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#41 |
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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#42 | |
Re: Duke Nukem 3D Modelling Project part 2
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#43 |
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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#44 |
Re: 0996 Pipe
Will someone do the easier models like: 691-693?
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#45 | |
Re: 0996 Pipe
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#46 | |
Re: 0996 Pipe
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#47 |
Re: 0692
Here is a WIP, I am using Blender materials, not a skin yet.
92 poly's
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#48 |
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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#49 |
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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#50 |
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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#51 |
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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#52 |
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Re: 0692
blood is quite acceptable
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#53 |
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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#54 |
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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#55 |
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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#56 |
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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#57 |
Re: 0692
ehh, 64x64 is enough.
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#58 | |
Re: 0692
Quote:
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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#59 | |
Re: 0692
Quote:
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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#60 |
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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#61 |
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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#62 |
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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#63 |
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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#64 |
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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#65 |
Re: 0692, 0692
Piterplus your legmodel is not working ingame. The name of the frame is not correct.
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#66 | |
Re: 0692, 0692
Quote:
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. |
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#67 | |
Re: 0692, 0692
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defined as: FRAME1 in md3 : FRAME1 |
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#68 |
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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#69 |
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Re: 0692, 0692
That leg couldnt possibly sit that way.
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#70 | |
Re: 0692, 0692
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#71 | ||
Re: 0692, 0692
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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#72 |
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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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#73 |
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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#74 |
Guest
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Re: 0692, 0692
All great stuff in this continuition.
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#75 | |
Re: 0692, 0692
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#76 |
Re: little model
Based on cup model from SW hrp:
http://members.lycos.co.uk/piterplus...8_cofeemug.zip |
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#77 |
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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I have discovered a truly wonderful signature, but this margin is too narrow to hold it. |
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#78 | |
Re: little model
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#79 | |
Re: little model
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#80 |
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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