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#1 |
Guest
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ROTT models (wip)
Seeing that cluttering up the glrott thread is kinda useless, I decided just to create a thread where I'll post my models.
Anyway, heres the first one. See if you people can guess wich one this is [img]images/icons/wink.gif[/img] http://members.lycos.co.uk/frmsting/renrttrfl.jpg Feel free to post any suggestion or crit on the models, cause thats what the thread is for. And most of it is guess work, seeing that theres only a 93x24 side view of the weapon |
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#2 |
Re: ROTT models (wip)
Look pretty good [img]images/icons/wink.gif[/img] .
I will send you the specs for the models when I write the model engine. So far nice work. |
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#3 |
Re: ROTT models (wip)
Hey Stinger, that looks good. I haven't played ROTT in years, but that instantly brought back memories [img]images/icons/grin.gif[/img]
Maybe if the guys at Apogee/3DR have any concept art from back then lying around, they might be able to help you out with pictures of weapons, characters and the like. I'm trying to find my shareware copy of ROTT right now, so I can install it. (edit) The DN3D CD has it [img]graemlins/doh.gif[/img] [img]graemlins/love.gif[/img]
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ill just have the Anus please - Marty |
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#4 |
Re: ROTT models (wip)
Nice model! That would be the weapon (I can't remember the name of it!!!) that creates the large (and deadly to yourself if yer not careful) PLUS shaped explosion... anyhow, nice work.
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"My general feeling is that computers are doing more harm than good." - Jay Miner ("father" of the Amiga) |
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#5 |
Guest
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Re: ROTT models (wip)
Heres a shot of the heatsekker rocket launcher with rocket.
http://members.chello.nl/~a.vd.sluis...kerprocket.jpg http://members.chello.nl/~a.vd.sluis/renrttrfl.jpg and the 1st pic if it doesnt load for anyone (i uploaded it to my isp webspace) little note: I'll add most of the detail to the skins. Because I'll save some polys that way. I could allways up it or decrease it if needed. [img]images/icons/smile.gif[/img] |
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#6 |
Re: ROTT models (wip)
Remember the skins must be 24 or 32 bit TGA textures. [img]images/icons/wink.gif[/img]
How many polys are the models? I will see if I can accomdate if they are to high. |
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#7 |
Guest
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Re: ROTT models (wip)
heatseeker : 525
rocket: 256 firebomb: 950 I think I need to decrease the polys on the firebobm ^_^; |
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#8 |
Re: ROTT models (wip)
Nice job Stinger
What program did you use to make those models?
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RIP: 3D REALMS 1987 - 2009, you're still dead to me |
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#9 |
Re: ROTT models (wip)
I havent wrote the engine yet, but off hand I would ask you to keep the polys under 1000.
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#10 | ||
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Re: ROTT models (wip)
Quote:
Quote:
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#11 |
Re: ROTT models (wip)
For the player models, I would keep it under 50,000, but I dont know yet.
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#12 | |
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Re: ROTT models (wip)
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How about something like 1,500-2,000 ? That would work out better imo. [img]images/icons/smile.gif[/img] |
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#13 |
Guest
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Re: ROTT models (wip)
here's the heatseeker with skin [img]images/icons/smile.gif[/img]
http://members.chello.nl/~a.vd.sluis/heatseekskin.jpg |
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#14 |
Re: ROTT models (wip)
holy ASS stinger... i'm shitting my pants already... i can't wait for all of this to come to something... mmmmm.... ROTT brings back SO many good memories... oh, thnx again Joe and 3dr for releasing this code.
~swingball~ |
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#15 |
Re: ROTT models (wip)
All I have to say is....damn thats good [img]images/icons/smile.gif[/img] .
I have got some of the Gl Rendering stuff in. I am now working on a level decoder(.RTS). If you want, I can make a "Test release" with the MD2 rendering code(that I still have to write [img]images/icons/mad.gif[/img] ), so you can test how your models will look.... |
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#16 |
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Re: ROTT models (wip)
Wow..... Those are really nice models Stinger... They are so true to their sprites. I really need to learn how to model. [img]images/icons/smile.gif[/img]
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#17 |
Re: ROTT models (wip)
Since I am using the Quake 2 engine Model code, another restriction is that you have to keep your vertexes under 2048.
EDIT: Sorry about that, typo. [ 12-22-2002, 12:33 PM: Message edited by: IceColdDuke ] |
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#18 |
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Re: ROTT models (wip)
I would LOVE to help out if i knew how to model [img]images/icons/frown.gif[/img]
I'de love to learn but even though i have 3dstudio max at my place (5 i think?) i have no supplementary material to learn by and i cant afford the books in stores for it. :/ - Logic BomB |
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#19 | |
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Re: ROTT models (wip)
Well thanks for the comments you all [img]images/icons/smile.gif[/img]
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#20 | |
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Re: ROTT models (wip)
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I dont expect to make much with it but hey, got to learn somewhere. - Logic BomB |
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#21 |
Re: ROTT models (wip)
What format is the maps going to be made in? i can start to design some for you....
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#22 | |
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Re: ROTT models (wip)
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Caue 1 there are already maps in the game 2 it's not meant to be stand alone or a complete new game and 3 if you want to make maps for rott then you could always download one of the level editors on the 3d realms download page http://www.3drealms.com/downloads.html [img]images/icons/smile.gif[/img] |
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#23 |
Re: ROTT models (wip)
What about the player models? Arent they going to be remade?
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#24 |
Re: ROTT models (wip)
Just wanna know for sure.... This is gonna be a remake of ROTT right? Everything but maps is going to be remade right?
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#25 |
Guest
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Re: ROTT models (wip)
yeah, but thats only for the visual effect and I'm sure you can choose to turn them on or off. As for the maps, why would you want to remake them?
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#26 | |
Re: ROTT models (wip)
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I know also, that people dont have Geforce cards, so I will try to take that into consideration when I right the engine. [img]images/icons/smile.gif[/img] . I am working on the MD2 code now. |
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#28 |
Re: ROTT models (wip)
remember to press " Enter 2advanced" and try to navigate a little around his site....
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#29 |
Re: ROTT models (wip)
btw, IceColdDuke, i can get him to make a website if you want to....
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#30 | |
Re: ROTT models (wip)
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As far as the menu stuff goes, I will look at it in a bit.... |
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#31 |
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Re: ROTT models (wip)
Adding more angles to the walls would be... awkward, it wouldn't be true to ROTT, if anything, it should just be an option.
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#32 |
Re: ROTT models (wip)
I am going to add TGA texture support, so people can re-texture the game =).
And the next thing people are going to ask is about bumpmapping....if I can going to add it, it would be WAY later. |
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#33 |
Guest
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Re: ROTT models (wip)
Are the textures being re-done at all or are levels going to be exatcly the same?
- Logic BomB |
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#34 |
Re: ROTT models (wip)
someone please make the engine suport more angles on the walls that would make my day [img]images/icons/smile.gif[/img] or room over room would be sweet
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#35 |
Re: ROTT models (wip)
Nice, very nice.
I picked the right time to start re-playing ROTT. Keep up the good work. |
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#36 |
Guest
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Re: ROTT models (wip)
Deathtrap anyone? [img]images/icons/grin.gif[/img]
http://members.chello.nl/~a.vd.sluis/ublade_render.jpg maybe i added too much blood.... well it's a whole lot less than what I had before [img]images/icons/grin.gif[/img] |
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#37 |
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Re: ROTT models (wip)
What I want to know is: will all this pretty stuff work with the demo too?
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#38 |
Guest
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Re: ROTT models (wip)
probobly, I guess well have a model pack for the shareware and the full version
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#39 |
Guest
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Re: ROTT models (wip)
Ive been working on some the meshes lately to, though i dont have the .wad file yet. Stupid run time errors.
http://home.earthlink.net/~insmdos//shroom.jpg |
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#40 | |
Guest
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Re: ROTT models (wip)
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I made that one on sunday i think x_X Just a few things, it needs the half a sphere on the top and the mushroom needs to be a bit fatter [img]images/icons/smile.gif[/img] See the power up is more like a pill shape. It really helps if you have the tiles/sprites extracted from the wad. If you get a runtime 200 error, then download this: http://www.cpukiller.com/products/cpukiller/ It's called cpu killer, it doesnt kill your cpu like the name says, but it just slows down your computer so you will be abled to run the install of ROTT without the 200 error [img]images/icons/smile.gif[/img] You should set it to around 66-200mhz will do i think |
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models, rott |
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