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#1 |
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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#2 |
Re: Duke Nukem 3D Modelling Project part 2 *DELETED*
Post deleted by Joe3DR
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#3 |
Re: Duke Nukem 3D Modelling Project part 2 *DELETED*
Post deleted by Joe3DR
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GRPViewer, DN3D/SW Models |
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#4 |
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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#5 |
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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#6 |
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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"A Smith & Wesson beats four aces." |
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#7 |
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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#8 | |
Re: Duke Nukem 3D Modelling Project part 2
Quote:
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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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#9 |
Re: Duke Nukem 3D Modelling Project part 2
Hmm, I didn't know you wrote such a program. Very nice.
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"A Smith & Wesson beats four aces." |
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#10 |
Re: Duke Nukem 3D Modelling Project part 2
Thanks. That's a great idea.
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#11 |
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).
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#12 |
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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#13 |
Re: Pipe Dream
The Poly Count is 236, and the pipe is 8 sided.
Should I make it higher poly?
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#14 |
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Re: Pipe Dream
Keep it low as possible.
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#15 |
Re: Pipe Dream
^Running a GF 4 MX and 256 MB of RAM, Blitz?
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Alt for djevelen! |
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#16 |
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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GRPViewer, DN3D/SW Models |
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#17 |
Re: Pipe Dream
I guess I have some work to do tomorrow...
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#18 | |
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Re: Pipe Dream
Quote:
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#19 |
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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Guess who's working for Ubisoft now !? |
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#20 | |
Re: Pipe Dream
Quote:
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#21 | ||
Re: Duke Nukem 3D Modelling Project part 2
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#22 |
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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#23 |
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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#24 | |
Re: Duke Nukem 3D Modelling Project part 2
Quote:
As for recording, there is fraps. First play and record a demo, then play the demo and record using fraps. |
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#25 | ||
Re: Duke Nukem 3D Modelling Project part 2
Quote:
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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#26 | |
Re: Pipe Dream
Quote:
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#27 | ||
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Re: Duke Nukem 3D Modelling Project part 2
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There is no other. |
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#28 |
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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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#29 | |
Re: Duke Nukem 3D Modelling Project part 2
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Never fear! You thought I wanted to abuse your body... On the contrary, death is the fate I have in store for you! |
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#30 |
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
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I never got to know half of you half as much as I'd have liked, and I never liked half of you half as much as you deserved. Christian Death Metal FTW! |
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#31 |
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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#32 |
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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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#33 | |
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Re: Duke Nukem 3D Modelling Project part 2
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#34 |
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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#35 | |
Re: Duke Nukem 3D Modelling Project part 2
Quote:
The awesomeness-factor is too high..! Good work...
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A true genius does not need boundaries such as 'common sense' |
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#36 | |
Re: Duke Nukem 3D Modelling Project part 2
Quote:
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 {...} } 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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#37 |
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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"A Smith & Wesson beats four aces." |
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#38 |
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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#39 |
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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hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
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#40 |
Re: Duke Nukem 3D Modelling Project part 2
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