3D Realms Forums

3D Realms Forums (https://forums.3drealms.com/vb/index.php)
-   Duke Nukem 3D Modifications (https://forums.3drealms.com/vb/forumdisplay.php?f=17)
-   -   Tutorials and resources thread (https://forums.3drealms.com/vb/showthread.php?t=16088)

Parkar 03-02-2006 06:36 AM

Tutorials and resources thread
 
I thought we already had a tutorial thread but could not find it. I guess the vague memory I have of seeing tutorials posted is from some other thread.

So the basic idea of this thread is to post tutorial and resource links or your own tutorials and resources. If you have posted things like sdk's or tutorials in other threads please repost them here so they can be easily found. Also make sure what you post is not already posted to avoid having the same stuff posted multiple times.

Lets keep discussions out of this thread so the purpose of this thread does not drown in them. Just make a new thread if you want to discuss something posted here with a proper subject line. Not sure if it would be better to make a discussion thread for discussing things posted here or just make a new thread for each discussion.

A short list of things that would fit into this thread
  • Tutorials on modeling, texturing, writing def code or anything else related to the sourcecode ports.
  • Links to usefull software
  • md3, md2 Plugins
  • Links to texturesites
  • Any model or texture source files that could be usefull for others like textures that is used as parts of other textures etc.
  • Anything else that could be a usefull resource.

Edit: I think we should keep non related stuff split up in different posts and make the subject of each post contain the category of the stuff posted to make the thread easier to search incase it grows big. So if your post contains tutorials make the subject start with Tutorials and if it contains plugins make the subject start with Plugins.

I sugest using these categories, Make sure you spell them exactly the same.
  • Tutorials
  • Tools
  • Plugins
  • SDK
  • Textures
  • Other

SDK would be any source files or highres versions of textures and/or models. Textures would be generic textures taht can be used while making textures/skins.

P.S, I will be posting a pretty big post with the usual stuff so wait for me to post that before posting stuff or we are likely going to end up posting the same stuff twice or more.

Parkar 03-02-2006 07:29 AM

Tools
 
md2 Tools (md2 should be considered depricated, please use md3)

Quake 2 modeller
http://www.planetquake.com/q2utils/reviews/q2mod.html

md3 Tools

NPherno's .md3 Compiler
http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip

PNG Tools

OptiPNG: Advanced PNG Optimizer
http://www.cs.toronto.edu/~cosmin/pngtech/optipng/

PNGOUT
http://advsys.net/ken/util/pngout.exe
PNGOUT tutorial
http://advsys.net/ken/util/pngout.htm

32bit to 8bit tools

Bright
http://udn.epicgames.com/Two/Texture.../bright181.zip

Image editors

the GIMP (open source)
http://www.gimp.org/

Photoshop (commercial)
http://www.adobe.se/products/photoshop/main.html

Paintshop Pro (commercial)
http://www.corel.com/servlet/Satelli...=1047025487586

Wally (freeware) (can also browse and edit art files)
http://www.telefragged.com/wally/

3D modelers

Blender (open source)
http://blender.org/cms/Home.2.0.html

Milkshape (commercial)
http://www.swissquake.ch/chumbalum-soft/

3DSMAX (commercial)
http://usa.autodesk.com/adsk/servlet...112&id=5659302

Maya (commercial)
http://www.alias.com/glb/eng/products-se...amilyId=3900009

Parkar 03-02-2006 07:34 AM

Plugins 3dsmax
 
1 Attachment(s)
Max md2 and md3 plugins

Import and export scripts for md2.
Import script for md3 and export plugin for md3.

script files go into scripts folder and can be loaded using the max script tool under the hammer tab in max.

The md3 export plugin goes into the plugins folder and shows up as a export format when you use export. (export selected does not work with this plugin)

Files attached in a zip archive.

Parkar 03-02-2006 07:38 AM

Plugins Maya
 
Maya md3 exporter

http://www.quakerally.com./files/

Parkar 03-02-2006 08:00 AM

Tutorials
 
Blender

Both text and video tutorials for blender.
http://www.blender.org/cms/Home.2.0.html

From the FAQ thread
http://www.gamedev.net/reference/art/features/blender1/
http://www.gamedev.net/reference/art/features/blender2/

3dsmax

3D Buzz
http://www.3dbuzz.com/vbforum/forumdisplay.php?f=7

3D Cafe
http://www.3dcafe.com/
freestuff->tutorials->3d studio max

UV unwraping tutorial
http://www.fileplanet.com/dl.aspx?/h...kar/tut_uv.avi
use VLC or get this codec

Maya

3D Buzz
http://www.3dbuzz.com/vbforum/forumdisplay.php?f=14

3D Cafe
http://www.3dcafe.com/

freestuff->tutorials->maya

Photoshop

3D Buzz
http://www.3dbuzz.com/vbforum/forumdisplay.php?f=59

3D Cafe
http://www.3dcafe.com/

freestuff->tutorials->photoshop

The GIMP
http://gimp.org/tutorials/

Parkar 03-02-2006 08:54 AM

SDK
 
Highcolor HRP textures

Original versions of files I have optimized in the HRP. Most in bmp format since I use bright to make them 8-bit.
http://www.fileplanet.com/dl.aspx?/h...uality_tex.zip

Babe SDK

http://www.fileplanet.com/dl.aspx?/h...r/babe_sdk.zip

Since I just uploaded these it may take a few minutes before the files get mirrord to the fileplnet servers so if there is no download locations or just premium servers showing up try again later.

Tea Monster 03-02-2006 11:01 AM

Blender MD3 Exporter
 
1 Attachment(s)
Here is Plagman's MD3 Exporter for Blender.

Parkar 03-02-2006 06:43 PM

SDK
 
Here is the old psd zip file with the few textures I made since the last time it was avaliable added. It is pretty much all the textures I have made in psd format with all the layers and such. About 100 files at 250 megs.

http://www.fileplanet.com/dl.aspx?/h...tex_source.zip

Impact 03-04-2006 10:25 AM

Re: Tutorials
 
Here are some tutorials for Blender in german & english:

http://psycho3d.de/index.php?page=tutorials

mean person 03-04-2006 03:17 PM

Re: Tutorials
 
Imho the best of phototextures site.
link

AlgorithMan 03-04-2006 06:37 PM

Re: Tutorials
 
Sob-Bots (win32 compatible)
http://www.AlgorithMan.de/Duke3D/SobBotPP.zip
(for the plutonium pack. maybe I'll make them for version 1.3D too)

Impact 03-06-2006 06:26 AM

Tools
 
Killd a ton´s great to-do list:
http://cubed.dk/nobody/dnstuff/dn2do/build.php


Roma Loom´s GRP-Viewer (Tool to see the content of the grp-files, must have http://forums.3drealms.com/ubbthread...mlins/grin.gif):
http://www.freewebs.com/romaloom/grp.../grpv_test.zip
(you have to copy this link and paste it into the address bar, otherwise it won´t work and you get a corrupt file!)

Thread to talk about it:
http://forums.3drealms.com/ubbthreads/sh...rue#Post1016496

AlgorithMan 03-06-2006 07:19 AM

Re: Tools
 
Sob-Bots for Duke Nukem 3D Version 1.3D
http://www.AlgorithMan.de/Duke3D/SobBot13.zip

Kev_Hectic 03-08-2006 07:06 PM

textures
 
I'll put this in here too incase anyone wants to tinker with it more for later versions of the HRP. It's a .rar file containing the .PSD for tile #866 (the magazine rack)...

http://members.shaw.ca/mister_k/tile0866.rar


Kev_Hectic 03-08-2006 07:50 PM

Re: Tools
 
Voxel editing tools:

Poly2vox: Useful for converting ASC/3DS or MD2/MD3 polygon models to .kvx voxel models.

Slab 6: Voxel editing program.

More information on these tools here at: Ken's site.

DeeperThought 06-29-2006 07:44 PM

Re: Tutorials and resources thread
 
DukeresART: DukeNukem Art Editor by Peter Gerber. Not really much of an editor, but useful for viewing the .art contents of .grp files, as well as copying and pasting tiles, making new .art files inside or outside a .grp, and exporting tiles to .bmp

Killd a ton 06-29-2006 08:09 PM

Re: Tutorials and resources thread
 
Roma Loom's site is down but you can find mirrors for the GRPviewer here
http://www.dukespana.com/dl_details....73a0d9106a46c2
and here
http://www.freewebs.com/romaloom/grp.../grpv_test.zip

Tea Monster 07-06-2006 11:14 AM

Re: Tutorials and resources thread
 
The dreaded UV MAPPING is completely explained in Blender here:

http://www.scifi-meshes.com/forums/d...v-texture.html

Very good tut.

Tea Monster 07-20-2006 12:08 PM

Re: Tutorials and resources thread
 
Absolutely wonderous character creation/rigging tut here using a recent version of Blender.

http://mediawiki.blender.org/index.p...cter_Animation

Kennedy 09-04-2006 04:49 AM

Re: Tutorials and resources thread
 
Here is a useful utility that can convert OBJ files into MD2 format.
With it I was able to animate my first model.


http://www.misfitcode.com/misfitmodel3d/main.html

gt1750 10-02-2006 09:36 AM

Re: Tutorials and resources thread
 
Great source of quality hi-res textures.

http://www.mayang.com/textures/

There are more than 3400 of them, categorized and free. You are limited to 20 downloads a day, though.

DavoX 10-04-2006 08:48 PM

Re: Tutorials and resources thread
 
Too bad they have the copyright and stuff finerprinted in every texture.

Tea Monster 10-05-2006 08:22 AM

Re: Tutorials and resources thread
 
This is what the clone brush is for. I don' think they are repeating (haven't tested), so you would have to fiddle with them anyway.

DavoX 10-05-2006 07:40 PM

Re: Tutorials and resources thread
 
Quote:

Originally Posted by Tea Monster (Post 424445)
This is what the clone brush is for. I don' think they are repeating (haven't tested), so you would have to fiddle with them anyway.

Sorry just meant to say that for a game like duke3d those are useless, but they can be used in 3dmodels so thanks a lot gt1750 :) .

gt1750 10-06-2006 02:44 AM

Re: Tutorials and resources thread
 
Yes, they can. I used few metal ones to define structure on the Cycloid Emperor skin :)

Parkar 10-06-2006 02:51 PM

Re: Tutorials and resources thread
 
Quote:

Originally Posted by DavoX (Post 424749)
Sorry just meant to say that for a game like duke3d those are useless, but they can be used in 3dmodels so thanks a lot gt1750 :) .

Like gt1750 said, yes you can.

Quote:

Use: They are free to use for all uses, whether commercial or non-commercial (you may incorporate them into your work with no requirement to pay us any licensing fee etc). It would be nice if you could credit us.

DavoX 10-08-2006 08:31 PM

Re: Tutorials and resources thread
 
Quote:

Originally Posted by gt1750 (Post 424884)
Yes, they can. I used few metal ones to define structure on the Cycloid Emperor skin :)

That's what i meant :) .

Hendricks266 11-08-2006 05:16 PM

Re: Tutorials and resources thread
 
I have had to post this link multiple times so I'm just going to put it here, along with another:

EDuke32 Snapshots
General Catalog of Duke3D Stuff

Tea Monster 02-09-2007 05:10 PM

Re: Tutorials and resources thread
 
I've posted a tutorial on how to export MD3's from Blender using Plagman's MD3 script. It tells you how to get around the GUI filename problem.

Its Here: http://shell.amigo.net/~egan/tmonster/md3export.htm

Piterplus 02-10-2007 05:41 AM

Re: Tutorials and resources thread
 
You can specify number of frames you want to export by editing script with any text editor (notepad, for example) :
1. Find section # MD3 Model Constants (line 69)
2. Edit the line NUM_FRAMES = 256 - put here needed number of frames to be exporting.
3. Save script.

Tea Monster 02-12-2007 12:46 PM

Re: Tutorials and resources thread
 
Steffan Morrell (strangely enough going under the handle 'Coffee Monster') has done a wonderful tut on how do super-detail your textures. Based on Max and Photoshop. Absolutely wonderful (and his work in the examples is just superb).

http://forums.cgsociety.org/showthread.php?t=373024

Piterplus 02-12-2007 02:13 PM

Re: Tutorials and resources thread
 
This tutorial is so good that I cleaned a filler out of it and converted to chm for better usage.
http://members.lycos.co.uk/piterplus...20Painting.chm

Quakis 03-03-2007 05:25 AM

Re: Tutorials and resources thread
 
Good photo source for developing textures from;

CGTextures

Killd a ton 03-15-2007 07:12 AM

Re: Tutorials and resources thread
 
on that same note
http://www.environment-textures.com/
http://www.imageafter.com/
http://www.mayang.com/textures/

Tea Monster 03-15-2007 07:18 AM

Re: Tutorials and resources thread
 
Great Blender "Complete Blender 'How-To' in a PDF" by Jim Chronister.

http://www.cdschools.org/54223045235...BCOB=0&C=55205

This was created for High School Students and takes you through all the basics of Blender. It dosen't cover specific Game-related modelling, but it will get you past the "OMFG- What the Hell is all this for?" when you first start up the program. It will take you past the basics and teach you a few advanced techniques. Great to get started with. The nearest thing at the moment to a "Blender for Dummies" book.

Mr.Fibbles 03-15-2007 01:14 PM

Re: Tutorials and resources thread
 
I stumbled upon this while looking for ways to do python scripting for Blender:
http://jmsoler.free.fr/didacticiel/b.../eng_index.htm
has all sorts of good tricks for modeling in Blender, not all applicable to HRP type stuff, but still valuable.

Tea Monster 04-19-2007 10:36 AM

Re: Tutorials and resources thread
 
Here is a good source by Antonio Campos of how to UV Map in blender, it even uses the GIMP, rather than photoshop. Also contains how to reduce polys in Blender.

http://otothecleaner.free.fr/tutoria...t1/gimpit.html

and here is a pretty good tut on animation in Blender. It has all the modern stuff in it.

http://otothecleaner.free.fr/tutorials/Flor/flor.html


The site of 'Otto the Cleaner' has some other good modelling and animation tuts. the others tend to be kinda out of date now.

Tea Monster 05-12-2007 03:30 PM

Re: Tutorials and resources thread
 
Some video tutorials on Blender. One at least on UV mapping.

http://www.spaghettimoon.co.uk/downloadpot.htm

Supposedly there is some Wings3D stuff up there too.

the S layer 05-13-2007 06:44 AM

Re: Tutorials and resources thread
 
1 Attachment(s)
I just found a little python script i whipped together because there weren't any good GRP tools (that i know of) for Linux when i was attempting to do a little modelling. It requires the python imaging libraryand python, of course. I thought i'd post it here in case somebody finds it useful.

I thought about modifying it to "auto-generate" maphacks by comparing the original map with one modified in build or something, but nothing came out of that. Anyways, here is the help text of the script - it should give a good idea about its current capabilities

Code:

Basic usage:
  sniffgrp.py actions [grpfile]
Where actions is one or more of the following:

  -h, --help    Display this text, the only action which does
                not require grpfile to be specified.

  -l, --list    List files in grpfile. This action takes an
                argument, which is a normal file filter, for
                example '*.art'. Since most shells have
                globbing functions to expand such filters to
                files in the current directory, quoting the
                argument may be necessary. Several filters can
                be given with comma separation.
      Examples:
                List all map files in duke3d.grp:
                  sniffgrp.py -l '*.map' duke3d.grp
                Another way of doing the same thing:
                  sniffgrp.py --list=*.map duke3d.grp
                List all midi and voc files in duke3d.grp
                  sniffgrp.py -l '*.mid,*.voc' duke3d.grp

  -a, --list-all Lists all files in grpfile. This is basically
                a shortcut for sniffgrp.py -l * myfile.grp

  -x, --extract  Extract files from grpfile. The argument is a
                filter-list in the exact same style as the -l
                action.      Examples:
                Extract palette.dat from duke3d.grp:
                  sniffgrp.py -x palette.dat duke3d.grp
                Extract all files from duke3d.grp:
                  sniffgrp.py -x '*' duke3d.grp

  -c, --cat      Write file contents to standard output.
                As argument, give the file in grpfile to write.
                Arguments to this action can not contain
                wildcards.
      Examples:
                Display defs.con from duke3d.grp in the console
                  sniffgrp.py -c defs.con duke3d.grp
                A way of extracting tiles000.art to mytiles.art
                  sniffgrp.py -c tiles000.art > mytiles.art

 -f, --find    Finds all references to an art tile in the maps
                contained within grpfile. The argument is the
                tile number of the tile to search for.
      Examples:
                Find all instances of tile 100 (atomic health in
                Duke3d) within the maps in duke3d.grp
                  sniffgrp.py -f 100 duke3d.grp
                Do the same as above, and store in results.txt
                  sniffgrp.py -f 100 duke3d.grp > results.txt

 -t, --tile    Extract an art tile from grpfile into an image
                file. The parameter to this action is a tile
                number, a set of tile numbers separated by comma,
                or one or more tile-ranges. Clarified in examples.

                As additional option, you can specify the format
                of the output files. The default is PNG. Use one
                of the following as an additional action if you
                want another format:
                    --png (PNG output - default)
                    --gif (GIF output)
                    --bmp (BMP output)
                    --pcx (PCX output)
      Examples:
              Extract tile 100 from duke3d.grp into 100.png
                  sniffgrp.py -t 100 duke3d.grp
              Extract tiles 100 to 200 from duke3d.grp
                  sniffgrp.py -t 100-200 duke3d.grp
              Extract tiles 50, 75 and 80 as GIF from duke3d.grp
                  sniffgrp.py --gif -t 50,75,80 duke3d.grp
              Extract tiles 50-60 as well as tile 100 from duke3d.grp
                  sniffgrp.py -t 50-60,100 duke3d.grp
              Extract tiles 50-60 and 70-80 and 90-100 from
              duke3d.grp, as PCX
                  sniffgrp.py --pcx -t 50-60,70-80,90-100 duke3d.grp


DavoX 06-08-2007 02:09 PM

Re: Tutorials and resources thread
 
Modding new enemies and weapons with models for Eduke32 WAS NEVER AS EASY AS IT IS NOW:

http://www.chumba.ch/chumbalum-soft/...ad.php?t=19076


I've been talking to Mete Ciragan (The maker of MilkShape 3D) and FINALLY we'll be able to export the MD3 models WITH THE FRAME NAMES WE WANT!!!

YES!! no more "MilkShape 3D" and Npherno's compiler to rename everything over and over, now you can export the models with the frame names you want for your animation. Now testing enemies and weapon animations is easy as pie.

Check out the thread where I talked to Mete here:

http://www.chumba.ch/chumbalum-soft/...ad.php?t=19076

---------

To sum things up, this is what you have to do to export the models with the frames you want:

So I add something in the md3.qc:

$sequence Idle 1 3
$sequence Attack 4 12

Which will make Idle1, Idle2, Idle3, Attack1, Attack2, Attack3.

BEAR IN MIND THAT THIS IS ONLY AVAILABLE IN THE SNAPSHOT PROVIDED IN THE FIRST LINK AT THE BOTTOM!!

Now...who's god? :D


All times are GMT -6. The time now is 01:16 PM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.

Website is ©1987-2014 Apogee Software, Ltd.
Ideas and messages posted here become property of Apogee Software Ltd.