you did want to try cell shading (you probably already know this or have seen it used places) you could give it a cell shaded style texture to start off with, using the 16 color character palettes of the original games, then for the black outlines you'd duplicate your character's mesh in 3d studio, scale it a bit larger with the normals flipped (using the face's local coordinates hopefully so everything scales evenly), and apply a solid black texture to it.. (although capcom doesnt do full black outlines, you could try replicating their style of outlining though by just texturing the outline mesh with gradients in certain areas) then you could try optimizing the outline mesh and reassigning vertices to bones and what not...
that way you'd end up with a shell that you can view the insides of, slightly larger than the main, normal shell/mesh which you can only view the outsides of, and it would look outlined, but it would be using more poly's than just the original mesh would have used.
at least thats the only way i can think of to do that outline thing, other than a fancy particle effect maybe lol.
personally i think non-cartoon shaded would look better, but it would be fun to try getting the cartoon shaded style in mp2.
keep up the good work i'm lookin forward to this mod http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Aztec
01-08-2004, 10:18 AM
Thanks man, i'll try that and see how it looks.
EvilMonkey: Have you had any luck finding my models yet? I'll help you out, you won't unless you hack my PC http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
MrUniq
01-08-2004, 02:39 PM
Thats a jerkish thing to say evil...he's been workin on these models since last year.
Aztec
01-08-2004, 03:09 PM
Thanks man, you know yourself these things take time. If he doesn't believe they are my models thats fine by me. If you look at the stuff I did earlier on for mp1 (in particular RYU) you'll see the difference as my modelling skills have improved over time.
This is Ryu when I first started (originally intended for mp1)
Aztec
01-08-2004, 03:10 PM
And this is how he looks now for mp2
Anyway lets get back on topic http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-09-2004, 12:21 AM
Here's a few pics of a wip tutorial map i'm working on, most of the textures still need doing http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Does anyone know the best or easiest method for making trees, specifically the leaves and such?
I would think how you have it now but just give the illusion of heaps of leaves, shadows and stuff by using textures.
Any other way would be unneeded polys.
Looking nice though http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Aztec
01-09-2004, 12:46 AM
cool, thanks for that http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
TestingCones
01-09-2004, 01:53 AM
That looks really awesome! I can't wait for the bones to be released so you can start your Street Fighter animations. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Handicrap
01-09-2004, 01:57 AM
It'll be nice to see some major tc instead of all of the tweak mods floating around. I not saying there now fun it just that I want more advanced ones.
Aztec
01-09-2004, 06:51 PM
As i posted before on one of the other threads, you gotta crawl before you can walk. Tweak mods are ineviable as people learn the basics of mp2 modding. I've made a couple of basic ones myself. This mod will take quite a while to finish but hopefully all the hardwork will be worth it.
I can't wait to start animating properly as they will take up the most time to finish (sooner the better http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif). I plan to include all the special moves of the characters, win poses and possibly some taunt animations aswell. So as you can imagine that equals a to truck load of anims, and in turn I can start coding properly aswell. I've got a few maps on the go atm but i'll probably redo them as I progress with maxed2. I've got 2 guys helping me out with the music, SFX and Particles so thats a few things i don't have to worry about as their doing a great job.
I suppose I'd better stop before i turn this post into a novel http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
MrUniq
01-09-2004, 07:13 PM
yea tweak is all thats gonna be around until a few months have passed.....but the DMW levels being released have been awsome. It has given those who like to make single levels more purpose. Now I'd like to see X-demo converted...maybe i'll be able to do it sometime soon.
Robert
01-10-2004, 12:44 PM
Wow it sure looks awesome.. I hope it gonna be cool and playable
Aztec
01-10-2004, 01:23 PM
We shall see http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Supafly
01-11-2004, 07:34 AM
omg aztek, u own http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Robert
01-12-2004, 11:40 AM
Man I want to see more of it! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Aztec
01-13-2004, 09:34 AM
Here's guile, still needs a lot of work http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Robert
01-13-2004, 10:22 AM
MORE MORE MORE!!! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Thiefmaster
01-13-2004, 11:38 AM
Cool guile, lol @ hair though http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Robert
01-13-2004, 01:33 PM
Man, I want to model but 3ds max is too complicated to me http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif ... and my milkshape is expired
Aztec
01-13-2004, 01:38 PM
Go through some of these tutorials and experiement 3dmax tutorials (http://www.3dcafe.com/asp/tut3ds.asp) It'll help ya get the basics of modelling in 3dmax http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
*me praises aztec* http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
01-13-2004, 07:26 PM
LOL i'm redoing the hair and other things now http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Thiefmaster
01-13-2004, 10:53 PM
Yay! :P
Great work btw, i love SF..
Sayantan
01-14-2004, 08:30 AM
Aztec:
Can u post a wireframe picture of that Guile model. I wd like to see that ......well......especially to see the polygons and poly-counts. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
01-14-2004, 08:49 AM
Here you go mate, i'm still working on it. The polycount atm is 4313 which is less than the max payne model http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-15-2004, 12:36 AM
Looks good http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
i still know guiles flip kick from the first street fighter its l+r left down and then aand b or a combination of two of the 4 buttons :P.
Sir_Rule
01-15-2004, 02:28 PM
i still know guiles flip kick from the first street fighter its l+r left down and then aand b or a combination of two of the 4 buttons :P.
Nay, his moon kick was hold down for one second then press up plus any kick button.
thudson
01-15-2004, 03:23 PM
Aztec, I just wanted to congratulate on what looks to be a fantastic TC. Well done. By the way, you could easily have despatched the remarks from the 'Doubting Thomas' (EvilMonkey) by showing him your wireframe models.
Anyway, your obviously content to let people believe what they want. I personally cannot wait for the first release!
i still know guiles flip kick from the first street fighter its l+r left down and then aand b or a combination of two of the 4 buttons :P.
Nay, his moon kick was hold down for one second then press up plus any kick button.
it wasnt on my game on street fighter 2
Aztec
01-16-2004, 10:07 AM
Couple of renders of a near complele Ken
Thiefmaster
01-16-2004, 12:06 PM
Really nice..
TestingCones
01-16-2004, 01:34 PM
Sweet dude. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Robert
01-16-2004, 01:47 PM
I've got a question... How do you get the textures fit that great? Mine textures won't will fit so it will look like crap..
Jokke_r
01-16-2004, 02:06 PM
thats just plain color i guess
except hair maybe... all the rest look like plain colour with render... cept on some models though which do have actual textures...
can't say anythign about that
Aztec
01-16-2004, 02:11 PM
Atm im just using bland materials apart from stuff like the hair and that. I normally use either Unwrap UVW or the UVW Mapping modifiers or sometimes both depending on the model. If your already using those, just experiement with them. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-16-2004, 02:14 PM
Jokke_r, yeah your right, just basic 3dmax materials apart from the hair, which i don't think you can see from those renders.
So, can we get some more info on how the mod itself will be played? Is it a TC, or just new chars? Any ingame shots? Im excited about this stuff. http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Tommyboy
01-16-2004, 02:45 PM
For more info on the mod (http://maxpaynesource.com/modules.php?name=Forums&file=viewtopic&t=55).
Robert
01-16-2004, 04:18 PM
Ok but how can you fit the textures?
Aztec
01-16-2004, 04:28 PM
ok, select your mesh/model and apply the unwrap UVW modifer to it. Under parameters (towards the right of the screen) click the edit button. This will bring up the edit UVW window. From here you can move/scale/rotate etc etc the verts of the mesh/model to fit the texture. You can see what it looks like in the main 3dmax viewpoints http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
kemical
01-16-2004, 04:56 PM
http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif that ken model looks nice http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
just curious, do you like using max's UVW Unwrap tools, or do you know of any other good texturing tools? I've grown accustomed to using them but there are probably other plugins/tools that can do that stuff way faster... (i used to use chilliskinner) i usually completely unwrap and flatten the mesh into peices in the UVW Unwrap window before doing any texturing.. (can take several hours http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif )
i like how it works in max, but a lot of the tasks for having to go back and reweld peices seem like it could be made easier, like selecting edges that should be allowed to be cut, and then folding along other edges (like marking an edge cut or fold, or glue)
anyone know any tools that do stuff like that? lol.. sorry for goin off topic :P
Aztec
01-16-2004, 05:46 PM
Thanks kemical, I found a few UVW plugins for max (google search) but I haven't tried any of them. I find max's ok but I agree that there are a few short comings. I suppose it might be worth having a look at the 3rd party UVW plugins. It might be worth asking endo what he uses http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
GreenCRUSH
01-16-2004, 07:28 PM
dude, the ken model doesn't look like he has nipples... or they're in the wrong spot http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Sir_Rule
01-16-2004, 10:13 PM
Dude! Who CARES where Ken's nipples are? http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
I don't care, do YOU care?
Robert
01-17-2004, 01:07 AM
What can a man do with nipples? Where are they for?
Aztec
01-17-2004, 02:41 PM
Here's a Dragon Punch animation test to see how Ken moves. The torso verts need adjusting slightly, but you get the drift http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I cocked up the link so heres an attachment http://forums.3drealms.com/ubbthreads/images/graemlins/doh.gif
Robert
01-17-2004, 03:32 PM
Looks real smooth man
Sayantan
01-18-2004, 10:35 AM
@Aztec:
Smooth indeed http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
But dont you think (according to physics and also the original game) the rotation should take place while jumping. I mean first he's jumping and then he's rotating.No offence though.
@Kemikal:
Once I used Deep Paint 3d. It's used only for wraping and unwraping or painting directly on object. But that's useless unless u need to do bump mapping for hi-poly stuff.Therefore the texturing tool of Max rullzzzzzzz.
Aztec
01-18-2004, 10:52 AM
No offence taken http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif Thanks for pointing that out ( i probably wouldn't have noticed it). I appriecate any feedback, rest assured it will be sorted for the proper DP animation. Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-18-2004, 11:30 AM
Have you got something in game already? Cause there was a release of a self-made skeleton http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Aztec
01-18-2004, 12:05 PM
No i haven't, I'm simply waiting for the proper skeleton. I don't like milkshape's animation capabilities too much and i'd rather animate in 3dmax, knowing that the animations will run at their correct speed in game.
Samji
01-18-2004, 12:08 PM
S-W-E-E-E-T modelling, man.
Sayantan
01-19-2004, 10:01 AM
@ Aztec :
I forgot to tell you that since you are not making any mod that will make them shoot, so just make the fists tightly closed. It will really make them as if they are meant for fighting bare handed.
Aztec
01-19-2004, 10:47 AM
yeah dont worry about that http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif For kens skeleton, I couldn't be bothered with finger bones. All the models will have fully animated fingers and hands ingame.
Hopefully once the skeleton is released, a tutorial or some info may shed some light on successfully getting custom skeletons working ingame. I'd like to do this for adding extra bones for like animating hair and such.
And yes I know custom skeletons will require a totally new set of animations, but im up for it to achieve what I want http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-19-2004, 01:34 PM
Custom Skeleton??? So can you make like a car or something?
Aztec
01-19-2004, 01:46 PM
You should be able to yes. The only custom skeleton I can think of was for a starwars TC for mp1(can't remember who made it though http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif). It had a AT AT walker (or what ever there called) with its own skeleton.
Timmyy
01-19-2004, 02:28 PM
It had a AT AT walker (or what ever there called)
yay you could add some starwars to your SF mod! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
(not being serious)
Jokke_r
01-19-2004, 02:31 PM
it was an AT ST
Thiefmaster
01-19-2004, 02:34 PM
Lol, an AT AT is like, huge http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
biXen
01-19-2004, 02:48 PM
The lightsaber mod I guess? I didn't play it though so wouldn't know
Aztec
01-19-2004, 02:54 PM
Sorry guys to interrupt, could we get back on topic? It was just an example http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
kemical
01-19-2004, 03:06 PM
cars.. hmm
car-destroying bonus stage??? http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
01-19-2004, 03:12 PM
I'm saying nothing http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Thiefmaster
01-19-2004, 03:27 PM
Yay! I loved that one! Mmmm...Honda arm-swinging action.. http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
biXen
01-19-2004, 03:30 PM
Sorry guys to interrupt, could we get back on topic? It was just an example http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Kinda hard to get back on-topic with an off-topic reply don't you think? hehe
I'm curious as to see what will happen with this mod though, if one actually can make anything like this that is cool. Models are nice for now, so we'll see http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Aztec
01-19-2004, 04:13 PM
Sorry guys to interrupt, could we get back on topic? It was just an example http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
Kinda hard to get back on-topic with an off-topic reply don't you think? hehe
I'm curious as to see what will happen with this mod though, if one actually can make anything like this that is cool. Models are nice for now, so we'll see http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
LOL we shall see http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-23-2004, 09:08 PM
Ok I've got a few trimeshes, all textured, exported/imported from 3dmax to maxed2 fine without an errors. But what has happened is that the trimeshes have their poly's flipped. Is their a way to 'unlock' these so I can edit them or do I have to import them again?
Thanks in advance http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-23-2004, 09:11 PM
With the above taken into account, here's a few pics of Ken's WIP harbour level. Its very small in size as it's designed for 1-on-1 fighting http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
GreenCRUSH
01-23-2004, 09:43 PM
concerning the boat, do you mean that you can see through the outside of the boat but you can see the insides fine?
when I had that problem I just took that object, copyed it and flipped the faces and overlapped the original with it. nice job and good luck http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
01-23-2004, 09:45 PM
Thanks man, i'll try that now http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
01-23-2004, 11:10 PM
Ok after mucking about a bit, i've sorted out the boats flipped faces problem.
My boat model was made in parts, attached and then textured (UVWmapping). Doing it this way brought up a warning regarding xform had reset causing the flipped normals.
So I basically UVW mapped the individual parts before attaching. This method worked fine and appear ingame as they should. http://forums.3drealms.com/ubbthreads/images/graemlins/rolleyes.gif
Aerolite
01-24-2004, 04:04 AM
MMM..
Nice work :P
I really like the porsche http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Supafly
01-24-2004, 10:28 AM
Ok I've got a few trimeshes, all textured, exported/imported from 3dmax to maxed2 fine without an errors. But what has happened is that the trimeshes have their poly's flipped. Is their a way to 'unlock' these so I can edit them or do I have to import them again?
Thanks in advance http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
i think u should edit it in 3dsmax
u select the meshes u need, then apply a normal modifier
Aztec
01-24-2004, 02:06 PM
Yeah thanks man, it's all sorted now.
More to come shortly http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
The Dave man
01-25-2004, 10:17 AM
*Works on his 2 small, empty rooms* Ahh...
Aztec
01-29-2004, 01:57 PM
An updated Sagat Model
Robert
01-29-2004, 02:42 PM
You good! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif Have you got your own website for this or gonna make one?
Aztec
01-29-2004, 02:54 PM
Yeah a temp one atm SFMOD Website (http://www.freewebs.com/asharp/) .
It may be a bit slow. I have a better host lined up, I just need to get to grips with dreamweaver and making a new site http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-29-2004, 03:21 PM
I think it's gonna be uber cool
Aztec
01-30-2004, 12:10 AM
An updated Ryu http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Sayantan
01-30-2004, 03:01 AM
Thats one of the best model(Updated Ryu) I had seen on the forums for ages except for Steve Royers.
gr8 job http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Akari
01-30-2004, 05:16 AM
Ever think Sagats name is too close to Fag*t? LOL...Ships need to be bigger. Also note dude, I did a Tekken mode for MP1 (like SF), and one thing you need to make sure you do is in the global_config.txt file make the camera sideway's. VERY hard to do with MP because you know how you can move the mouse and the screen moves. I did some cam blocks on the level to pervent the screen from going haywire.
Also remember that MP2 uses shaders, so on the outfits, eye's and other things (Sagat's Scar?) you can make them sorta slight gloss.
Aztec
01-30-2004, 07:55 AM
Sayantan: Thnaks man.
Akari: Have you got any pics of your tekken mode? I'd just like to have a gander on what it looks like.
MasterTom
01-30-2004, 08:05 AM
SWEEEEEEEEEET MODELS (that map too)!!!
one thing though...
whats up with the bones??
i read abou it a while ago...
rico was working on that, right??
is he getting there already?? (hope so)
Aztec
01-30-2004, 09:04 AM
Cheers, quite a few of us was working on it, but i think you mean endo http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Someone from remedy said that adding new skeletons was slightly more complicated than in MP1. So atm, we'll just have to hold on till they are released http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
MasterTom
01-30-2004, 04:06 PM
Cheers, quite a few of us was working on it, but i think you mean endo http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Someone from remedy said that adding new skeletons was slightly more complicated than in MP1. So atm, we'll just have to hold on till they are released http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
indeed... endo... that was his name...
it sounded like he was nearly there...
so i was wondering... is he still trying?? or are we just all hoping Remedy will finally release the bones?
Jokke_r
01-30-2004, 04:26 PM
in maxpayne2 you should be able to disable the mouse movement from the default_values.txt or something similiar
Aztec
01-31-2004, 09:41 AM
Updated models of Akuma and a still WIP Blanka (I need to sort out the hair a bit and a couple of other things aswell) http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I've also done Evil Ryu, but he is just a retextured Ryu model.
Jokke_r: Thanks for that I was looking for some references for mouse movement, i'll have a look.
Aztec
01-31-2004, 09:43 AM
Here's Blanka WIP
Smackdown924
01-31-2004, 10:47 AM
hmmmm the stomach hair is.... interesting.
the idea to make it somewhat see-through is novel, but it should be thicker than that, not see-through.
Aztec
01-31-2004, 11:06 AM
yeah the hair meshes (on the arms, chest and shins) are just a place holders atm until I sort out a proper texture. Appriciate your feedback, cheers http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-31-2004, 11:13 AM
Have you got infinite free time?
Aztec
01-31-2004, 11:16 AM
LOL only until the 1st of March, when I go back to work http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-31-2004, 11:19 AM
Infinite free time untill 1st of march.. makes sense http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
So Remedy has to release those stupid bones...
Aztec
01-31-2004, 11:23 AM
Lets hope so, so I can get cracking http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
01-31-2004, 11:30 AM
srry for offtopic but Aztec did you made your avatar yourself?
Aztec
01-31-2004, 11:41 AM
Nah, its a promotional image from EX3. If I could get anywhere near that quality then I'd be one happy chappy.
Akari
01-31-2004, 05:05 PM
in action, I used too. I will have to make a wuick mod with the map to show you though, since I lost alot of Akari mod files on October 15th because dad got mad and deleted the folder....heheh...yeah.
Jokke_r
02-01-2004, 05:33 AM
mmm yeah... i remembered when my dad used to delete all my files aswell... but then again if i make games and was making mods and hacking allready at the time of JediKnight then howcome am i not old enough to not live at home anymore???
in other words. Bullshit http://forums.3drealms.com/ubbthreads/images/graemlins/nelson.gif
Kozak
02-01-2004, 05:43 AM
Akari lives with his father ...... . He dropped out of school when he was like 15 orso.. . So it could be true.
Smackdown924
02-01-2004, 12:20 PM
mmm yeah... i remembered when my dad used to delete all my files aswell... but then again if i make games and was making mods and hacking allready at the time of JediKnight then howcome am i not old enough to not live at home anymore???
in other words. Bullshit http://forums.3drealms.com/ubbthreads/images/graemlins/nelson.gif
sheesh, chill out bro. This isnt a murder mystery.....
...I tweaked JediKnight and I am only 18.... therefore I still live at home while I commute to college.
It's not only possible, its probable.
So therefore I declare that if this were a murder mystery (clue) you would have found the wrong man! You say its Colonol Mustard in the Study with the revolver but in reality its Professor Plum in the Hall with the candlestick.
you lose! now get to releasing that lobby mod.
Aztec
02-01-2004, 12:44 PM
Could we get back on topic please guys, cheers http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Smackdown924
02-01-2004, 01:07 PM
I'm sorry, didnt mean to ruin your thread or anything, no offense bro.
- I have a question for you, though I am going to seem like a moron. I am a bit confused about the mod itself. Will you select a fighter, load up a level, and fight against someone 1 v 1? Without any weapons?
I gather it would be a bit odd to see Ryu running around with guns blowing away Vega or whatever. So I suppose that means you will have to wait until bones are released so you can create a large number of animations (kicks punches throws etc.)
How will you go about "energy attacks" .... its not a melee attack, but its not a weapon. I guess you could make it some kind of slow-firing weapon that charges for a second that has a large effect.... But it would be awkward to scroll through mousewheel up or whatever to select it from a list, will there be some kind of button command (back back right forward shoot) to do it?
Thiefmaster
02-01-2004, 01:18 PM
Go Aztec!
6666 views, wow.. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Jokke_r
02-01-2004, 01:22 PM
yeah... well
i would do it this way... since it's a fighting mod without weapns then dodges aren't needed right, so you can actually change the dodge animation with any animation and do it like when one dodges the guy just does a pose and a particleFX starts emitting and then it fires a custom made projectile which has a PFX attached to it... similiar to kungfu mod where certain dodges for the kungfu weapon are changed to kicks and stuff
Robert
02-01-2004, 01:24 PM
That's smart though
Aztec
02-01-2004, 01:37 PM
No offense taken mate http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
To answer both of your first questions, yes. The first release will be a strictly 1 on 1 affair keeping close to the original SF games. The Second release will contain the Story based element and proper levels a la Final Fight.
Yeah for the animations (which there is going to be a truck load of) I have to wait for the release of the skeletons. But in the mean time, it gives me a chance to do other things like mapping, polishing off the characters and other things.
As for the last question, Jokke_r hit the nail on the head. I am going to experiment a bit with the secondary weapons for special moves such as the Hadoken fireball, as it would free up the shootdodges for other basic moves. But as you said it may affect the gameplay, so i'll try a few things out and decide whats best http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Thiefmaster: Your telling me, i'm gob smacked http://forums.3drealms.com/ubbthreads/images/graemlins/eek.gif
Akari
02-01-2004, 05:05 PM
hey don't forget on the rain levels have seprate models for those. add some shiny shaders to them so it looks like there wet, and make the outfits drag as well as the hair. oh, and on each animation for the rain characters, (Im telling you all of this cause Im doing this in my mod and it make the rain levels cooler) have a PFX of slpashes of water coming from the bones...like when you kick with the left leg, make a pfx happpen on the leg and some other places so it looks like water is being shaken off.
btw, for furture refs, im 16 and droppedn out of elementryt when i was 11 so yes, I live with dad still.
Aztec
02-01-2004, 06:39 PM
Its a good idea, but how would you create new shaders? I know you can edit the existing ones slightly as kemical did, but does making new shaders require the use any special software/programming tools?
Akari
02-01-2004, 06:47 PM
because the game suportes shaders, you should just be able to make a texture like Ken_shiny.dds and the game will autommaticly do it. Most games do that so it should work.
Aztec
02-01-2004, 06:54 PM
Thanks for that, but wouldn't I need to make it a .psh or a .vsh file as they are in the shaders Dir for it to work?
Akari
02-01-2004, 08:24 PM
i don't know fully with mp2. but a file called kens_spec.dds would most likely work.
Aztec
02-01-2004, 08:25 PM
cool, i'll try that cheers.
kemical
02-02-2004, 01:57 AM
I kinda stopped messing with the shaders because I didn't have any use for them at the moment (and it was also completely confusing), but the shaders seem to be in asm ?? you can use a program such as ati's Render Monkey to code and test shaders, in both asm and some other standard language for shaders...
open any of the shader files with notepad and you can try changing things or swapping the code around.
I'm thinking that it is possible to create new pixel and vertex shaders, but they would only be able to use whatever range of values/resources that the existing shaders use and stuff.. then again i could be wrong http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
as for wet characters, there is the mona skin wet values defined in shaders.txt which would work, plus you could make your own new entries in shaders.txt
*edit*
and the disabling mouse thing, its basically not possible from what I've tried already (along with what other people have been trying) , I'd love it if somone proves me wrong though!
Aztec
02-02-2004, 02:10 AM
Thanks for your info kemical, D/L Render Monkey now. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif I'll have a play with the shader file code also and see what I come up with. Thanks mate.
Aztec
02-03-2004, 03:12 AM
I've recreated a few of the SF levels and will continue to do so, but running a bit low on variety as they are very similar. I was wondering if any of you guys have any idea's or suggestions on what features you would like to see in the levels. Remember these particular maps are designed for 1 0n 1 fighting. Thanks in advanced http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
02-03-2004, 12:11 PM
Sorry if asked.. I didn't read this whooolllee topic... But with which character are you gonna play? Or can you choose one?
Aztec
02-03-2004, 12:41 PM
For the 'mini-tournament' section (DMW maps) you'll be able to choose from the current roster of 12 characters.
For the main story section you will be playing as Ryu, as the story revolves around him.
maximan
02-03-2004, 07:32 PM
I've recreated a few of the SF levels and will continue to do so, but running a bit low on variety as they are very similar. I was wondering if any of you guys have any idea's or suggestions on what features you would like to see in the levels. Remember these particular maps are designed for 1 0n 1 fighting. Thanks in advanced http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
well like in Street Fighter two if you could somhow make breakable items in the level that break when you get kicked into them or whatever...that would be cool. also the cheering people in the back ground of some levels would add a great effect. http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Uisor
02-03-2004, 08:11 PM
you have almost same idea as i have. I already said this in MPS forums, breakable items, which then can be used as weapons (broken chair, pole etc.). Won't be very hard to do.
Gallup
02-03-2004, 11:07 PM
Aztec, I just have to say I'm really impressed with your work so far. Putting your mod in perspective with the EX games I can see this all working out nicely.
How about Sagat's Thailand stage from SF2? That would be brilliant, although I imagine it would be rough to model that huge buddha statue.
how about ... a stage where... ryu and sagat fought..? at a field.. or something.. can't remember http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif
kemical
02-04-2004, 03:20 AM
I was wondering if any of you guys have any idea's or suggestions on what features you would like to see in the levels.
breakable / physical items of course :P you better have the car smashing stuff! ..i know that its possible http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
i was thinking you could maybe get a bit creative with the maps, instead of the main playfield to fight on, have it so you can get to different areas, not just freely roam though.. depending on what items get broken or if both players enter a triggered area, something happens and there in a new ring type area... similar to the street caving in on some capcom fighters, or uppercutting your enemy through the roof/street in mk3... just not as extreme http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
I think some 3d fighters have done the same concept, but i dont remember the names.
..i'm doing something similar to that for my mod, although on a larger scale... if you've played any of the darius shooters where you can branch off on your paths, its similar to that... except all dynamic and "not obvious".. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
sort of like smash tv too, but without the 4 basic, clear directions... http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Aztec
02-04-2004, 04:21 AM
Thanks for all your suggetions guys, appriciate it.
Sagat's stage will be in there, i'm modelling the budda statue now. The fight between sagat and ryu at the beginning of the first manga movie would be cool, I'll see what I can do.
Multiple 'fighting area's' in the maps is a excellent idea, thanks for that. The car smashing level is about 50% complete and also the barrel smashing level will be in there aswell. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Akari
02-04-2004, 04:36 AM
ahemmm AND the bricks dude. dont forget those
Aztec
02-04-2004, 04:40 AM
Yeah i'm in two minds wether to include the brick smashing level or not. I haven't started a map for it, but i'll have a look. Cheers http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Ever played the dead or alive games?
There, you could knock someon over a clif, through a wall etc. and the game would enter a "new" arena.
example:
your on the toop of a high building. from here you could either:
knock your opponent off the roof, which would, depending on his life bar; kill him, or throw him to the ground, to which you'd follow him, and continue to fight.
OR:
knock your opponent through the stair door (assuming there was a stair leading to the roof), and he would roll down the stairs, and into an office, where again depending on his life bar; kill him, or continue the fight.
hope that made sense, cause, if you don't make such levels, god knows I will !!!
oh, and another thing; what the heck does WIP stand for???
Akari
02-04-2004, 09:42 PM
Work In Progress
Robert
02-08-2004, 11:54 AM
But where's that bold dude with that long arms?
Is he in progress or are you not gonna make him?
faaawn
02-08-2004, 12:07 PM
ohh man gotta love this mod http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif
keep up the work man!! http://forums.3drealms.com/ubbthreads/images/graemlins/wid.gif
Aztec
02-08-2004, 12:37 PM
But where's that bold dude with that long arms?
Is he in progress or are you not gonna make him?
All I will say is that there are three more characters in development to be included as unlockable extra's. I won't reveal who they are as I want to keep them a suprise. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
02-08-2004, 12:41 PM
Hehe, so that bold guy is in I suppose..
Daveman
02-08-2004, 01:29 PM
That would seem impossible to code.....
But if we get the bones, it could be done. Just animate the stretching arms and legs 'n' such as a weapon.
Robert
02-08-2004, 01:51 PM
That'll be cool.. Will that fat(duh) sumo wrestler be included as suprise too? Or just as an enemy?
Aztec
02-08-2004, 02:25 PM
As I said earlier, I want the extra's to remain a suprise, so I'm not going to confim wether certain characters or features are in or not, you'll just have to wait and see.
Regarding Dhalsim, he wouldn't be too hard to code in, he would be just like any other character, obviously with different animations/moves. The only difficult thing would be his teleport. But i'm sure you can code that into a particular level, possibly with the help of triggers and that.
Robert
02-08-2004, 02:28 PM
So that's his name : Dhalsim !
Ok, I'll just wait and see the models that are finished and not a suprise at your website...
Sayantan
02-08-2004, 11:45 PM
I think scaling can also be done in the animation(since position happens to perform well too) so it might work. I'll give it a try with MP1 first. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
kemical
02-09-2004, 04:58 AM
hey Aztec, how are you going to be handling the sound effects and music?
since a large majority of the street fighter games are emulated (sf1 through the alpha, and ex series), there are ways to grab the character sound effects along with music and stuff, were you planning on doing anything like that? I'm able to easily dump all of the audio to wave files if that'd be useful.
Aztec
02-09-2004, 05:30 AM
yeah I've got most of the original samples (emulation is great http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif) The guy who's helping me with the music is remixing it to make it sound less computerised with real instrument samples. I've got a couple of the remixes and I must say they do sound great. So you can expect all your favorite level music for each of the characters.
The character voice samples (for special moves like the Hadoken, Shoryuken, etc) may need to be resampled/better quality as they do sound a bit grainy. If you could possibly help with that, then expect yourself on the credits http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
I should be able to post some level pics later on this evening (UK time) to show what i've been up to in regards to levels http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Robert
02-09-2004, 12:39 PM
About the updated Ryu... How do you made that hair?
spacer
02-09-2004, 12:41 PM
alpha maps, yay!
Aztec
02-09-2004, 12:43 PM
yep you've got it http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif I'd rather use a proper hair shader though as that would be nice http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
faaawn
02-09-2004, 01:09 PM
great... keep it up http://forums.3drealms.com/ubbthreads/images/graemlins/love.gif
Robert
02-09-2004, 02:17 PM
alpha maps, yay!
I still don't get it http://forums.3drealms.com/ubbthreads/images/graemlins/confused.gif
Akari
02-09-2004, 05:24 PM
Alpha maps are maps that are most of the time white were you want something to show up in. Ok...listen
Make a box.
Now make a few grayish spikes on a black backround. now name it hair.
Then make the grayish part all white (so it shows up all the way) and save it hair_alpha
Now apply the texture to the box and scale as needed. Then most 3d modeling applications have a thing under it that say's alpha. Now find the alpha texture for the box that would say like alpha. The 3d app will auto do the trasparant thing.
Sorta of a half-ass tort...hehehe :P but I hope it explains it for you...
Here's one of my alpha mapped hair models just to show you...remember, these are really curved shperes...
Aztec
02-10-2004, 10:08 PM
Here's a few WIP shots of the courtyard level. Some finer details need to be added, some texturing and the lighting needs adjusting.
Apart from the buildings, tree's and surrounding walls everything is destructable http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Smackdown924
02-10-2004, 10:27 PM
ho.....ly......ccrap!!!
thats looks awesome.... I need to change my pants!
if THAT is a WIP, I cant wait to see your other maps!
Uisor
02-10-2004, 10:31 PM
you already know what I said about that map http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
it's like sooooooooooooooooooooooooooooooooooooooooooooooooo ooooooooooooooooooooooooo nice http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
biXen
02-11-2004, 01:15 AM
Yeah that looks great, looking forward to seeing more. First time I need more detailed shots to complain about something http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
That's really really nice! You should release a DMW version of that http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
biXen
02-11-2004, 02:25 AM
Would be nice with some water there too, in fact I thought there was some first http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Mayur
02-11-2004, 02:29 AM
Looks awesome, I would LOVE to play those levels!!! The models look excellent.
Though I will pick on the ken model saying that the arms look a bit big for the torso.,,,
-M
Aztec
02-11-2004, 07:47 AM
Thanks for your kind feedback guys. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Smackdown924: I've still got to add finer details to the ground and buildings and redo a couple of things. Most of the geometry is done, I just need to add things to the room in the main building. I've also still got a bit of scripting to do also.
Uisor@ thanks again man.
biXen@ I'm adding water to it as we speak. Something like a Koi Carp pond surrounding the buildings.
ADoomedMarine@ I won't be releasing any maps before the mod is finished. But what I will do is make the Lv2 files available when the mod is released.
Mayur@ I noticed Kens arm's a while back and since sorted them, thanks for spotting that. Not many people did, including me http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
I'm currently working a skyscraper level, I'll try and post some more screenies later http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Kozak
02-11-2004, 07:51 AM
This is looking nice!!!! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Robert
02-11-2004, 08:30 AM
Thanks
for explaining alpha thing
And that map look f&%$_# nice! http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Timmyy
02-11-2004, 02:00 PM
whoa
that was deee most beatiful level ive ever seen.
Tommyboy
02-11-2004, 02:44 PM
Excellent work.
theHunted
02-11-2004, 03:02 PM
looking really nice that map. /me wonders if you would be kind enough to give away those tree textures? i am in need of as many as possible at the moment, and these look like a very valuable addition for me.
Aztec
02-11-2004, 03:18 PM
Here's the textures I used for the tree's, but they are actual trimeshes I made and not simply 2 planes with an alpha texture. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
theHunted
02-11-2004, 03:36 PM
thanks a lot. i hope i can give them good home http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
edit: damn thats not what i expected. i thought it was one of those flat mesh textures. thats got to be one damn complex trimesh then. doesn't that lag the whole map? thx anyway for the effort.
Aztec
02-11-2004, 03:59 PM
I decided not to use the usual method for creating tree's as I wanted to go for detail. The tree's are about 3k poly's each (mainly in the leaves). They don't lag the map at all, even when I chucked a grenade into the middle of the map and watched everything break up and go physical.
I also added 6 enemies and the map still did not lag once even with a good firefight.
For larger maps I wouldn't use these tree's, but since this is a very short map (only 2 rooms) I can get away with it. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
The Stealth Fox
02-11-2004, 04:04 PM
Not to push you into doing your mod, you are doing a very great job, but to even help you more, Moi Eric just released some bones that supposedly work where you can create your own animations and import your own models supposedly, so I might as well link you to the thread, because i wanna see some Street Fighter moves!!!!!
http://forums.3drealms.com/ubbthreads/showflat.php?Cat=&Number=472625&page=0&view=collapsed&sb=5&o=93&fpart=1
Aztec
02-11-2004, 04:14 PM
Yeah I've had a good look at it (Nice tutorial http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif), but it is creating cinematics using 3dmax, which one of the guy's at remedy said was possible. Thats probably why Max is always there in the pics because it is a cutscene with mona.
If I see some custom models and animations being used in game (not cinematics) then by all means I shall get cracking. But until then, I'm holding on for the release of the skeletons. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
The Stealth Fox
02-11-2004, 04:18 PM
I thought in his tutorial he said animations...
I think he meant animations though, as the tutorial discusses a new walking animation and whatnot.
Aztec
02-11-2004, 04:31 PM
yes from the tutorial, you can create animations, but for use only in that cinematic. You don't create individual animations, so they can't be used ingame normally only through the cinematic.
If I'm wrong then please say, but that is what I think from reading the tutorial.
The Stealth Fox
02-11-2004, 04:34 PM
If you go look back at the thread, some guy animated a kick (it was sure funky looking!), but from his screenshot, it was most definately ingame.
Aztec, you don't have to do this if you do not want to, but could you please try and import your models with this skeleton to see if thing works to the max.
Just a thought.
Aztec
02-11-2004, 04:41 PM
Yes using a milkshape skeleton, which again I have not seen anyone import a new character into MP2 using it.
Milkshape's animating skills are really below par IMO and doesn't export animations at the correct speed, always makes them slower. The only way to animate properly for MP2 is using 3dmax, it was the same story for MP1
The Stealth Fox
02-11-2004, 04:45 PM
Yeah, I guess you are right... everyone should still wait for the official stuff if we want to see anything major....
Brits_Hit
02-11-2004, 06:42 PM
Thought I'd finally comment on this insane-looking mod. Aztec you really are a master of many areas. Although your model textures need work, they are top notch, along with your level design.
You seem very comitted, and that's exactly what picks a mod up off it's feet... and sends it soaring
Aztec
02-11-2004, 06:56 PM
Thought I'd finally comment on this insane-looking mod. Aztec you really are a master of many areas. Although your model textures need work, they are top notch, along with your level design.
You seem very comitted, and that's exactly what picks a mod up off it's feet... and sends it soaring
Thanks for your kind comments http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Texturing has never been one of my strong points, as you can probably tell. But i'm on a long learning curve working with Maxed2 and I'm thourghly enjoying the ride.
Expect more level pics soon http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
spacer
02-12-2004, 12:41 PM
i can help you with model textures if you want, i've been making skins for almost 5 years now, unless you want to do all the work yourself (which is supah admirable http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif)
Co&Co
02-12-2004, 12:52 PM
you use trimeshes for the trees, trimeshes??
What's that, and how do you build them??? btw your mod is looking awsome!!!!
theHunted
02-12-2004, 01:09 PM
you use trimeshes for the trees, trimeshes??
What's that, and how do you build them??? btw your mod is looking awsome!!!!
trimesh = 3dsmax modeled and in maxed imported geometry. the dev-pack shipped with plugins to get 3dsmax stuff exported to a format that can be imported in maxed (as so called trimeshes).
Co&Co
02-12-2004, 03:29 PM
Ahhhhh, ok.......... to bad I don't have 3dsmax http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif (and it's quite expensive i've heard)
thx hunted
Aztec
02-12-2004, 05:15 PM
Spacer: Thanks for the offer but atm I'm quite content at doing everything(or as much as I can) myself. If the time comes that I may need some help with this, rest assured I'll let you guy's know http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Any 3dmodel can be imported as a trimesh, providing its exported using 3dmax. But there is a limit of the number of triangles and verts that can be used in maxed2 ( i can provide a screen shot regarding the limit), so you can't go around importing several 40k poly trees.
alexyang
02-12-2004, 11:27 PM
Looks forward to the appearance of your works.It's a Creative job.Ask a question,can I use SF fighting skills in this Mod?
By the way,what's the next project?"The king of fighters Mod"?? http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
I wanner make Mod myself too,But too many command in the edition tools I don't understand.(I haven't pass the level 4 English Examination yet. http://forums.3drealms.com/ubbthreads/images/graemlins/frown.gif)
So the onlything I can do is expecting you and wish you succeed.
Sheikah
02-13-2004, 06:16 AM
now that a set of bones have been released, how long do you assume it's going to take, to make the mod? Not to be a pushover or anythig, I'm just cruious http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
Uisor
02-13-2004, 06:35 AM
after RMD releases their bones
Aztec
02-13-2004, 06:42 AM
If i see proper new animations working then I may try it out. I remain somewhat unconviced about importing character models with this set of bones, which I want to do first before I start animating properly. So i'm still going to wait for the official skeletons.
Regarding how long this TC is going to take to make, quite a while to be honest. Bear in mind that this isn't a glorified tweak mod, as everything will be replaced, espcially the gameplay. Also that I'm doing everything myself, so animations, coding and the levels will all take time to complete. I'm not going to rush it as I want every aspect to be spot on, without exceptions.
I'm approching the end of my 'holiday' from work as I start again on the 1st of March. Because I work abroad alot (for like 9 months of the year, on and off), I won't have the time to spend on it as I have atm. That's the reason why I was hoping for the skeletons to be released.
I'm hopefull to be able to have a beta ready around about June/July, but again it depends on a numbr of factors, especially work commitments.
Kozak
02-13-2004, 08:20 AM
Yeah I've had a good look at it (Nice tutorial http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif), but it is creating cinematics using 3dmax, which one of the guy's at remedy said was possible. Thats probably why Max is always there in the pics because it is a cutscene with mona.
If I see some custom models and animations being used in game (not cinematics) then by all means I shall get cracking. But until then, I'm holding on for the release of the skeletons. http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
He send me his animation and I made it so that when you use control she kicks so it's not only cinematic. ( only one prob the camera doesn't follow the player)
Aztec
02-13-2004, 08:29 AM
Ok thanks Kozak, I shall try a few things out http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
spacer
02-13-2004, 10:05 AM
Spacer: Thanks for the offer but atm I'm quite content at doing everything(or as much as I can) myself. If the time comes that I may need some help with this, rest assured I'll let you guy's know http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
ok, np
and good luck http://forums.3drealms.com/ubbthreads/images/graemlins/grin.gif
Robert
02-15-2004, 02:08 PM
Animatable male skeleton is there... You can start implenting your character!! http://forums.3drealms.com/ubbthreads/images/graemlins/woot.gif
Aztec
02-15-2004, 02:15 PM
Yeah I've made a few sample animations with it. But I still haven't had any joy with importing the character models. So I'll have to wait still http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Aztec
02-15-2004, 08:55 PM
He's a few pics of a building Contruction site i've been working on. A few things need to be added still like a crane, I may make a trimesh for that http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Apart from the main frame, ramp and a few of the external walls practically everything is destructable. It bonds well with a cutscene that planned for this level http://forums.3drealms.com/ubbthreads/images/graemlins/wink.gif
Thanks to Aknott for sorting out my lighting problem as it was doing my head in http://forums.3drealms.com/ubbthreads/images/graemlins/tongue.gif
TestingCones
02-15-2004, 09:15 PM
you are truely impressive for being just a one man job. http://forums.3drealms.com/ubbthreads/images/graemlins/smile.gif
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