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Old 11-25-2008, 08:11 AM   #81
The Commander

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Re: Tutorials and resources thread
Quote:
Originally Posted by Roma Loom View Post
There is. For 3ds max 9. Posted in this very page.
http://forums.3drealms.com/vb/showpo...0&postcount=60
That link is dead.

EDIT: Well, it's not easy to download with firefox any way, redirects to a site that prevents popups ect.

So I attached it.
Attached Files
File Type: zip ExportMD3.zip (17.7 KB, 7 views)
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Last edited by The Commander; 11-25-2008 at 08:14 AM.
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Old 11-25-2008, 05:58 PM   #82
gungriffon geona

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Re: Tutorials and resources thread
I meant more the technique for exporting an animated model rigged with bones. I already have the exporter, which does indeed work. since MD3 has no bones support, nd I tend to work with humanoid shapes on a skeletal level, how exactly do I convert bones to vert animation for this? or does that work on the exporter's level automatically?
I'm also a bit curious on the whole 'attach point' stuff that was done in Quake 3, since I'm going to need to learn about that as well.
Last edited by gungriffon geona; 11-26-2008 at 04:30 AM.
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Old 11-27-2008, 08:03 AM   #83
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Re: Tutorials and resources thread
Quote:
Originally Posted by gungriffon geona View Post
I meant more the technique for exporting an animated model rigged with bones. I already have the exporter, which does indeed work. since MD3 has no bones support, nd I tend to work with humanoid shapes on a skeletal level, how exactly do I convert bones to vert animation for this? or does that work on the exporter's level automatically?
I'm also a bit curious on the whole 'attach point' stuff that was done in Quake 3, since I'm going to need to learn about that as well.
The exporter should be exporting the end result. In other words what ever method you use to move vertices around the exporter should always export what you see in max. The stripper model I did used a combination of bone animation and manually animated vertices.

The attach point stuff is not supported by eduke32 at the moment so you don't have to worry about that at all.
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Old 11-27-2008, 02:31 PM   #84
gungriffon geona

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Re: Tutorials and resources thread
I'm not actually working with Eduke32 though, it's a scratch-built engine. I just came to here because it's about the best resource I know for MD3 knowledge offhand. however, that does help out quite a bit. I did manage to find out about the way that attatch points are handled, so I guess I don't have any other questions.
Last edited by gungriffon geona; 11-27-2008 at 04:35 PM.
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Old 11-27-2008, 07:01 PM   #85
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Re: Tutorials and resources thread
I use Milkshape at the moment to create/import/convert/texture my models and such, and it works great. I was wondering though, is it possible to make a model... solid? You know, add a physical barrier around it so the player can't just move through it. I don't know if, with regards to Duke3d, this is something that would need to be coded from the games' end, or something I can do through Milkshape or such.
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Old 11-27-2008, 09:53 PM   #86
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Re: Tutorials and resources thread
A model is just a replacement for a sprite. So what im trying to say is that there is no model colliosion detection in Duke3d. Only the size of the sprite works, which you have to relise works sort of like a sphere shape.

I know none of this probley make no sense.
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Old 11-28-2008, 12:38 AM   #87
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Re: Tutorials and resources thread
Quote:
Originally Posted by The Commander View Post
A model is just a replacement for a sprite. So what im trying to say is that there is no model colliosion detection in Duke3d. Only the size of the sprite works, which you have to relise works sort of like a sphere shape.

I know none of this probley make no sense.
Makes perfect sense actually, and it's pretty much how I figured it would be. Probably should have just said "Can I use collision detection with models in Duke" from the outset.

This is the kind of thing that sloped sprites would be absolutely perfect for...
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Old 11-30-2008, 01:53 AM   #88
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Re: Tutorials and resources thread
http://gfx-3d-model.blogspot.com/

Heaps of free models on this website that come in formats of MAX and OBJ mainly.
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Old 12-07-2008, 08:49 AM   #89
240-185

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How to play Lunar Apocalypse Episode with DukePlus
If you have ever played with Eduke32 or Jonof's ports with the "Duke in Washington DC" levels, you may have noticed that the second episode "Lunar Apocalypse" wasn't available. It is still not available with DukePlus.

If you want to play this episode, just follow these instructions:
  • Click on "Start" Button, then "Run...", then type "explorer"
  • Go to the folder where your port of Duke Nukem is installed,
  • Go to the Dukeplus folder,
  • Go to the dpcons folder,
  • Open USERPLUS.CON with an ordinary notepad.
  • Add these white lines just after the Blown Fuses line:

    Code:
    definelevelname 4 7 dpmaps/blnfusesv130.map 09:18 05:59 BLOWN FUSES
    
    definelevelname 5 0 E2L1.map 03:04 01:32 SPACEPORT
    definelevelname 5 1 E2L2.map 04:00 02:00 INCUBATOR
    definelevelname 5 2 E2L3.map 03:30 01:45 WARP FACTOR
    definelevelname 5 3 E2L4.map 06:32 03:16 FUSION STATION
    definelevelname 5 4 E2L5.map 02:02 01:01 OCCUPIED TERRITORY
    definelevelname 5 5 E2L6.map 03:04 01:52 TIBERIUS STATION
    definelevelname 5 6 E2L7.map 01:24 00:42 LUNAR REACTOR
    definelevelname 5 7 E2L8.map 03:18 01:59 DARKSIDE
    definelevelname 5 8 E2L9.map 05:02 02:51 OVERLORD
    definelevelname 5 9 E2L10.map 10:50 05:25 SPINCYCLE
    definelevelname 5 10 E2L11.map 04:20 02:10 LUNATIC FRINGE
  • Save the file,
  • Launch Duke Nukem 3D and a new game,
  • The "Lunar Apocalypse" episode should appear between "Duke Plus Levels" and "User map"
  • Kick some asses!

There's an issue with musics: as there aren't defined in USERPLUS.CON, you won't hear any music, and if you load a game since the principal menu, the main theme will be still playing ingame. Just press Shift-F5 to change the musics.
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Old 12-07-2008, 01:36 PM   #90
Hendricks266
Re: Tutorials and resources thread
That's a bad fix, the cutscenes won't work at the end. And there's a really easy way to get the music to work.

And when you play Duke It Out In D.C., you're not supposed to be able to play any of the original episodes at all. That's why the Duke DC HRP has -NOT AVAILABLE- for episodes 1 and 2, and nothing after the DC episode. The same thing happens with my addon HRPs.
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Old 12-07-2008, 06:57 PM   #91
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Re: Tutorials and resources thread
Quote:
Originally Posted by gungriffon geona View Post
there wouldn't happen to be a tutorial/explanation of how to export a bone-rigged model with animations as an MD3 would there? I started looking over this thread and wasn't really sure what to look for in regards to Max 9/2008 about this.
Have you tried one of the several animation baking scripts out there?

http://www.scriptspot.com/3ds-max/bake-objects

I recommend this one. It's made by Lorne Brooks, who's from 2K Games Australia and is credited in BioShock.
Last edited by Nash; 12-07-2008 at 07:10 PM.
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Old 12-12-2008, 11:04 PM   #92
Hendricks266
Re: Tutorials and resources thread
Can you guys give me/make a tutorial on how to make HUD defs? I have a tendency to have things disappear and not come back.
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Old 02-07-2009, 05:16 PM   #93
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Re: Tutorials and resources thread
Free bvh's for download are available on this site:
http://accad.osu.edu/research/mocap/mocap_data.htm
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Old 02-10-2009, 04:16 PM   #94
The Commander

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Re: Tutorials and resources thread
This here is a great website for models.

http://gfx-3d-model.blogspot.com/

Also has a few tut's avaible as well, would mainly suit MAX users.
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