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Old 11-01-2005, 11:37 AM   #121
Tea Monster

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Re: The Nuke release
Hey Roma! Its da Bom!
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Old 11-01-2005, 07:07 PM   #122
Roma Loom

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Re: The Nuke release
Quote:
hitman71 said:
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "idle" 1809 1809
Any ideas anyone ?
thanks.
1. Always look what console says
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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Old 11-01-2005, 08:24 PM   #123
hitman71

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Re: The Nuke release
Quote:
Roma Loom said:
Quote:
hitman71 said:
definemodel "highres/sprites/pickups/nuke.md3" 1 0
definemodelskin 0 "highres/sprites/pickups/nuke.jpg"
definemodelframe "idle" 1809 1809
Any ideas anyone ?
thanks.
1. Always look what console says
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.
So it should be....
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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Old 11-01-2005, 09:00 PM   #124
Roma Loom

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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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Old 11-02-2005, 08:39 AM   #125
Parkar

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Re: The Nuke release
Quote:
Roma Loom said:
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
And people still don't use it even though the old one is depricated. The new one is easier to read and is better suited for adding new features(the old one will not get any new features). And since it is keyword based rather then remebering which argument to the define command is wich it is much easier to write.
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Old 11-02-2005, 09:52 AM   #126
hitman71

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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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Old 11-04-2005, 04:55 PM   #127
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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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File Type: jpg 982087-Nextmodels2.jpg (16.2 KB, 154 views)
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Old 11-04-2005, 06:13 PM   #128
Luigi
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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Old 11-04-2005, 11:17 PM   #129
WarHammer

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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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Old 11-05-2005, 11:51 AM   #130
hitman71

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Re: New models
cool. more models.
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Old 11-09-2005, 04:17 PM   #131
Hellbound
 

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Re: New models
Look who is there!

Btw. Skin is really WIP
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File Type: jpg 985302-COOLIE.jpg (10.6 KB, 241 views)
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Old 11-09-2005, 11:51 PM   #132
Hellbound
 

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Re: New models
Och, C'mon guys! I need a constructive criticism!
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Old 11-10-2005, 12:02 AM   #133
djimd
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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Old 11-10-2005, 02:33 AM   #134
hitman71

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Re: New models
Of course, finish it up and release. Then i will pass judgement. Looks cool so far.
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Old 11-10-2005, 12:15 PM   #135
Luigi
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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Old 11-10-2005, 02:52 PM   #136
Soul Collector
Re: New models
Very Good, Hellbound.


What's the polycount so far?
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Old 11-10-2005, 03:04 PM   #137
Ras

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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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Old 11-10-2005, 09:31 PM   #138
Tea Monster

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Re: New models
Yeah, looking good, but could you post a clearer screenie.

Great work!
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Old 11-11-2005, 12:01 AM   #139
Little Conqueror

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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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Old 11-11-2005, 06:15 AM   #140
Parkar

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Re: New models
Quote:
Little Conqueror said:
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.
Agree.
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Old 11-11-2005, 09:51 AM   #141
Hellbound
 

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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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Old 11-11-2005, 12:39 PM   #142
WarHammer

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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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Old 11-11-2005, 12:54 PM   #143
Phayzon

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Re: New models
Model: his head looks oddly square

Pic: Woah...
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Old 11-13-2005, 03:13 PM   #144
Hellbound
 

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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!!!
Attached Images
File Type: jpg 987914-0009.jpg (28.7 KB, 210 views)
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Old 11-14-2005, 09:34 AM   #145
cage

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Re: New models
I could try

Btw. isn't he too low poly? Looks kinda squarish
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Old 11-14-2005, 03:08 PM   #146
Tea Monster

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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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Old 11-14-2005, 03:27 PM   #147
Hellbound
 

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Re: New models
Quote:
Tea Monster said:
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.
I don't understand. This skin is crappy (yes, it's mine), so I've asked someone to help. And about those arms and legs... I've tested that in game and it's really not possible to be noticed and don't making game shit.
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Old 11-14-2005, 03:39 PM   #148
Tea Monster

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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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Old 11-14-2005, 04:54 PM   #149
Phayzon

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Re: New models
Yeah, to squarish

Quote:
Tea Monster said:
I don't think it looks that bad. Could you post it and we can see if we can improve it?
You dont?
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Old 11-14-2005, 05:06 PM   #150
Hellbound
 

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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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File Type: jpg 988706-0001.jpg (22.3 KB, 197 views)
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Old 11-14-2005, 05:07 PM   #151
Hellbound
 

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Re: New models
...and the flesh ghost. SKIN IS WIP!
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File Type: jpg 988708-0002.jpg (25.3 KB, 175 views)
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Old 11-14-2005, 05:39 PM   #152
Phayzon

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Re: New models
I dont think the ghost has chains. Could be wrong though
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Old 11-14-2005, 06:31 PM   #153
Tea Monster

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Re: New models
Hey, pretty cool. If you do need help, just let us know.
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Old 11-14-2005, 06:54 PM   #154
Hellbound
 

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Re: New models
Quote:
Phayzon said:
I dont think the ghost has chains. Could be wrong though
Checked... he has I was surprised too

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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Old 11-14-2005, 07:20 PM   #155
tpz

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Re: New models
Nice to see you pick up on the modeling Hellbound. Looks promising.
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Old 11-14-2005, 07:45 PM   #156
Hellbound
 

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COOLIE MODEL RELASED
Yeah, finally!

DOWNLOAD

SKINS ARE SHIT. I COUNT ON SOMEONE TO MAKE BETTER!

Me go sleep now.
Tomorrow I want to see a lots of commentz
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Old 11-15-2005, 03:10 AM   #157
Hellbound
 

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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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Old 11-15-2005, 06:28 AM   #158
hitman71

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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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Old 11-15-2005, 10:00 AM   #159
Hellbound
 

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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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Old 11-15-2005, 03:09 PM   #160
NightFright

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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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