02-15-2007, 10:08 AM | #41 |
Re: Duke Nukem 3D Modelling Project part 3
Remember, Parkar said that there won't be a release until a custom license for the HRP is done. Looking at that license thread, I would say the chances of that happening before February 28 are slim at best.
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DUKE PLUS New map effects and various optional extras for Duke 3D. DUKE NUKEM: ATTRITION XP based weapon upgrades, progressive difficulty, and more. |
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02-15-2007, 02:53 PM | #42 |
Re: Duke Nukem 3D Modelling Project part 3
Hehehe... Who said February 28? Itīs March 31!
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02-15-2007, 04:07 PM | #43 |
Re: Duke Nukem 3D Modelling Project part 3
wha!?
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02-15-2007, 04:14 PM | #44 |
Re: Duke Nukem 3D Modelling Project part 3
Don't think 'Longer wait', think instead "More Stuff!!".
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02-15-2007, 04:17 PM | #45 |
Re: Duke Nukem 3D Modelling Project part 3
this is why 3DR has the WID policy. there is no release date movement, no let downs, no missing deadlines with new stuff.
//waiting patiently
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02-15-2007, 04:18 PM | #46 |
Re: Duke Nukem 3D Modelling Project part 3
Well I really hope the guys get the license stuff sorted out, but I cannot do anything to speed this up. I am just one who collects your stuff and puts it into our HRP developer build. Parkar and TerminX are the ones who decide over this.
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02-15-2007, 04:27 PM | #47 |
Re: Duke Nukem 3D Modelling Project part 3
There is no commercial 'Deadline' in place. Take your time and get it right when you can.
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02-15-2007, 05:21 PM | #48 |
Re: Duke Nukem 3D Modelling Project part 3
Hm, haven't worked on the reactor anymore and doubt I will if you won't point any problem out, should I release it in the current state?
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02-15-2007, 05:35 PM | #49 |
Re: Duke Nukem 3D Modelling Project part 3
I thought the 'damaged' reactor was actually broken (top busted open, not just cracked), or am I wrong (I honestly can't remember)? I love the first one, you got a great feel for the luster of the metal texture. The second skin looks a little rushed. The cracks on the glass look good, but the gouges in the metal might need a bit more work. Looks good though.
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02-16-2007, 11:05 AM | #50 |
Re: Duke Nukem 3D Modelling Project part 3
You're right, it's all broken but the problem is that I would have to model the inside
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02-16-2007, 11:06 AM | #51 |
Re: Duke Nukem 3D Modelling Project part 3
don't worry - model it using as little polys as you consider to be enough.
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02-16-2007, 11:36 AM | #52 |
Re: Duke Nukem 3D Modelling Project part 3
Yeh but how does a reactor like this look inside?
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02-16-2007, 11:37 AM | #53 |
Re: Duke Nukem 3D Modelling Project part 3
wires and sparky stuff?
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02-16-2007, 02:45 PM | #54 |
Re: Duke Nukem 3D Modelling Project part 3
This is a fusion reactor (none of which have gone into real production yet, but this is the 'future' so who cares!). Basically there is a large surrounding unit like a donut ("Mmmmm, unlimited clean energy... Mmmmm!"), that is going to be some funky kind of alloy (read: 'steel/aluminum looking metal') and there is going to be some techy looking machinery that sticks up out of the middle (read: 'darker steel/gunmetal looking metal').
Basically have the broken edges come straight down to a flat plane that forms the base of the interior. Then have the 'machinery' sticking up out of that. Texture and add detail as you see fit.
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02-16-2007, 03:34 PM | #55 |
Re: Duke Nukem 3D Modelling Project part 3
But they don't shoot an lightning beam. If we want to link some real inventions to the Duke nukem reactor. we should probably look to one of Nicolais Tesla's inventions, like the Tesla coil.
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02-17-2007, 11:14 AM | #56 |
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Re: Duke Nukem 3D Modelling Project part 3
Hi people! I'm back
Many many cool things happened through those 5 days and I'm lost now, I have to wait for relase Tea Monster - why you're using wrong version of battlelord's head for his holo? It has to be v3, not the newer one, cause it was screwed! |
02-17-2007, 11:34 AM | #57 |
Re: Duke Nukem 3D Modelling Project part 3
I thought of a way to “hide” the fact that with the current painskin code when the Trooper comes back alive after playing dead he will look “clean”.
Here is the default code: Code:
ifcount PLAYDEADTIME { addkills -1 soundonce PRED_ROAM cstat 257 strength 1 ai AITROOPSHOOTING } else Code:
ifcount PLAYDEADTIME { spawn TRANSPORTERSTAR addkills -1 soundonce PRED_ROAM cstat 257 strength 1 ai AITROOPSHOOTING } else |
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02-17-2007, 11:45 AM | #58 |
Re: Duke Nukem 3D Modelling Project part 3
cool!
Someone should make zombie skins for them. |
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02-17-2007, 12:08 PM | #59 |
Re: Duke Nukem 3D Modelling Project part 3
That's not the way it works. The Trooper is only playing dead, not being resurrected.
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02-17-2007, 05:04 PM | #60 |
Re: Duke Nukem 3D Modelling Project part 3
Please - if someone has some time left: #603 still needs to be fixed (flipped version underwater flows above ground). Would be VERY grateful if anybody could have a look at the model!
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02-17-2007, 05:26 PM | #61 |
Re: Duke Nukem 3D Modelling Project part 3
So moving it slightly upwards would be your wish? I'll do that tomorrow if noone else will.
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02-17-2007, 05:30 PM | #62 |
Re: Duke Nukem 3D Modelling Project part 3
Well problem is I dunno what the consequences would be for the non-flipped version. If the flipped fix messes up the standard version nothing is gained. There has to be some trick but I don't know which one it is!
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02-17-2007, 05:38 PM | #63 |
Re: Duke Nukem 3D Modelling Project part 3
Well somehow changing the center or something but I'm unsure how I would do that... isn't the non-flipped version actually clipping a bit into the floor?
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02-17-2007, 05:43 PM | #64 |
Re: Duke Nukem 3D Modelling Project part 3
Currently the hanging babe is not centered where it used to be, I think.
and the pod babe is rotated 90 degrees. since Hellbound lost the source files, I think the pod babe is bound to be the way she is unless someone can import, rotate, export. which I can't do with Blender because I have no md3 importer.
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02-17-2007, 06:00 PM | #65 |
Re: Duke Nukem 3D Modelling Project part 3
Well I can do the import>edit>export procedure since I'm using Max 8, 9 is so incompatible with all the plug-ins and stuff.
Also, reserving tile #602 - SOLARPANNEL.
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Last edited by MagNet; 02-17-2007 at 06:08 PM.
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02-17-2007, 06:13 PM | #66 |
Re: Duke Nukem 3D Modelling Project part 3
Pod babe is fixed already with maphacks, no problem there. Only babe model causing issues is #603 because height info cannot be hacked, only rotation.
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02-17-2007, 06:35 PM | #67 |
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Re: Duke Nukem 3D Modelling Project part 3
I tell you that hasn't anything to do with model. I was trying to adjust models height (that's only one which I have source file ) and that's always crapped, because of cstat 128. I think we should ask some TX'es or Plagmans for Z position maphacks.
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02-17-2007, 07:12 PM | #68 |
Re: Duke Nukem 3D Modelling Project part 3
maphacks for the original levels, but user levels and simple common sense say she should face the way the sprite does. It could also potentially eliminate maphacks even.
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02-18-2007, 04:18 AM | #69 |
Re: Duke Nukem 3D Modelling Project part 3
Yes, models should always face the same way the sprites do. ie if the sprite is drawn from the front the model should have it's front point in the direction of the arrow in build. Or in other words the model and the sprite should look the same when wall aligned viewing it from the front.
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02-18-2007, 07:57 AM | #70 |
Re: Duke Nukem 3D Modelling Project part 3
Recently I made tiles 517, 602, 954, 1012, 1013. I made them in blender but couldn't create MD3 models of them - the MD3 export script hangs the application and produces no output .
So check out sprite variants and corresponding .blend files. If anybody could make MD3 models of them - tell about it. |
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02-18-2007, 08:40 AM | #71 |
Re: Duke Nukem 3D Modelling Project part 3
Wow you gotta be kidding me with that #602, well at least I haven't started with it :P
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02-18-2007, 09:09 AM | #72 |
Re: Duke Nukem 3D Modelling Project part 3
Those models looks good in blender, but they have too many polygons for such small objects. It is would be just plain waste of resources to use them in current state. You must optimise polycount and don't forget to convert quads to triangles.
For exporting to md3 use script written by Plagman, posted in "Tutorials and resources thread" |
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02-18-2007, 01:20 PM | #73 |
Re: Duke Nukem 3D Modelling Project part 3
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02-18-2007, 01:23 PM | #74 |
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Re: Duke Nukem 3D Modelling Project part 3
Arrrrgh, I'll kill you!
You have used his old head, not the good one |
02-18-2007, 01:35 PM | #75 |
Re: Duke Nukem 3D Modelling Project part 3
Okay,
I've took one last look at the Cycloid Emperor before the pack goes out and as per one or two peoples suggestions, I've reduced the size of the front of the head. Let me know what you guys think. I'll be changing the psych blast animation as well. Should be releasing that soon. I've found out that Blender will remember where the vertices have been moved to so you don't need to change the weight painting, individual frames or keyframes in any subsequent animations . Also: I've nearly done the dome light. I've altered the interior as I thought it didn't actually look like a real one. I've included a pic. @ Pigz - I've done a tut on exporting MD3's from Blender using Plagmans script. Its here: http://shell.amigo.net/~egan/tmonster/md3export.htm
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Last edited by Tea Monster; 02-18-2007 at 01:42 PM.
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02-18-2007, 03:42 PM | #76 |
Re: Duke Nukem 3D Modelling Project part 3
Hey the domelight seems great... but dont forget to add some "smoothing groups" I don't know if it is the same option on Blender though! Well I guess u understand... add some smoothing between your mesh Good work on the cycloid too; your animation skill encrase days after days pal !!!
@ Roma Loom: Anny news about our lovely QUEEN???
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02-18-2007, 03:55 PM | #77 |
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Re: Duke Nukem 3D Modelling Project part 3
Hey, people, is there anyone who has Battlelord's long teeth version (this one before I removed some spikes), cause I thought that's V3, but I messed something and v3 is the wrong one.
HELP !!! And NightFright, forget about my PM, that was link to the bad version. |
02-18-2007, 04:10 PM | #78 |
Re: Duke Nukem 3D Modelling Project part 3
Well I hope at least the skin is the right one - the orange tinted stuff. So you have a version with long teeth but still many spikes? Good to know! *LOL*
@Tea: How come your Battlelord holo looks so green? Itīs much paler in my version.
Last edited by NightFright; 02-18-2007 at 04:14 PM.
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02-18-2007, 04:35 PM | #79 |
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Re: Duke Nukem 3D Modelling Project part 3
I haven't that more spikey one and that's the problem!
I need THAT VERSION! (with many spikes and long teeth), because it's good version that should be in HRP! ANYONE HAS IT? |
02-18-2007, 04:51 PM | #80 |
Re: Duke Nukem 3D Modelling Project part 3
So this isnīt the one you mean, then? It fits your description. And itīs already in the HRP developer build.
@Tea: You must use latest Battlelord head or itīs not making much sense I am afraid.
Last edited by NightFright; 02-18-2007 at 04:54 PM.
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