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Old 01-16-2006, 04:08 PM   #1
TerminX

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Duke Nukem 3D Modelling Project part 2
This is a continuation of this thread as the first thread was getting too large.
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Old 01-16-2006, 04:25 PM   #2
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Re: Duke Nukem 3D Modelling Project part 2 *DELETED*
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Old 01-16-2006, 04:37 PM   #3
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Re: Duke Nukem 3D Modelling Project part 2 *DELETED*
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Old 01-16-2006, 04:55 PM   #4
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Re: Duke Nukem 3D Modelling Project part 2
here's tea monsters skycar in .hrp format:
http://www.algorithman.de/Duke3D/hrps/2491_skycar.hrp
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Old 01-16-2006, 05:02 PM   #5
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Re: Duke Nukem 3D Modelling Project part 2
Since this is a new thread, could you run down exactly how to use .hrp files for those who might not know? Utility needed, etc.?
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Old 01-16-2006, 05:17 PM   #6
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Re: Duke Nukem 3D Modelling Project part 2
It's a zipfile. Rename to .zip or simply open using your favorite (un)packer.
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Old 01-16-2006, 05:19 PM   #7
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Re: Duke Nukem 3D Modelling Project part 2
AlgorithMan wrote a program that take hrp files and automatically installs them to your HRP duke folder:
http://forums.3drealms.com/ubbthreads/pr...9&type=post
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Old 01-16-2006, 05:20 PM   #8
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Ras said:
Since this is a new thread, could you run down exactly how to use .hrp files for those who might not know? Utility needed, etc.?
no problem. download this program
http://www.AlgorithMan.de/Duke3D/Installem.zip
(read the readme.pdf!)

from then on you just click on a .hrp download link (at least in firefox) then this program opens, you click "install" and the new stuff gets installed...

this is just beta - I'm working on a much improved version...
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Old 01-16-2006, 05:23 PM   #9
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Re: Duke Nukem 3D Modelling Project part 2
Hmm, I didn't know you wrote such a program. Very nice.
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Old 01-16-2006, 05:38 PM   #10
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Re: Duke Nukem 3D Modelling Project part 2
Thanks. That's a great idea.
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Old 01-16-2006, 06:53 PM   #11
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Re: Pipe Dream
Weellllll, It looks like I get the first screenie post!

As you can see by teh attachted render, I've finished the mesh for that pipe that's used everywhere. I just need to finish UV mapping and skinning( BTW, any help on the skinning part would be appreaciable).
Attached Images
File Type: jpg 1023657-pipe.jpg (11.6 KB, 224 views)
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Old 01-16-2006, 08:07 PM   #12
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Re: Pipe Dream
looks nice. What's the poly count on that, i assume that the pipe part is not more than like 16 sided.
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Old 01-16-2006, 08:08 PM   #13
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Re: Pipe Dream
The Poly Count is 236, and the pipe is 8 sided.

Should I make it higher poly?
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Old 01-16-2006, 08:32 PM   #14
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Re: Pipe Dream
Keep it low as possible.
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Old 01-16-2006, 08:59 PM   #15
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Re: Pipe Dream
^Running a GF 4 MX and 256 MB of RAM, Blitz?
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Old 01-16-2006, 09:11 PM   #16
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Re: Pipe Dream
236 for 8-sided pipe? how is it possible? Does it consist of three pieces? (not counting the joints)
If yes - make the pipe itself one solid cylinder and let it go through the jounts continuously. And I'd recommend a 12-sided cylinders at least.
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Old 01-16-2006, 09:32 PM   #17
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Re: Pipe Dream
I guess I have some work to do tomorrow...
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Old 01-16-2006, 09:41 PM   #18
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Re: Pipe Dream
Quote:
Roger said:
^Running a GF 4 MX and 256 MB of RAM, Blitz?
Generic Intel Video Card and 512 RAM which can run HL2, thank you very much.
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Old 01-16-2006, 11:13 PM   #19
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Re: Pipe Dream
I made this :
http://members.lycos.co.uk/l2theking/4539_napkin.png

I supose that to make a model for this is not a big deal for such talented 3D modelers like you guys...
I wich I made it lardge enought!
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Old 01-16-2006, 11:48 PM   #20
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Re: Pipe Dream
Quote:
Cipher said:
Weellllll, It looks like I get the first screenie post!

As you can see by teh attachted render, I've finished the mesh for that pipe that's used everywhere. I just need to finish UV mapping and skinning( BTW, any help on the skinning part would be appreaciable).
It would be good idea to make all of the set , not just one pipe (994-997, 1005, 1260). I can help you with skinning (since those pipes part of the 186-190 textures). If you going to do it, keep in mind broken states while doing untouched pipes.
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Old 01-17-2006, 01:41 AM   #21
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
AlgorithMan said:
Quote:
Ras said:
Since this is a new thread, could you run down exactly how to use .hrp files for those who might not know? Utility needed, etc.?
no problem. download this program
http://www.AlgorithMan.de/Duke3D/Installem.zip
(read the readme.pdf!)

from then on you just click on a .hrp download link (at least in firefox) then this program opens, you click "install" and the new stuff gets installed...

this is just beta - I'm working on a much improved version...
Problem is that to do with files or def lines that should be erased from hrp (in case of update of model or texture) after installing new one? So, some part of manual work is needed in any case, or рзк will be flooded with garbage left-over.
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Old 01-17-2006, 02:59 AM   #22
zilppuri
Re: Duke Nukem 3D Modelling Project part 2
About the video:

I didn't really think of the 8bit mode first, but now that you mention it..

Tea Monster also suggested to have some old-timey feel (sepian color and so on) in the 8bit one.

But yeah, we'd need the boss there first.

Does JonoF have some way to record the gameplay to bmp sequence with fixed frame rate?

I could *easily* edit the end product though, since I have Final Cut Pro 5 in my "editing rig".
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Old 01-17-2006, 04:08 AM   #23
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Re: Duke Nukem 3D Modelling Project part 2
All those new models... *drools*

Anyway, continuing the discussion about the possible demo trailer of the HRP from the previous part of this thread - would it be legal to use the music from the 2001 DNF trailer? And make it slightly like that one (i mean - intro - 8 bit mode, later - 32 bit). It would kick *ss!
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Old 01-17-2006, 04:55 AM   #24
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Raziel-chan said:
All those new models... *drools*

Anyway, continuing the discussion about the possible demo trailer of the HRP from the previous part of this thread - would it be legal to use the music from the 2001 DNF trailer? And make it slightly like that one (i mean - intro - 8 bit mode, later - 32 bit). It would kick *ss!
Nah, we should get PeteB to suply one of his tracks.

As for recording, there is fraps.

First play and record a demo, then play the demo and record using fraps.
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Old 01-17-2006, 04:57 AM   #25
AlgorithMan

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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Piterplus said:
Quote:
AlgorithMan said:
no problem. download this program
http://www.AlgorithMan.de/Duke3D/Installem.zip
(read the readme.pdf!)

from then on you just click on a .hrp download link (at least in firefox) then this program opens, you click "install" and the new stuff gets installed...

this is just beta - I'm working on a much improved version...
Problem is that to do with files or def lines that should be erased from hrp (in case of update of model or texture) after installing new one? So, some part of manual work is needed in any case, or рзк will be flooded with garbage left-over.
I know I know - I'm currently working on this problem...
the final version will defragment the def codes (sort the entries) convert the old "definemodel", "definemodelanim" etc stuff to the new format, delete multiple declarations for the same stuff and therefore be able to replace stuff...
cya

AlgoMan
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Old 01-17-2006, 02:31 PM   #26
Cipher

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Re: Pipe Dream
Quote:
Piterplus said:
It would be good idea to make all of the set , not just one pipe (994-997, 1005, 1260). I can help you with skinning (since those pipes part of the 186-190 textures). If you going to do it, keep in mind broken states while doing untouched pipes.
I intend to do all of this set and the broken versions, so we can finally get all these pipes 3D. Thanks for offering your skinning help. Once I create and tune the first of the series, it should be easier to do the rest.
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Old 01-17-2006, 04:25 PM   #27
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Parkar said:
Quote:
Raziel-chan said:
All those new models... *drools*

Anyway, continuing the discussion about the possible demo trailer of the HRP from the previous part of this thread - would it be legal to use the music from the 2001 DNF trailer? And make it slightly like that one (i mean - intro - 8 bit mode, later - 32 bit). It would kick *ss!
Nah, we should get PeteB to suply one of his tracks.

As for recording, there is fraps.

First play and record a demo, then play the demo and record using fraps.
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Old 01-17-2006, 08:32 PM   #28
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Re: Duke Nukem 3D Modelling Project part 2
yes, that megadeth song kicks ass ^^


getting you up to date:
installem has a defcode parser now, it sorts the stuff by the lowest replaced tilenumber and formats everything nicely...

now it needs a converter for the depricated defcode format and then everything is ready to be put together to the next version...

by the way - I don't really like the title "installem"... what do you think how it should be named?
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Old 01-18-2006, 05:57 AM   #29
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
AlgorithMan said:
yes, that megadeth song kicks ass ^^


getting you up to date:
installem has a defcode parser now, it sorts the stuff by the lowest replaced tilenumber and formats everything nicely...

now it needs a converter for the depricated defcode format and then everything is ready to be put together to the next version...

by the way - I don't really like the title "installem"... what do you think how it should be named?
nukem
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Old 01-18-2006, 08:29 AM   #30
Cipher

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Re: Duke Nukem 3D Modelling Project part 2
The pipe model for 994 has been finished by Piterplus and yours truly. Expect more of the series soon.

http://members.lycos.co.uk/piterplus/download/0994_pipe.zip
Attached Images
File Type: jpg 1024579-duke0000.jpg (85.3 KB, 164 views)
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Old 01-18-2006, 08:41 AM   #31
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Re: Duke Nukem 3D Modelling Project part 2
Broke state one was done only by another skin. I feel somehow that I applied maybe too much gamage to it. After firing at the pipe with rocket launcher it looks Ok, but if you're shoot at it with pistol and it have after the same quantity of damage, - it looks not very convincing. If it was possible to have two levels of damage (like painskins with monsters) ...
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Old 01-18-2006, 08:42 AM   #32
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Re: Duke Nukem 3D Modelling Project part 2
and as .hrp file:
http://www.AlgorithMan.de/Duke3D/hrps/0994_pipe.hrp
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Old 01-18-2006, 03:08 PM   #33
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Piterplus said:
Broke state one was done only by another skin. I feel somehow that I applied maybe too much gamage to it. After firing at the pipe with rocket launcher it looks Ok, but if you're shoot at it with pistol and it have after the same quantity of damage, - it looks not very convincing. If it was possible to have two levels of damage (like painskins with monsters) ...
Its possible.
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Old 01-18-2006, 03:15 PM   #34
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Re: Duke Nukem 3D Modelling Project part 2
I'm loving the .hrp thing, Algo. With the associations, I just click your link, hit the Install button, and it's all done.
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Old 01-18-2006, 03:23 PM   #35
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Cipher said:
The pipe model for 994 has been finished by Piterplus and yours truly. Expect more of the series soon.

http://members.lycos.co.uk/piterplus/download/0994_pipe.zip
OMG, my eyes are bleeding..!
The awesomeness-factor is too high..!

Good work...
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Old 01-18-2006, 08:06 PM   #36
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Re: Duke Nukem 3D Modelling Project part 2
Quote:
Ras said:
I'm loving the .hrp thing, Algo. With the associations, I just click your link, hit the Install button, and it's all done.
that was my intention =)

so to get you guys up to date with the "installem" progress again:
I wrote the converter that converts the deprecated def code format to the new format and expanded the output routines so textures with only one file are now being written into a single line... AND (what took me hours) it even saves the comments...

in the next days I will write the code that merges the objects - so for example definetextures for multiple palette values of the same tilenumber will be put together into the same block like there:
Code:
texture <number> {
   pal 1 {...}
   pal 2 {...}
}
when it's done I will release a new version of the program.

Then I will start working on the methods for updating the stuff inside the .zip file... I hope this will not be too hard...
cya


AlgoMan

P.S. any more suggestions for the name of the program? I'm neither satisfied with "installem", nor with "nukem"...
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Old 01-18-2006, 08:33 PM   #37
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Re: Duke Nukem 3D Modelling Project part 2
Since your tool can also be used for Shadow Warrior ( and hopefully more games in the future ) the name should not be specific to Duke 3D imo. I was thinking about something like "ultradef" or "quickdef".
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Old 01-19-2006, 04:36 AM   #38
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Re: Duke Nukem 3D Modelling Project part 2
http://members.lycos.co.uk/piterplus...witchbroke.zip

There is 42 MB used of 50 MB allocated on my ftp, all my textures and models for Duke
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Old 01-19-2006, 09:04 AM   #39
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Re: Duke Nukem 3D Modelling Project part 2
Wow whe have got to get you somthing decent

The project seems to be catching speed again, i have had to add alot of stuff to the list this time, GJ every body.
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Old 01-19-2006, 09:58 AM   #40
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Re: Duke Nukem 3D Modelling Project part 2
http://www.AlgorithMan.de/Duke3D/hrp...witchbroke.hrp
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