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Old 01-27-2006, 06:56 PM   #81
AlgorithMan

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Re: little model
Quote:
Killd a ton said:
Quote:
AlgorithMan said:
here is the cofeemug as .hrp:
http://www.AlgorithMan.de/Duke3D/hrps/4438_cofeemug.hrp

the status of my installer is:
it is able to merge textures, tints and skyboxes now...
voxels will be next, then models (these two will be much work...) and then I will release the next beta PLUS a converter that will convert depricated def code in your def files to new def format...

about the title of the program: best suggestions yet are "ultradef" and "quickdef" - any more suggestions?
Sounds promesing, convertin def version could realy be a time saver.
not my time - it would have been much less work for me to just do everything manually well technically it could convert the stuff already, but I want the merger to be finished also, because the converter sometimes fragments the code - the merger will be the "defragmenter". well, the merger combines two definitions which belong together and this has the nice side effect of defragmenting & sorting the def code ^^
example:

Code:
definetexture 1234 4 0 0 -1 -1 path1
definetexture 1234 2 0 0 -1 -1 path2
[CONVERTER]

Code:
texture 1234 { pal 4 { file "path1" } }
texture 1234 { pal 2 { file "path2" } }
[MERGER]

Code:
texture 1234 {
   pal 2 { file "path2" }
   pal 4 { file "path1" }
}
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Old 01-28-2006, 07:34 AM   #82
Luigi
Re: little model
Too bad General Faliure didn't released this model:
http://upl.silentwhisper.net/uplfold...load5/1336.jpg
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Old 01-28-2006, 08:16 AM   #83
Parkar

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Re: little model
Quote:
Luigi said:
Too bad General Faliure didn't released this model:
http://upl.silentwhisper.net/uplfold...load5/1336.jpg
Unfortunatly he lost all his babe models.
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Old 01-28-2006, 08:20 AM   #84
DavoX

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Re: little model
Quote:
Luigi said:
Too bad General Faliure didn't released this model:
http://upl.silentwhisper.net/uplfold...load5/1336.jpg
That is not 1336, that is 1337!!!! LOL

(leet, for slow people )
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Old 01-28-2006, 12:31 PM   #85
Killd a ton

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Re: little model
Quote:
AlgorithMan said:
If it dosn't find the .def files dose it then try to extract them from the hrp zip?


yea a dame shame about General Faliure's models
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Old 01-28-2006, 05:18 PM   #86
AlgorithMan

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Re: little model
Quote:
Killd a ton said:
Quote:
AlgorithMan said:
If it dosn't find the .def files dose it then try to extract them from the hrp zip?

not in the upcoming beta - but this feature is planned for the beta after the upcoming one...
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Old 01-28-2006, 11:31 PM   #87
Killd a ton

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Re: little model
ok ill sit and wait for that then
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Old 01-29-2006, 12:45 PM   #88
Wotcher
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Re: little model
Ok, this isn't my first model, but it's the first model I've tried to finish and skin and export and get ingame. It's only something little and I dumbed it down a lot to make it easier (because I suck at UV Mapping) so it isn't great and needs replacing or at least reskinning. (and I think the straw needs to be lengthened although it's preety much the same height as the original. It probably was higher on one of my earlier versions :P)

Cup: (4548_foodobject19)

EDIT: 60 vertices 62 faces
Attached Images
File Type: jpg 1030921-Duke-Cup.jpg (19.1 KB, 96 views)
 
Old 01-29-2006, 12:51 PM   #89
Mr.Fibbles

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Re: little model
looks good to me
what is the poly count.?
Things like this take time and practice, after a few models that you have to skin with UV Map it becomes a lot easier. I have re-skinned/re-UV Mapped the same model on my HD so many times it is not funny but each time it gets easier to skin it and now I even have 2 skins, one for head and one for body, both with lots of room.
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Old 01-29-2006, 12:56 PM   #90
Wotcher
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Re: little model
Yeah I must have remodelled and reskinned this at least four times because I kept screwing up :P That's why I made it so simple, so it wouldn't take long to redo. And it did get easier
 
Old 01-29-2006, 01:12 PM   #91
Parkar

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Re: little model
Quote:
Wotcher said:
Yeah I must have remodelled and reskinned this at least four times because I kept screwing up :P That's why I made it so simple, so it wouldn't take long to redo. And it did get easier
You could have made it even more simple.
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Old 01-29-2006, 01:49 PM   #92
L2theKING

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Re: little model
Great job... now let model the holl set
And if you have time you could model a little cube for
this one I made a couple of week ago
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Old 01-29-2006, 04:58 PM   #93
Symok

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Re: little model
I like it. I agree with you about the straw, though. I think it could stand to be a little higher.
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Old 01-29-2006, 06:14 PM   #94
Wotcher
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Re: little model
Foodobject19 with a longer straw
Attached Images
File Type: jpg 1031131-Duke-Cup.jpg (21.5 KB, 71 views)
 
Old 01-29-2006, 06:37 PM   #95
Wotcher
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Little Lamp
This is my next. It looks more like a little stool than a lamp ingame >< I'm just not so good at the skinning...
Attached Images
File Type: jpg 1031143-LampComparo.JPG (8.6 KB, 105 views)
 
Old 01-29-2006, 06:47 PM   #96
Symok

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Re: little model
Deffinitely better.

And a good start on the lamp too. Don't worry if you're not as good at skinning - there are plenty of others here who can help out
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Old 01-29-2006, 07:52 PM   #97
Wotcher
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Re: little model
I've just realised why my skins look so bleugh. All they are is solid colour + filter :\ They need details. But I'll fix it later, because I havn't had a good nights sleep in a couple of weeks, and last night, I didn't sleep at all, which may explain this lack of artistic ability atm ><
 
Old 01-29-2006, 09:29 PM   #98
Rellik66

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Re: Little Lamp
Quote:
Wotcher said:
This is my next. It looks more like a little stool than a lamp ingame >< I'm just not so good at the skinning...
Why do I see a point in the green top in the ingame shot, is that some sort of distortion? The lamp itself is commanly known as a 'Banker's lamp', here's an example:
Attached Images
File Type: jpg 1031261-d19M-G.jpg (6.4 KB, 71 views)
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Old 01-29-2006, 09:38 PM   #99
AlgorithMan

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Re: Little Lamp
Quote:
Rellik66 said:
Quote:
Wotcher said:
This is my next. It looks more like a little stool than a lamp ingame >< I'm just not so good at the skinning...
Why do I see a point in the green top in the ingame shot, is that some sort of distortion? The lamp itself is commanly known as a 'Banker's lamp', here's an example:
do you mean this blue spot? this would be a part of the screenshot of the original tile...
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Old 01-30-2006, 12:34 AM   #100
Rellik66

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Re: Little Lamp
Quote:
AlgorithMan said:
Quote:
Rellik66 said:
Quote:
Wotcher said:
This is my next. It looks more like a little stool than a lamp ingame >< I'm just not so good at the skinning...
Why do I see a point in the green top in the ingame shot, is that some sort of distortion? The lamp itself is commanly known as a 'Banker's lamp', here's an example:
do you mean this blue spot? this would be a part of the screenshot of the original tile...
I meant the green top.

It seems the green top is designed like a octagonal green lamp shade and not like the bankers lamp that I posted above. I can't really tell because of the angle though.
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Old 01-30-2006, 02:32 AM   #101
zilppuri
Re: little model
Quote:
Wotcher said:
Foodobject19 with a longer straw
Ok, that's a good start.

But couple of things. The polycount is very important aspect in game models. Yours isn't THAT bad by 104 polygons. But did you know how much the polycount was?
You shouldd check it before exporting any model.

In this case could easily be 60 polygons and not loose siginificant detail. I don't think you should add separate polygons for the lid, since it's very small model anyway, and nobody will notice/care if it's modeled.
Also you need to add some polygons to the top of the straw, since now it's see-trough. Remember that polygons are visible only from other side, and "transparent" from the other.

I also think you should learn skinning on this model before moving to next model. It really isn't that difficult, and simply covering it by "I suck at skinning" is an excuse. Finish this one good, before moving to next project.

The idea is, that you simply try to maximize the space you are USING of the skin file, and minimize the amount of stretching. There are plenty of skinning tutorials on the net, that you can probably find with google.
Also remember that you most likely only want very tine skin for the bottom of mug, since it will hardly ever show. Instead, scale the other parts up.

Basically in Blender the UV-editor works exactly like the "mesh editor" so it won't hurt to learn either of those, since if you just stick to primitie shapes, you will run out of stuff to model very fast...
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Old 01-30-2006, 02:50 AM   #102
Piterplus

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Re: little model
Quote:
L2theKING said:
And if you have time you could model a little cube for
this one I made a couple of week ago

OK, I have time,
Foodobject 10 model, skin made by L2theKing:
http://members.lycos.co.uk/piterplus...539_napkin.zip

Quote:
zilppuri said:
...The polycount is very important aspect in game models....
Speaking of the polycount, isn't our atom model have too much vertices (2466) and faces (3636) for such small object? It's size 818 kb, just like Parkar's striper model.
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Old 01-30-2006, 04:54 AM   #103
Parkar

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Re: little model
Quote:
Piterplus said:
...
Speaking of the polycount, isn't our atom model have too much vertices (2466) and faces (3636) for such small object? It's size 818 kb, just like Parkar's striper model.
Yes it is a bit on the heavy side for such a small object, It is an important object and an object you usualy don't see moe then one of at any time so it should not affect the performance to much. If someone optimizes it without loosing noticable quality that sure wouldn't hurt though.
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Old 01-30-2006, 05:45 AM   #104
Plagman

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Re: little model
Quote:
Piterplus said:
Speaking of the polycount, isn't our atom model have too much vertices (2466) and faces (3636) for such small object? It's size 818 kb, just like Parkar's striper model.
Totally right. If I catch the guy who did that...
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Old 01-30-2006, 09:21 AM   #105
AlgorithMan

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Re: little model
http://www.AlgorithMan.de/Duke3D/hrps/4539_napkin.hrp
http://www.AlgorithMan.de/Duke3D/hrp...odObject19.hrp
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Old 01-30-2006, 11:02 AM   #106
Piterplus

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Re: little model
Couple more of bloody sushiplates:
http://members.lycos.co.uk/piterplus..._792_hands.zip
(head will follow, I want to made it with bloody eye rolling animation )
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Old 01-30-2006, 11:44 AM   #107
L2theKING

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Re: little model
Nice job with the hands!!!
Can't wait to se your demoniack head!

And thank you for your work on my "napkin box" skin!!!
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Old 01-30-2006, 01:58 PM   #108
AlgorithMan

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Re: little model
Quote:
Piterplus said:
Couple more of bloody sushiplates:
http://members.lycos.co.uk/piterplus..._792_hands.zip
(head will follow, I want to made it with bloody eye rolling animation )

http://www.AlgorithMan.de/Duke3D/hrp..._792_hands.hrp
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Old 01-30-2006, 05:07 PM   #109
NightFright

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762 definitions
Be careful... in the frame part of your 762 definition, you introduced the "0xxx" tilenumber problem again:

frame { name "FRAME1" tile0 0769 tile1 0769 }

-> Better make it

frame { name "FRAME1" tile0 769 tile1 769 }
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Old 01-30-2006, 10:14 PM   #110
Wotcher
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Foodobject19 Revised
Ok, I took all your advice, and I made it simpler, and changed the skin. The lid isn't modelled anymore, it's only 8 around instead of 12, and now it's 28 verts and 44 faces. I decided to use the theme from the dukeburger bag thing on the skin. Anyway here's foodobject19 revised
Attached Images
File Type: jpg 1031906-Duke-Cup-Comparo.JPG (11.9 KB, 96 views)
 
Old 01-30-2006, 11:35 PM   #111
L2theKING

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Re: Foodobject19 Revised
I think I prefer the previous skin...
But good job for the remodeling
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Old 01-31-2006, 12:31 AM   #112
Ras

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Re: Foodobject19 Revised
I'm keeping the original skin as well.

Edit: Then again, the new model breaks the old skin, so I'll use the new one for now.
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Old 01-31-2006, 12:51 AM   #113
Wotcher
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Re: Foodobject19 Revised
I know the colour scheme is yuk >< I can remake old skin but then it won't really go with anything. It's easy to do
 
Old 01-31-2006, 03:36 AM   #114
Piterplus

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Re: 762 definitions
Quote:
NightFright said:
Be careful... in the frame part of your 762 definition, you introduced the "0xxx" tilenumber problem again:

frame { name "FRAME1" tile0 0769 tile1 0769 }

-> Better make it

frame { name "FRAME1" tile0 769 tile1 769 }
Oops, sorry. Will try to remember it next time.
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Old 01-31-2006, 09:49 AM   #115
Tea Monster

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Re: little model
Quote:
Luigi said:...Soul Collector worked on the robot mouse model what happened to that? Also some made models of the embrion in a jar and the hand on the plate sprite...
I thought the Robot Mouse was issued.

The Embryion jar had a few problems with the way the normals were facing. It was constructed with a model embryo in a model jar and I wonder if that would have had some problems with the transparency bug. Apart from that it just needed the normals flipping and UV mapping/skinning. It looks good.

Not sure on the hand on a plate (is that the one Piterplus just issued?).

Hellbound did an 'eye gib' model. I uvmapped that and sent it back to him for skinning and animation. I didn't see it in the forums. I think it may have wound up in the gore pack.
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Old 01-31-2006, 02:43 PM   #116
Piterplus

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Re: little model
No , I didn't know of existence of already done hand model.

Question to all - who knows what kind of banner is 4603 (used in e4l6 together with american flag on one pole)?
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Old 01-31-2006, 03:27 PM   #117
Tea Monster

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Re: Foodobject19 Revised
Quote:
Wotcher said:
Ok, I took all your advice, and I made it simpler, and changed the skin. The lid isn't modelled anymore, it's only 8 around instead of 12, and now it's 28 verts and 44 faces. I decided to use the theme from the dukeburger bag thing on the skin
The skin needs a bit of photoshoping to give it some 'presence'. But a good job.
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Old 01-31-2006, 03:34 PM   #118
Tea Monster

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Re: little model
4603 is the State flag of the State of California. It has a bear facing left and a red star (on an American state flag!?!?!?) in the upper left hand corner on a white background.
Attached Images
File Type: gif 1032331-nunst0006.gif (8.6 KB, 80 views)
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Old 01-31-2006, 04:13 PM   #119
Piterplus

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Re: little model
Thanks, I'll use yours , if it legal (I think it is )
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Old 02-01-2006, 04:47 AM   #120
Piterplus

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Re: flags
Here they are:
http://members.lycos.co.uk/piterplus...03_banners.zip

Made with the help of soft body feature in Blender.
Those who wants to make their own skins, may visit this site there is plenty of national flags:
http://freevse.narod.ru/flagi/flagj/page_01.htm
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