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#121 |
Re: The Nuke release
Hey Roma! Its da Bom!
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Tea Monster's web portfolio |
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#122 | |
Re: The Nuke release
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2. The correct frame name is "Frame 0" 3. You should really forget this old syntax - because you cannot define a hud item using it and possibly you cannot define skin per surface for md3's using old syntax. oh.. and make sure You have the latest jfsw release.
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GRPViewer, DN3D/SW Models |
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#123 | ||
Re: The Nuke release
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definemodelframe "Frame 0" 1809 1809 ? I am using the latest official jonof release. As for the syntax. Well you are the first person to write it in that way, and i don't understand it properly at all. Looks a lot like C++ or Torquescript, but means little to me. I converted it best i could but obviously got something wrong. Anyway, i tried it your way initially and it still failed ingame.
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hitm4n |
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#124 |
Re: The Nuke release
For a "proper" syntax help look here. This is a link from releasenotes.html of jfsw.
You say it still doesn't work for you - but you haven't looked into the console for error messages, do you? It works for me in game - but it won't work in jfbuild for SW - so don't get confused with that. and btw the new syntax was introduced quite a huge ammount of time ago
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GRPViewer, DN3D/SW Models |
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#125 | |
Re: The Nuke release
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#126 |
Re: The Nuke release
i'm not denying your method is newer, or better, or has extra uses supported by jonof's port. Its just that the entire HRP is based on the older style, and its all i know. I've only just got to grips with this older style too, and its what everyone else is using so far.
I can't be arsed with checking the console for errors, i just wanna know how to add this to the hrp in the method that its done in currently. And What do you mean it won't work in jfbuild SW ? Is this a new highres model meant for the hrp for SW or not ? The models real nice, i'd love to add it, but i'm not busting a gut to do it.
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hitm4n |
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#127 |
New models
I upload 3 new models:
Barrel V1.0 Spanners V1.0 Dustbin V1.0 (0689 and not 2540) I've again to finish textures on others models (attached file). |
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#128 |
Re: New models
Very nice work they are really close to the originals!
There are 2 textures that i don't like. The first is the screwdriver, the handle should be yellow and the other part is metalic. The texture on the lamp is a little plain. The other models/textures are just perfect! Keep up the good work |
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#129 |
Re: New models
Very nice. I would like to make a couple of comments, however.
The spanners could maybe use some reshaping. They look a bit misshapen on the ends. On the dustbin, the inside it should be filled with sand and have a few cigarette butts and maybe a wad of used chewing gum and small piece of crumpled-up paper on top. Other than that, it's perfect. |
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#130 |
Re: New models
cool. more models.
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hitm4n |
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#131 |
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Re: New models
Look who is there!
Btw. Skin is really WIP |
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#132 |
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Re: New models
Och, C'mon guys! I need a constructive criticism!
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#133 |
Re: New models
Looks great - suprised at how good the model looks -I'd say finish off the skin and release it.
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#134 |
Re: New models
Of course, finish it up and release. Then i will pass judgement. Looks cool so far.
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hitm4n |
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#135 |
Re: New models
Looks really good!
However he's missing the chains on his manacle. The fetter and his belt should be part of the model i think it would look better! And what is that black stuff on his face his hair? I think you should work on that part. |
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#136 |
Re: New models
Very Good, Hellbound.
What's the polycount so far?
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<font color="red">Sorry my english is bad</font> |
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#137 |
Re: New models
Could you release a bigger, brighter image? I know it's WIP, but I can't see too many details on my monitor at least.
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#138 |
Re: New models
Yeah, looking good, but could you post a clearer screenie.
Great work!
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Tea Monster's web portfolio |
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#139 |
Re: New models
I really would like to see more detail on it, and I don't mean the skin. Add a few more polys... give the body some shape. You can leave the box of TNT and the hat alone, but try to make the body more detailed.
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If wishes were fishes, we'd smell like ladies' underwear. "If you join the good fight, you get 72 domain names when you die." -- Wamplet |
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#140 | |
Re: New models
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#141 |
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Re: New models
OK, I'm leaving home now and go to my girl but with my HDD. I'll do some work and post screenz after this weekend.
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#142 |
Re: New models
To be honest, I think it needs a lot more work but there is only so much I can tell from the screen shots. The proportions and body shapes need refining, especially the arms and legs, and a significant amount more detail needs to be added. Also he should be a bit more hunched over but that's easy to fix.
Have some reference metarial. |
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#143 |
Re: New models
Model: his head looks oddly square
Pic: Woah...
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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#144 |
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Re: New models
Here's the next version.
- animated - changed shape of legs - chains and irons added - belt modelled My prog can't read a pngs alphacity, so chains and hair looks strange. Tested in game, they looks good. I NEED SOMEONE TO SKIN THIS BITCH. PM ME ANYONE!!! |
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#145 |
Re: New models
I could try
Btw. isn't he too low poly? Looks kinda squarish |
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#146 |
Re: New models
Hey Hellbound, Is that pic your model with your skin? It looks pretty good.
1. The arms and legs look a bit squarish, like they need a few more polys. 2. The skin looks pretty good, it needs a few details (shadows under the 'cloth' where it meets the 'skin' on the texture.) but the dynamite and most of the rest of it look pretty cool. I love the expression.
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#147 | |
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Re: New models
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#148 |
Re: New models
I don't think it looks that bad. Could you post it and we can see if we can improve it?
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Tea Monster's web portfolio |
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#149 | |
Re: New models
Yeah, to squarish
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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#150 |
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Re: New models
... Cage is working on that now. I've promised to let him do that, because he is from my country
Anyway, here's some teaser: |
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#151 |
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Re: New models
...and the flesh ghost. SKIN IS WIP!
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#152 |
Re: New models
I dont think the ghost has chains. Could be wrong though
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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#153 |
Re: New models
Hey, pretty cool. If you do need help, just let us know.
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Tea Monster's web portfolio |
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#154 | |
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Re: New models
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And thanks Tea Monster... you've helped me alot before. OK, now I have Coolie, his dying animation and ghost ressurection. Now I'm making ghost animations (skeleton is done so it will be fast) and I'll relase that. |
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#155 |
Re: New models
Nice to see you pick up on the modeling Hellbound. Looks promising.
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"A Smith & Wesson beats four aces." |
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#157 |
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Re: COOLIE MODEL RELASED
... and NO comments
Anyway, could somebody convert this Evil Ninja *.max file to for ex. *.obj (but only model) ?? I wanna make an armature and animate him. |
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#158 |
Re: COOLIE MODEL RELASED
i downloaded it but haven't had time to install yet. You posted some pics of a mate who was skinning them for you ? Did those get added. Is he still doing them ?
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hitm4n |
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#159 |
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Re: COOLIE MODEL RELASED
Pics were with my temporary skin. There are only them in a package. We have to wait 'till Cage finishes new ones. But if anyone wants to make skin for FleshGhost, youre welcome
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#160 |
Who wants some Coolie?
Well it looks good already but you should have written the defs so that the models go to the highres/sprites/monsters directory in order to maintain HRP directory structure. Additionally, file names should begin with sprite number.
Besides that, well done! |
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