06-15-2007, 01:22 PM | #361 |
Re: Shadow Warrior 3D Modelling Project
yes perfect !
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SW HRP 07-03-07 |
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06-15-2007, 02:22 PM | #362 |
Re: Shadow Warrior 3D Modelling Project
Heres the md3 and skin. I probably won't get much chance to do much else. I'm kinda snowed under with stuff at the moment. I had a free few minutes and batted that out.
If someone can send me a copy of the sprite for the keyreader I'll see. I can't promise though. Again, if there are any problems with positioning, let me know. http://www.filefactory.com/file/e6a61e/
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06-15-2007, 02:50 PM | #363 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
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06-15-2007, 03:16 PM | #364 |
Re: Shadow Warrior 3D Modelling Project
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06-15-2007, 03:29 PM | #365 |
Re: Shadow Warrior 3D Modelling Project
There seems to be a problem with the model, it's in game but it's bugged.
Last edited by Luigi; 06-15-2007 at 03:44 PM.
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06-15-2007, 03:53 PM | #366 |
Re: Shadow Warrior 3D Modelling Project
It could be a problem with the latest version of Blender, which could be kind of ominous. I'll try it with the previous version
EDIT Try this
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Last edited by Tea Monster; 06-15-2007 at 04:02 PM.
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06-15-2007, 04:07 PM | #367 |
Re: Shadow Warrior 3D Modelling Project
It's still bugged. I think there is a function reorient(at least there was one in zmodeler) in blender, you should try that.
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06-15-2007, 04:07 PM | #368 |
Re: Shadow Warrior 3D Modelling Project
Will do.
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06-15-2007, 04:26 PM | #369 |
Re: Shadow Warrior 3D Modelling Project
are the normals facing the right way? That is what the problem looks like to me.
I haven't had any problems with the new version of Blender, except when going between versions, but that isn't a problem.
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06-15-2007, 11:00 PM | #370 |
Re: Shadow Warrior 3D Modelling Project
It looks like the way it was made was causing the problem. The boxes of the chips were set through the main box of the card. This was causing the problem with the normals. I tried the usual tricks of 'flipping all' which usually cures these problems and even exporting as an obj and reimporting and still it screwed up. If you set the faces to quads, it worked fine. If you set them back to tris it babbed up.
I've re-made the faces of the chips so that there are two sets on either side of the main card box, rather than one set that goes through. This seems to have sorted it, but the poly count has gone up to 204, which is kinda high for something like this. It would mean completely re-uv-mapping it and re-skinning it so Its going to be like this for now. Try this one out and let me know how it turns out.
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Last edited by Tea Monster; 06-15-2007 at 11:14 PM.
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06-16-2007, 04:40 AM | #371 |
Re: Shadow Warrior 3D Modelling Project
Perfect!
Keychips by Tea Monster If you download it please host it somewhere becouse this host is slow! |
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06-16-2007, 11:51 AM | #372 |
Re: Shadow Warrior 3D Modelling Project
Yes, the key chipcard looks really good now!
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06-27-2007, 11:37 AM | #373 |
Re: Shadow Warrior 3D Modelling Project
Here is the key chip reader. Let me know if the proportions look off. Its a whopping 43 faces!
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06-27-2007, 12:52 PM | #374 |
Re: Shadow Warrior 3D Modelling Project
link?
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06-27-2007, 01:19 PM | #375 |
Re: Shadow Warrior 3D Modelling Project
same deal as before. I've got a lot of real life going on at the moment. I can't load the game at work for obvious reasons, and I currently don't have time when I get home due to other things.
As I can't test it in game, I'm just posting the jpeg, and if its the right proportions, I'll issue the MD3, but someone is going to have to get the defs and such. EDIT: Here is the model with skin. If you send me your email Luigi, I'll send the model for testing.
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Last edited by Tea Monster; 06-28-2007 at 08:14 AM.
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06-29-2007, 05:33 PM | #376 |
Re: Shadow Warrior 3D Modelling Project
Wow, looks really nice!
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07-01-2007, 04:23 AM | #377 |
Re: Shadow Warrior 3D Modelling Project
The keyreaders are done
The host i'm using is slow so if you can upload it to a faster, please do so. Models and skins by Tea Monster. Get it here |
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07-04-2007, 10:29 AM | #378 |
Re: Shadow Warrior 3D Modelling Project
really cool..a little step closer to a "better looking" new old Shadow Warrior ^_-
let's see, what the future brings^^ |
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07-07-2007, 12:23 PM | #380 |
Re: Shadow Warrior 3D Modelling Project
It is there but invisible.
Looks like the MD3 file was just renamed which looks like you cannot do. Unzip the Hrp, rename 5062_punchstick.md3 to just punchstick.md3 and do the same in the props.def file Code:
// Punchstick (5062) by Esslan model "highres/sprites/props/punchstick.md3" { scale 1.6 skin { pal 0 file "highres/sprites/props/punchstick.png" } frame { name "idle" tile 5062 } }
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07-07-2007, 12:45 PM | #381 |
Re: Shadow Warrior 3D Modelling Project
or you could replace the call in the def files. which would be simpler perhaps.
I think there should be some consistency in the names of models etc.
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07-07-2007, 12:54 PM | #382 |
Re: Shadow Warrior 3D Modelling Project
I rewrote the defs so every model and skin now has the tilenumber in the begginning of their name. Looks like heejibeeji forgot to rename the model/skin before release.
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07-07-2007, 01:06 PM | #383 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
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07-08-2007, 06:24 AM | #384 |
Re: Shadow Warrior 3D Modelling Project
sorry I missed this one to rename.. any others too? I
got thru it and haven't found any...
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07-22-2007, 02:56 PM | #386 |
Re: Shadow Warrior 3D Modelling Project
Just a query here.
I notice with the modelled access cards now they behave like Dukes cards where in most user maps you cannot see them as they are mostly head on and all you see is a thin line. In Duke I disable them in the Hrp and maybe will just do the same here - pity.
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07-22-2007, 04:31 PM | #387 |
Re: Shadow Warrior 3D Modelling Project
The model should be rotated then, and when maphacks are available, we can fix up the remaining problems.
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07-22-2007, 04:52 PM | #388 |
Re: Shadow Warrior 3D Modelling Project
Dont maphacks only fix the actual game maps.
Its like the toilets in Duke, although they look cool and the rightway around in the actual game (approx 30 maps) in the 2000+ usermaps and TC's they are sideways 99% of the time. Maybe we need to look into the code for setting this stuff.
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07-22-2007, 05:14 PM | #389 |
Re: Shadow Warrior 3D Modelling Project
well, maphacks can be set for other maps too, but the original game levels cannot be altered and legally distributed. With the user maps someone could go in and rotate all the toilets etc to face the correct direction, but no one wants to do that because it hardly seems worth it.
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09-06-2007, 10:52 AM | #390 |
Re: Shadow Warrior 3D Modelling Project
The original modeller should have tested it in game. A lot of times rather than having the modeller adjust the model, the Pack coordinator will instead do maphacks for every instance of the model in the pack.
This screws all user maps as the model is 'really' facing the wrong direction. Sometimes this is due to sprites legitimately being in the wrong direction sometimes, other times its a 'quick fix' which winds up being a major headache later.
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09-26-2007, 09:14 PM | #391 |
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Re: Shadow Warrior 3D Modelling Project
New model for the magnetic key card reader.
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02-02-2008, 09:48 PM | #392 |
Re: Shadow Warrior 3D Modelling Project
What happened to the Lo Wang model that 3D Realms used for the FMV clips?
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02-02-2008, 11:24 PM | #393 |
Re: Shadow Warrior 3D Modelling Project
probably got lost in space, if not it is most likely a really high poly count.
Besides, we probably can't use it anyway since it is property of 3DR.
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02-03-2008, 04:16 PM | #394 |
Re: Shadow Warrior 3D Modelling Project
The SW models do seem to have a pretty high polycount.
See this example, or check the gallery ("Showcase") for more DN3D and SW (spread all over though).
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06-26-2008, 11:59 PM | #395 |
Re: Shadow Warrior 3D Modelling Project
What's wrong with a high polycount?
I think it looks beautiful.
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07-02-2008, 03:28 PM | #396 |
Re: Shadow Warrior 3D Modelling Project
They can be as high-polycount as the machine they were made on can handle. Those models were made by 3DR and were used as reference for the sprites (renders of them animated were probably used AS the sprites)
But in either case, what wound up in the game was s sprite or a voxel, so the polycount dosen't matter on the original model.
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09-13-2008, 01:01 AM | #397 |
Re: Shadow Warrior 3D Modelling Project
Hello I have made a 3d model for SW but i cant get it to work in game. I think that I need some kind of a compiler.When I run the game console is not showing any error. Please give me some tips. Thx
Here is my work. Please note that texture is still early stage. the model is 308 polys.Its game number is 5060. note2: I coudnt upload it in one pack so the md2 file is packed and seperatly uploaded form png and txt file.
Last edited by nicram_kl; 09-13-2008 at 01:08 AM.
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09-13-2008, 01:25 AM | #398 |
Re: Shadow Warrior 3D Modelling Project
Does SWP support MD3? I can't remember. . .
Anyway, you should make sure that you have the right frame name (case sensitive?). If I was on my own computer I would see what I can do about the defs but all I can suggest is to make sure the frame name is right.
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09-13-2008, 02:04 AM | #399 |
Re: Shadow Warrior 3D Modelling Project
I have thought of that and I've tried several frame names : frame0 (3dsmax name for first frame), frame1, idle and none of this works :/.
An yes Sw hrp supports md3 but I couldnt find any good exporter form 3ds max 2008 to md3 so I've used md2. |
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09-13-2008, 03:15 AM | #400 |
Re: Shadow Warrior 3D Modelling Project
Have you tried looking here? The Duke3D community project is more active and that is where there are a lot of tuts and tools for the HRP stuff.
use NPherno's .md3 Compiler to see what the frame name is (as well as removing frames if needed). you may be able to find an md3 exporter looking around at Quake sites also.
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