04-02-2008, 06:18 AM | #121 |
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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04-02-2008, 08:28 AM | #122 |
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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04-02-2008, 08:38 AM | #123 |
Re: Duke Nukem 3D Modelling Project part 4
Why not? Cuts down on file size
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04-02-2008, 08:42 AM | #124 | |
Re: Duke Nukem 3D Modelling Project part 4
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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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04-02-2008, 11:53 AM | #125 | |
Re: Duke Nukem 3D Modelling Project part 4
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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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04-02-2008, 12:44 PM | #126 |
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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04-03-2008, 03:24 AM | #127 |
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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04-03-2008, 03:42 AM | #128 |
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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04-03-2008, 03:54 AM | #129 |
Re: Duke Nukem 3D Modelling Project part 4
Right i forget about that, anyway it would be cool.
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04-03-2008, 05:57 AM | #130 |
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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04-03-2008, 03:40 PM | #131 |
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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04-04-2008, 06:33 PM | #132 |
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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04-05-2008, 02:56 AM | #133 |
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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04-05-2008, 06:11 AM | #134 |
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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04-10-2008, 06:16 PM | #135 |
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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04-11-2008, 04:25 AM | #136 |
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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04-11-2008, 05:07 AM | #137 | |
Re: Duke Nukem 3D Modelling Project part 4
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The end of the barrel didn't match up with the muzzle flash. |
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04-13-2008, 11:37 PM | #138 |
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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04-14-2008, 12:40 AM | #139 | |
Re: Duke Nukem 3D Modelling Project part 4
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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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04-14-2008, 01:26 PM | #140 |
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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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. |
04-15-2008, 03:11 AM | #142 |
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Re: Duke Nukem 3D Modelling Project part 4
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04-15-2008, 04:43 AM | #143 |
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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04-15-2008, 05:58 AM | #144 |
Re: Duke Nukem 3D Modelling Project part 4
Yes this is correct.
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04-15-2008, 06:44 AM | #145 |
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Re: Duke Nukem 3D Modelling Project part 4
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04-15-2008, 07:21 AM | #146 |
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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04-15-2008, 12:00 PM | #147 |
Re: Duke Nukem 3D Modelling Project part 4
I noticed these optimizations on a couple occassions when using the lookleft/lookright keys.
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04-15-2008, 02:12 PM | #148 |
Re: Duke Nukem 3D Modelling Project part 4
A temporary solution.
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04-15-2008, 04:59 PM | #149 |
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Re: Duke Nukem 3D Modelling Project part 4
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04-15-2008, 05:58 PM | #150 |
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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04-23-2008, 02:13 AM | #151 |
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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04-23-2008, 03:23 AM | #152 |
Re: Duke Nukem 3D Modelling Project part 4
very nice work escapist
(more to come) <== i am taking this serious |
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04-23-2008, 10:24 AM | #153 |
Re: Duke Nukem 3D Modelling Project part 4
yeah, it's a little pixelated, but it's good!
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04-23-2008, 01:59 PM | #154 |
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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04-24-2008, 12:11 AM | #155 |
Re: Duke Nukem 3D Modelling Project part 4
got it!
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04-24-2008, 03:43 AM | #156 |
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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04-24-2008, 04:17 AM | #157 |
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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04-24-2008, 03:08 PM | #158 |
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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04-24-2008, 03:36 PM | #159 |
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.
Last edited by Piterplus; 04-24-2008 at 03:38 PM.
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04-24-2008, 05:29 PM | #160 | |
Re: Duke Nukem 3D Modelling Project part 4
Quote:
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