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Old 01-19-2006, 05:34 PM   #41
L2theKING

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Re: Duke Nukem 3D Modelling Project part 2
Nice work on the broken Switch Piterplus!!!

I like the pipe too but I'm not sure that the way it brake up looks real!!! I think you could do a little better!
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Old 01-20-2006, 04:26 AM   #42
Piterplus

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Re: Duke Nukem 3D Modelling Project part 2
Quote:
L2theKING said:
Nice work on the broken Switch Piterplus!!!

I like the pipe too but I'm not sure that the way it brake up looks real!!! I think you could do a little better!
I'm not completely satisfied with it too. It looks ok after shooting with rpg, but not with pistol. Maybe I have to find some "balaced" broken state, later.
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Old 01-21-2006, 10:15 AM   #43
Cipher

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Re: 0996 Pipe
The second pipe in the series is here. Expect final one shortly.

http://www.geocities.com/cipherx12/0996_pipe.zip
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Old 01-21-2006, 03:50 PM   #44
Luigi
Re: 0996 Pipe
Will someone do the easier models like: 691-693?
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Old 01-21-2006, 04:08 PM   #45
Mr.Fibbles

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Re: 0996 Pipe
Quote:
Luigi said:
Will someone do the easier models like: 691-693?
According to KilldTon's list 691 is done. I geuss since i dont have much else to do right now, ill make a .blend file with a skin maybe and then someone else can export and or optimise. I geuss a 128^2 skin would be sufficiant for these small models.
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Old 01-21-2006, 06:20 PM   #46
AlgorithMan

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Re: 0996 Pipe
Quote:
Cipher said:
The second pipe in the series is here. Expect final one shortly.

http://www.geocities.com/cipherx12/0996_pipe.zip
http://www.AlgorithMan.de/Duke3D/hrps/0996_pipe.hrp
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Old 01-22-2006, 12:30 PM   #47
Mr.Fibbles

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Re: 0692
Here is a WIP, I am using Blender materials, not a skin yet.
92 poly's
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Old 01-22-2006, 12:46 PM   #48
zilppuri
Re: 0692
I think 92 polygons is bit much for that model. Especially if the handle stays blackish.

What did the original look like?
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Old 01-22-2006, 12:50 PM   #49
Mr.Fibbles

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Re: 0692
I am using the original sprite as a background for my model, I will make the handle flat and hopefully I can use the skin to make it more round.
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Old 01-22-2006, 02:04 PM   #50
Mr.Fibbles

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Re: 0692
It is down to 64 poly's and i have a skin. I am not very confident in makein blood so I'll give it a try but I mey end up sending out the psd so someone who is good at blood can do that for me.
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Old 01-22-2006, 09:42 PM   #51
Mr.Fibbles

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Re: 0692
Newest screen, below is zip with *.blend file, skin in *.jpg, and *.psd of skin if anyone can do better blood or skin. in the *.psd is the UV map. here
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Old 01-23-2006, 03:05 AM   #52
Hellbound
 

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Re: 0692
blood is quite acceptable
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Old 01-23-2006, 04:13 AM   #53
DavoX

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Re: 0692
Oh, the O.J. knife , i thought it was the Mission impossible one, i was already arguing about the blood, now i think it looks cool
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Old 01-23-2006, 07:29 AM   #54
AlgorithMan

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Re: 0692
http://www.cnn.com/US/OJ/evidence/knife/

this is how the original OJ knife look (personally I don't give a damn, if it looks like the real-world-one but someone else might...)
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Old 01-23-2006, 09:44 AM   #55
Piterplus

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Re: 0692
Put the flat plane under the knife and fill it with blood drops - that way this model will be complete.
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Old 01-23-2006, 02:45 PM   #56
cage

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Re: 0692
My try at the skin, but untested with the model because I don't have blender.

Btw. I think 256x256 is enough for this skin, but here's the 512x512 version
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Old 01-23-2006, 02:55 PM   #57
Parkar

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Re: 0692
ehh, 64x64 is enough.
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Old 01-23-2006, 04:19 PM   #58
Mr.Fibbles

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Re: 0692
Quote:
cage said:
My try at the skin, but untested with the model because I don't have blender.

Btw. I think 256x256 is enough for this skin, but here's the 512x512 version
I agree with Parkar, smalle skin, i used 128*128 originally, but i think i never shrunk the skin when i posted it. I can fix that.
Here is a render of that skin cage. I like it, lookos better than I could. I havent had much luck with md3 export, I'll look for one and give it a try. I'll come back with a link to zip with md3 and 64*64 skin
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Old 01-23-2006, 04:38 PM   #59
Mr.Fibbles

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Re: 0692
Quote:
Piterplus said:
Put the flat plane under the knife and fill it with blood drops - that way this model will be complete.
693 has blood on the ground around it, 692 is pretty clean around it. I am going for the closest I can to the original.
I plan on doing 693 also next, as for now, I cannot/ dont feel like messing with md3 exporting from blender (2.37) thus here is the zip with blender file and skin at 128 (including psd at 512). here
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Old 01-23-2006, 05:15 PM   #60
Mr.Fibbles

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Re: 0693
Here is a screen and link, screen is what I have of 693 in blender, imagine the white as transparent. not sure if it works. Link is to zip with blend, psd and png of 693. here
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Old 01-24-2006, 04:58 PM   #61
Mr.Fibbles

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Re: 0692, 0692
I cannot test these because I have not been able to get Duke to work with HRP for some time on linux so I don't knwo if they work or not. It turns out I had a md3exporter(plagman's) so I exported both and they can be found below. Included are the *.blend files just in case they didn't work and you can try exporting them yourself.
692
693
I also did not make a *.def file so can someone post what it should look like.
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Old 01-25-2006, 02:51 PM   #62
Piterplus

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Re: 0692, 0692
http://members.lycos.co.uk/piterplus...d/0774_leg.zip

About those knives (692&693) - I cannot make them to appear ingame. I converted all quads to triangles, exported md3 model without abundant frames , maked all definitions and still models is invisible.
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Old 01-25-2006, 03:33 PM   #63
Tea Monster

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Re: 0692, 0692
check your frame names first. Usually it is "FRAME1"

Go into the UV Map window and check that the normals are outside. I've had some problems with that and I think that's what was wrong with the original Reflektor model.

If all else fails, go into the Edit window and flip all the normals. If it still looks good in the UVMap window, export it and see if it appears.
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Old 01-25-2006, 03:53 PM   #64
Mr.Fibbles

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Re: 0692, 0692
I am pretty sure the normals are all facing the right way. While editing I make sure that normals are facing the right way when I UV Map. I don't know what the frames are called. I know there is a md3 viewer aroudn here somewhere where you can see what the frames are called.
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Old 01-25-2006, 04:08 PM   #65
Luigi
Re: 0692, 0692
Piterplus your legmodel is not working ingame. The name of the frame is not correct.
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Old 01-25-2006, 04:29 PM   #66
Piterplus

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Re: 0692, 0692
Quote:
Luigi said:
Piterplus your legmodel is not working ingame. The name of the frame is not correct.
Frame name should be "FRAME1" (since it is default frame name in blender). It works in my instalation.
Tell me what is written in game log about frame name?

Tea Monster I checked everything. Frame name is correct. Normals is lloking the right way. I tried to replace knife model with any other model (which I know for sure is working ingame) and got the same result - it disappeared and instead of model I see old sprite. After that I did opposite thing - replaced other model with knife - and it shows ingame!
Also I tried to scale differently, from 3 to 30 - same result. Here in attachment my files I tried to install.
Maybe I did some silly mistake while installed them, who knows.
Attached Files
File Type: zip 1028636-0692-0693_knives.zip (38.7 KB, 58 views)
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Old 01-25-2006, 04:33 PM   #67
Parkar

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Re: 0692, 0692
Quote:
Luigi said:
Piterplus your legmodel is not working ingame. The name of the frame is not correct.
How is this not correct?

defined as: FRAME1

in md3 : FRAME1
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File Type: png 1028638-leg.png (78.2 KB, 80 views)
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Old 01-25-2006, 05:38 PM   #68
AlgorithMan

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Re: 0692, 0692
works for me too
might be an issue with the

tile 0774

this could me misinterpreted as octal number so it should be

tile 774

this caused many errors back then, when the JFduke parser got an integer parser which could read normal integers, octals (numbers with a leading zero) and hexadecimals (starting with "0x")
all the def files had to be changed, because this messed up many texture associations

still it works with "tile 0774" for me either...
or have you secretly changed the defcode before I downloaded it, piterplus?

well, anyways:
http://www.AlgorithMan.de/Duke3D/hrps/0774_leg.hrp
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Old 01-25-2006, 05:44 PM   #69
GodBlitZor
 

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Re: 0692, 0692
That leg couldnt possibly sit that way.
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Old 01-25-2006, 06:05 PM   #70
Piterplus

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Re: 0692, 0692
Quote:
GodBlitZor said:
That leg couldnt possibly sit that way.
Of course it can - it is glued to the plate with loctaite
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Old 01-25-2006, 08:15 PM   #71
AlgorithMan

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Re: 0692, 0692
Quote:
Piterplus said:
Quote:
GodBlitZor said:
That leg couldnt possibly sit that way.
Of course it can - it is glued to the plate with loctaite
damn, why did you point that out, GodBlitZor? now I will always remember this "mistake" when I see it
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Old 01-25-2006, 08:24 PM   #72
GodBlitZor
 

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Re: 0692, 0692
Well. It was probably done like that in game so you could know what it is. But now, with 3D Models, it should be more realistic...and on its side.
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Old 01-26-2006, 03:57 AM   #73
Luigi
Re: 0692, 0692
I got it working and it looks great! Can't wait to see the head on the plate.
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Old 01-26-2006, 09:11 AM   #74
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Re: 0692, 0692
All great stuff in this continuition.
 
Old 01-26-2006, 03:07 PM   #75
kaotic_oz

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Re: 0692, 0692
Quote:
Luigi said:
I got it working and it looks great! Can't wait to see the head on the plate.
so long as it isnt your own though... right?

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Old 01-27-2006, 02:28 AM   #76
Piterplus

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Re: little model
Based on cup model from SW hrp:
http://members.lycos.co.uk/piterplus...8_cofeemug.zip
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Old 01-27-2006, 07:53 AM   #77
AlgorithMan

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Re: little model
here is the cofeemug as .hrp:
http://www.AlgorithMan.de/Duke3D/hrps/4438_cofeemug.hrp

the status of my installer is:
it is able to merge textures, tints and skyboxes now...
voxels will be next, then models (these two will be much work...) and then I will release the next beta PLUS a converter that will convert depricated def code in your def files to new def format...

about the title of the program: best suggestions yet are "ultradef" and "quickdef" - any more suggestions?
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Old 01-27-2006, 09:08 AM   #78
Parkar

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Re: little model
Quote:
AlgorithMan said:
here is the cofeemug as .hrp:
http://www.AlgorithMan.de/Duke3D/hrps/4438_cofeemug.hrp

the status of my installer is:
it is able to merge textures, tints and skyboxes now...
voxels will be next, then models (these two will be much work...) and then I will release the next beta PLUS a converter that will convert depricated def code in your def files to new def format...

about the title of the program: best suggestions yet are "ultradef" and "quickdef" - any more suggestions?
Installem is the best one so far.
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Old 01-27-2006, 04:50 PM   #79
Killd a ton

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Re: little model
Quote:
AlgorithMan said:
here is the cofeemug as .hrp:
http://www.AlgorithMan.de/Duke3D/hrps/4438_cofeemug.hrp

the status of my installer is:
it is able to merge textures, tints and skyboxes now...
voxels will be next, then models (these two will be much work...) and then I will release the next beta PLUS a converter that will convert depricated def code in your def files to new def format...

about the title of the program: best suggestions yet are "ultradef" and "quickdef" - any more suggestions?
Sounds promesing, convertin def version could realy be a time saver.
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Old 01-27-2006, 05:11 PM   #80
Luigi
Re: little model
I was browsing the old 3d modelling thread and i found a few models which was being worked on.
Soul Collector worked on the robot mouse model what happened to that? Also some made models of the embrion in a jar and the hand on the plate sprite(they only need skins i have them on my comp if someone needs them).
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