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Old 04-02-2008, 06:18 AM   #121
Azrael000

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Re: Duke Nukem 3D Modelling Project part 4
Hi guys. How many polygons is best shot for HRP models? What program do you use to make them? Is there ability to import to this program models in 3DS format? (I am modeling only in 3D Studio MAX 9, and i HATE!!!! blender). And if i create models, will some one texture them?
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Old 04-02-2008, 08:28 AM   #122
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Re: Duke Nukem 3D Modelling Project part 4
hey escapist, welcome back! good work on the mesh, but I don't know if you can reuse textures...
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Old 04-02-2008, 08:38 AM   #123
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Re: Duke Nukem 3D Modelling Project part 4
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Originally Posted by alandog View Post
hey escapist, welcome back! good work on the mesh, but I don't know if you can reuse textures...
Why not? Cuts down on file size
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Old 04-02-2008, 08:42 AM   #124
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Azrael000 View Post
Hi guys. How many polygons is best shot for HRP models? What program do you use to make them? Is there ability to import to this program models in 3DS format? (I am modeling only in 3D Studio MAX 9, and i HATE!!!! blender). And if i create models, will some one texture them?
We use MD3 models for the HRP (since that is what the ports support).

In general, props are in the 0~500 range depending on the size and "importance" (ie something that is small in the game and can be done in less polys, should be done in less polys).
If you are going to make actors (of which most have already been done, but there are some babes and stuff from Episode 4 and a few others) it has been accepted to be below 3000 polys.
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Old 04-02-2008, 11:53 AM   #125
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Re: Duke Nukem 3D Modelling Project part 4
Quote:
Originally Posted by Azrael000 View Post
Hi guys. How many polygons is best shot for HRP models? What program do you use to make them? Is there ability to import to this program models in 3DS format? (I am modeling only in 3D Studio MAX 9, and i HATE!!!! blender). And if i create models, will some one texture them?
People use whatever they feel like, as long as it kicks out MD3 files. I use Blender, but others use Max, Maya and even Milkshape. I think a few of the early models were made in Quake 2 Modeler

I believe that Roma Loom posted an MD3 exporter for Max 9 recently somewhere, but I don't remember where. Check the Tutorials and resources thread.

Models without textures or UV maps tend to languish.
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Old 04-02-2008, 12:44 PM   #126
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Re: Duke Nukem 3D Modelling Project part 4
I prey for a day where some one makes a perfect HL/SMD to MD3 program. Man its hard work converting SMD's in milkshape.
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Old 04-03-2008, 03:24 AM   #127
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Re: Duke Nukem 3D Modelling Project part 4
And do the eDuke32 port supports normal and bump mapping? (Vertex Shader and Pixel Shader) you know it would be easier to make very detailed models without over loading both port and hardware... Holy S*** if wall sprites could use Normal maps they would look like 3D
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Old 04-03-2008, 03:42 AM   #128
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Re: Duke Nukem 3D Modelling Project part 4
bump/normal maps are useless without dynamic lighting which we don't have in first place.
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Old 04-03-2008, 03:54 AM   #129
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Re: Duke Nukem 3D Modelling Project part 4
Right i forget about that, anyway it would be cool.
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Old 04-03-2008, 05:57 AM   #130
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Re: Duke Nukem 3D Modelling Project part 4
We've been over this ground many times before, but there has been no real progress on this front in the coding area.

At the moment we support glow maps and detail maps. We can also do a very limited version of skin animation (check out the Queen's electric attack). You can always bake a skin render using the normal maps. It's kinda lame, but its better than nothing.
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Old 04-03-2008, 03:40 PM   #131
ilovefoxes
Re: Duke Nukem 3D Modelling Project part 4
You could also use animated GIFs, I believe. But it has pallete limitation...
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Old 04-04-2008, 06:33 PM   #132
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Re: Duke Nukem 3D Modelling Project part 4
Hey, now that 958 has been made and HRP Update 3.8a has been released, where does 958 appear in game?
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Old 04-05-2008, 02:56 AM   #133
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Re: Duke Nukem 3D Modelling Project part 4
There only 2 places in the original game.

E3L5.MAP Sprite 347, (XY: 45920, -1120), Picnum: 958 (perhaps need a maphack)
E3L6.MAP Sprite 9, (XY: 29185, -43008), Picnum: 958
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Old 04-05-2008, 06:11 AM   #134
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Re: Duke Nukem 3D Modelling Project part 4
I have already written a maphack for #958 in E3L5. Maybe I was wrong about the lamp having five lights, you always only see three of them. However should this be used on user maps, it might still prove useful to have additional lights attached. For now, I have aligned them so that the rear two lights completely disappear in the wall. I guess that's no problem.
And in E3L6, you can find #958 right after entering the subway station (above the "exit" sign opposite the store). It's not such a frequently used model, but still, we needed it.
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Old 04-10-2008, 06:16 PM   #135
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Re: Duke Nukem 3D Modelling Project part 4
Do any of the modelers here have plans to make a new Shotgun yet? I have to say, the current Shotgun is still the weakest model in the entire HRP. It looks nothing like the original, and it blocks half the screen when you reload - making it difficult sometimes to see incoming projectiles. I thought about this lately, because I actually got killed in a Singleplayer map while reloading my shotgun by an incoming missile. If the Shotgun didn't block my view, I would have easily stepped out of the way.

I know this topic has already been discussed before, but I was wondering if anyone ever took on the task... If I knew how to model (and had the time), I'd tackle it for sure.
Last edited by Lightning Hunter; 04-10-2008 at 06:20 PM.
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Old 04-11-2008, 04:25 AM   #136
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Re: Duke Nukem 3D Modelling Project part 4
the shotgun isn't that bad, it's principally a matter of POW. some times ago, its perspective was altered to show more of its bottom part, but I don't remember why this modification (probably done by .def or .con) was cancelled...
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Old 04-11-2008, 05:07 AM   #137
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Re: Duke Nukem 3D Modelling Project part 4
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Originally Posted by Lightning Hunter View Post
Do any of the modelers here have plans to make a new Shotgun yet? I have to say, the current Shotgun is still the weakest model in the entire HRP. It looks nothing like the original, and it blocks half the screen when you reload - making it difficult sometimes to see incoming projectiles. I thought about this lately, because I actually got killed in a Singleplayer map while reloading my shotgun by an incoming missile. If the Shotgun didn't block my view, I would have easily stepped out of the way.

I know this topic has already been discussed before, but I was wondering if anyone ever took on the task... If I knew how to model (and had the time), I'd tackle it for sure.
I have been planing this for quiet some time. Actually already started with a complete revamp of all the weapons with hands visible. Not touched that for over a year though. Unfortunately quiet busy with other stuff so if anyone feels like doing them just get to work. I'll send the new hand model and all other source models if anyone wants it.

Quote:
Originally Posted by alandog View Post
the shotgun isn't that bad, it's principally a matter of POW. some times ago, its perspective was altered to show more of its bottom part, but I don't remember why this modification (probably done by .def or .con) was cancelled...
The end of the barrel didn't match up with the muzzle flash.
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Old 04-13-2008, 11:37 PM   #138
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Re: Duke Nukem 3D Modelling Project part 4
I changed the scale from 1.9 to 1.7, and use a modified texture so I can see the Atomic symbol.

So the Shotgun, after I do that, looks great to me.
IMO of course. (of course I also made sure it lined up with the muzzle flash)

What I want to know
Is why the Pipe Bomb looks weird when you pull it out, or put it away...
You can't see the top of it, but it looks like you should be able to see the top of it.
Does anyone know what I mean?
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Old 04-14-2008, 12:40 AM   #139
Parkar

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Re: Duke Nukem 3D Modelling Project part 4
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I changed the scale from 1.9 to 1.7, and use a modified texture so I can see the Atomic symbol.

So the Shotgun, after I do that, looks great to me.
IMO of course. (of course I also made sure it lined up with the muzzle flash)

What I want to know
Is why the Pipe Bomb looks weird when you pull it out, or put it away...
You can't see the top of it, but it looks like you should be able to see the top of it.
Does anyone know what I mean?

That's an optimizing blooper. There is no top since you "never" see it. I you open up any of the first person guns I have made you'll see how they only have the sides facing the player.
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Old 04-14-2008, 01:26 PM   #140
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Re: Duke Nukem 3D Modelling Project part 4
Well, it looks like we should see the pipe bomb top, since when we switch to the weapon, it comes up, and you can notice the top is missing.

Will it be possible to fix that?
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Old 04-15-2008, 02:34 AM   #141
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Re: Duke Nukem 3D Modelling Project part 4
It's noticeable when you press "holster weapon" when you've got the pipe bomb selected.
Ok, maybe no one uses "holster weapon", but it's a little flaw that could be easily fixed.
 
Old 04-15-2008, 03:11 AM   #142
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Re: Duke Nukem 3D Modelling Project part 4
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Ok, maybe no one uses "holster weapon", but it's a little flaw that could be easily fixed.
That depends on do you have source files and a will to open them
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Old 04-15-2008, 04:43 AM   #143
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Re: Duke Nukem 3D Modelling Project part 4
If you "holster" your weapon, many guns will not fully disappear, such as the shotgun - they are only lowered. I dunno if it was like that in the original game (it could easily be checked, though). However, I am not sure why they even put that function into that game since it is no stealth shooter or the like.
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Old 04-15-2008, 05:58 AM   #144
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Re: Duke Nukem 3D Modelling Project part 4
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If you "holster" your weapon, many guns will not fully disappear, such as the shotgun - they are only lowered. I dunno if it was like that in the original game (it could easily be checked, though).
Yes this is correct.
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Old 04-15-2008, 06:44 AM   #145
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Re: Duke Nukem 3D Modelling Project part 4
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That depends on do you have source files and a will to open them
Import into milkshape > add polygons > export > enjoy!
 
Old 04-15-2008, 07:21 AM   #146
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Re: Duke Nukem 3D Modelling Project part 4
Not really. If the animations are broken you won't enjoy much more than the first frame.
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Old 04-15-2008, 12:00 PM   #147
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Re: Duke Nukem 3D Modelling Project part 4
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Originally Posted by Parkar View Post
That's an optimizing blooper. There is no top since you "never" see it. I you open up any of the first person guns I have made you'll see how they only have the sides facing the player.
I noticed these optimizations on a couple occassions when using the lookleft/lookright keys.
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Old 04-15-2008, 02:12 PM   #148
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Re: Duke Nukem 3D Modelling Project part 4
A temporary solution.
Attached Files
File Type: zip 2573_pipebombhand.zip (7.8 KB, 25 views)
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Old 04-15-2008, 04:59 PM   #149
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Re: Duke Nukem 3D Modelling Project part 4
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Not really. If the animations are broken you won't enjoy much more than the first frame.
Oh right, doh!
See, I'm used to models using skeletons for animations.
 
Old 04-15-2008, 05:58 PM   #150
PimpUigi

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Re: Duke Nukem 3D Modelling Project part 4
Hey, that new pipebombhand is great.

I should have mentioned this sooner.

Thanks : )
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Old 04-23-2008, 02:13 AM   #151
escapist

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Re: Duke Nukem 3D Modelling Project part 4
heLLOoo....anybody home?

anyhoo, just came to drop off a couple of props from the to-do list.
(more to come)

...the pipes, the pipes are calling
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File Type: jpg 4583,4586,4587.jpg (39.4 KB, 116 views)
Attached Files
File Type: zip props.zip (40.4 KB, 14 views)
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Old 04-23-2008, 03:23 AM   #152
0815Jack
Re: Duke Nukem 3D Modelling Project part 4
very nice work escapist

(more to come) <== i am taking this serious
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Old 04-23-2008, 10:24 AM   #153
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Re: Duke Nukem 3D Modelling Project part 4
yeah, it's a little pixelated, but it's good!
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Old 04-23-2008, 01:59 PM   #154
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Re: Duke Nukem 3D Modelling Project part 4
Yeah. One little side note, though: Don't use spaces in filenames. Always write stuff in lower case letters and written as one word. Use "_" if you must, but nothing else. This guarantees maximum compatibility with Linux stuff and the like.
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Old 04-24-2008, 12:11 AM   #155
escapist

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Re: Duke Nukem 3D Modelling Project part 4
got it!
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File Type: jpg 1078_brokenlight.jpg (25.9 KB, 52 views)
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File Type: zip 1078_brokenlight.zip (2.0 KB, 8 views)
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Old 04-24-2008, 03:43 AM   #156
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Re: Duke Nukem 3D Modelling Project part 4
I'd prefer you'll made original model (1061) less angled to avoid clipping into the walls, which occur almost in every level it used.
1078 can be made in much easy way - just take 1061 model and add broken skin (it was proposed by Hendricks266 here http://forums.3drealms.com/vb/showth...078#post421910

His skin, however, may be improved in your way:
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Old 04-24-2008, 04:17 AM   #157
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Re: Duke Nukem 3D Modelling Project part 4
Yepp, much effort went into #1061 until we had a usable version. Since #1078 is obviously based on it, a simple reskinning job would be fully sufficient.
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Old 04-24-2008, 03:08 PM   #158
escapist

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Re: Duke Nukem 3D Modelling Project part 4
ahh yes, i already tried simply reskinning #1061 as suggested
but the outcome looked a bit strange (see thumbnail)

the two broken lights looked identical to each other. So I revised #1061 to make them look different.
(no offense and all credit to the original modeller.)
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Old 04-24-2008, 03:36 PM   #159
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Re: Duke Nukem 3D Modelling Project part 4
As far as I know that may be corrected in original 1061 model by "flipping updown" second broken lamp part (or map it that way in UV map), without using several surfaces.
It would be nice of you if you correct 1061 this way, + straighten angle between the lamps a bit.
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Old 04-24-2008, 05:29 PM   #160
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Re: Duke Nukem 3D Modelling Project part 4
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As far as I know that may be corrected in original 1061 model by "flipping updown" second broken lamp part (or map it that way in UV map), without using several surfaces.
It would be nice of you if you correct 1061 this way, + straighten angle between the lamps a bit.
'exactly what i did...
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