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#401 |
Re: Shadow Warrior 3D Modelling Project
yes i have seen that page and it helped a bit i other things.I have found topic where parkar explains to you my current problem about namig frames
![]() From what I understand it should be: 1)open MD3Compile.exe 2)press import objects-> 5060_axes.md2 3) selecting the marker so it is white(select frame) 4)typing frame name(idle) 5)export object -> 5060_axes.md3 6) internal name idle mark two things? please explain it to me I feel so stupid, sorry man. I've just recently started 3d modleing and i would like to contribute to the sw hrp. |
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#402 |
Re: Shadow Warrior 3D Modelling Project
ah. I am not on my computer. . .
There should be a text field on the bottom right hand corner of the screen that shows the frame name. There is where you rename it. The internal name is useless for our purposes IIRC. Once you name the frame and export it adjust your def files correctly and then it should work. After work (graveyard shift) I am going to be sleeping but after that I will look at the model in the compiler and in SW. (ie, if you can't figure it out, you will have to wait 12 hours or so).
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#403 |
Re: Shadow Warrior 3D Modelling Project
Ok got frame name(just had to made fullscreenmode and it was on the bottom so stupid of me
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#404 |
Re: Shadow Warrior 3D Modelling Project
yeah. it could be the scale.
Adjusting the scale is a pain in the ports. I have had a lot of problems when making models for Duke3D. It takes a lot of trial and error. I have a "test" map that I just drop the sprites I am replacing/working on and load up that map to see where it lines up etc. I think it turns out that the game expects really big models.
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#405 |
Re: Shadow Warrior 3D Modelling Project
I've tried different settings on scale but it doesnt work . Console shows every time an error that it cant load the skin file (texture).I've tried replacing the texture file with an only uvw map exported to png from 3ds max and nothing. This error appeared after I've converted md2 to md3 and named the frame but i think that it would be the same in md2 if the frame was named right in it.
Edit:Attached Code: (to props.def) // Axes (5060) by nicram_kl model "highres/sprites/props/5060_axes.md3" { scale 1.0 skin { pal 0 file "highres/sprites/props/5060_axes3.png" } frame { name "idle" tile 5060 } } Edit2: It appears that my model is in the game (i can destroy it) but the problem is with the skin I've tested it by doing random map in the editor (http://forums.3drealms.com/vb/showthread.php?t=32688) and adding my model. I will try to work on that problem.If you have any clue how to fix it please respond.
Last edited by nicram_kl; 09-14-2008 at 03:41 AM.
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#406 |
Re: Shadow Warrior 3D Modelling Project
make sure you have the file named correctly.
Can you zip up the whole package (md3, png, def) and I will see what I can do.
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#407 |
Re: Shadow Warrior 3D Modelling Project
Well I have no clue how to fix it .Have you tried something yet? I've posted new thread in duke3dhrp section maby some will know.
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#408 |
Re: Shadow Warrior 3D Modelling Project
I didn't see your edit until this morning. . . I will take a look this evening between paragraphs of Latin homework.
EDIT: I just thought of something: Do you have to have the file as a png? ie is there anything that you need the png file format for like transparency? If not, try using a jpeg instead. I will investigate further when I have (or make) time tonight.
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Last edited by Mr.Fibbles; 09-15-2008 at 11:30 AM.
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#409 |
Re: Shadow Warrior 3D Modelling Project
Ok I will try that.
Edit: Got it .Well i thought that it wont work since nearly all model in props.def have png txeture but it worked.i've changed se sale to 1.0 (it was gigant 120 ![]() Edit 2: My new project :the hud weapon sword
Last edited by nicram_kl; 09-15-2008 at 12:56 PM.
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#410 |
Re: Shadow Warrior 3D Modelling Project
and to think. . .I just got home and was about to look at it.
![]() I am not sure why the png wasn't working but unless there is transparency, there is no real need to use png. pngs are larger and if you can get away with jpeg, it is better to just use jpeg because it is less space and less RAM. Sword looks nice. it is good to see that someone is working on the SW HRP now. I wish I had time (and the real deep down desire/creativity) to help more but school has picked up again.
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#411 |
Re: Shadow Warrior 3D Modelling Project
I'm going to take a look at that model for you.
The sword looks great! Some things:
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#412 |
Re: Shadow Warrior 3D Modelling Project
Ah, yes. As Hendricks said: start the HUD weapons correctly. . . hands are their own model so when it comes time to do the other things it is easier. This would also save some space and RAM.
I guess you could make the hands separate and release those so someone could start the other HUD models as well.
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#413 |
Re: Shadow Warrior 3D Modelling Project
Well all these things are new to me and I learn as i go along so the only thig I can say is that I will try. I thought maby there is a way to copy duke's hands and add thouse neklessys things(is that how is it called?).
Also my axes model is oriented i 0,0,0 cordinates when was exported from max but is still is in the wall and not corretly directed.Do you think that it should be fixed with an maphacks(I don't know how to do a maphack) or should I change the positiopn in max and export it again(that will corrupt other places I think)? |
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#414 | |
Re: Shadow Warrior 3D Modelling Project
Thanks
Quote:
![]() Edit: Some progress: 1)got rid of the bad angle problem no need of maphacks afterall 2)skin is in ok stage Edit2: I think it is the final version check it out (I can give somebody a uvw map in jpg so you could do better skin but I think its ok)
Last edited by nicram_kl; 09-16-2008 at 08:27 AM.
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#415 |
Re: Shadow Warrior 3D Modelling Project
Code:
// Axes (5060) by nicram_kl model "highres/sprites/props/5060_axes.md3" { scale 1.0 skin { pal 0 file "highres/sprites/props/5060_axes3.png" } frame { name "idle" tile 5060 } } Good to see you got it fixed anyway. Also, it is better to use a PNG (with PNGOUT) but use your source drawing. (i.e. don't save your JPEG as a PNG)
Last edited by Hendricks266; 09-16-2008 at 04:53 PM.
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#416 |
Re: Shadow Warrior 3D Modelling Project
It do not look like a Katana/Japanese sword
![]() Like the ones here --> http://en.wikipedia.org/wiki/Japanese_sword
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#417 | ||
Re: Shadow Warrior 3D Modelling Project
Quote:
When I've changed the format to jpg it worked. Anyway thanks for the interest and help ![]() Quote:
Also it isn't the final version I will change it sometime.I think it will be something more in between .Right now I am working on the hands(so it will be separate models) then I plan to work on the weapons. Thank for interest and tips anyway.
Last edited by nicram_kl; 09-17-2008 at 01:55 AM.
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#418 |
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It's nice that someone is working on SW again
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#419 |
Re: Shadow Warrior 3D Modelling Project
Have you tested my model 5060 ?any critics comments?I'm just curious what you guys think
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#420 |
Re: Shadow Warrior 3D Modelling Project
I've discovered an error in my 5060 model (it has bad position it is too low) I will update that and some scale problems.
Some update on hands(weapons): http://www.youtube.com/watch?v=bt337njsauc (Is it ok to post movie with art from game? it if not please tell me and I will remove it I didin't have other idea how to show it to you) I know it isn't perfect but tell me what you think ![]()
Last edited by nicram_kl; 09-19-2008 at 10:54 AM.
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#421 |
Re: Shadow Warrior 3D Modelling Project
Not bad. A lot of stuff is done with the skin, so that looks pretty good even without a skin. Speaking of which, poly count?
It is OK to post video of the game. No one cares if you post tech demos of your work as modifications of SW (or Duke3D) or just your speed runs. This isn't like movies or anything ![]()
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#422 |
Re: Shadow Warrior 3D Modelling Project
shorter fingers on left hand please
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#423 |
Re: Shadow Warrior 3D Modelling Project
Both hands are the same.It is just bad angle/scale that makes it look to big.
I rote an PM to Joe3dr about my video(with art) question - not answered yet,but if you say that is ok then let it be for now ![]() The model polycout with the sword (it is in one project) is 3264. I am trying to make it look as good as possible then some optimising will be done and after that the skin and animation ![]() I think that end project will have someting like 1,7k polys at end. Btw how may polys duke hands have(of course duke has no hands nekless so it should be less ![]() |
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#424 |
Re: Shadow Warrior 3D Modelling Project
I wonder how the FOV will effect this model. . .
In Duke, we had issues with the Shotgun (among others) dealing with the perspective from the FOV and there was so much debate over how to fix it etc. I'm not sure what the poly count on the hands in Duke are but that doesn't sound too high. As long as it runs in the heat of battle without too much trouble on most machines it should be fine. I am not sure how much optimization ProAsm put in SWP but TerminX and the EDuke32 team have done a lot for optimization and such.
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#425 |
Re: Shadow Warrior 3D Modelling Project
Done some optimaliation and now model (2 hands and sword) polycount is 2390! so I think its okay. Here I've tried to do some new animation.
http://www.youtube.com/watch?v=_YgJbny8sxY
Last edited by nicram_kl; 09-20-2008 at 11:37 AM.
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#426 |
Re: Shadow Warrior 3D Modelling Project
Folding fingers into a fist is a really hard animation due to the art of bone weighting. . .You did a decent job there.
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#427 |
Re: Shadow Warrior 3D Modelling Project
Did some progress. Now working on the skin(I've got to do some tutorials though because I suck preety hard at texture making :/).
I've decided that the yang symbol will be a texture thing.Well maby someday will change that to some more poly's but for now it is on texture.
Last edited by nicram_kl; 09-24-2008 at 09:10 AM.
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#428 |
Re: Shadow Warrior 3D Modelling Project
Looks nice
![]() I think it needs to be darker though. For example the light grey parts should be as dark as the dark grey parts, and of course the dark grey even darker. Same goes for skin Keep it up!
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#429 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
If you don't lose your source, that could happen. |
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#430 |
Re: Shadow Warrior 3D Modelling Project
Hi,
Just a question: I have the software Blender, with scripts to export Phyton MD2/MD3 format, except for the MD2 format should be a text file with the name frames ect ... but I do not know it. And the MD3 format, then I can even export to import from blender (not annimation), but it does not work on Duke and Shadow Warrior. Where can I find a totorial on video? Because each time I am told to go here: Tell me if I badly translated from French into English But it does not work anymore. One of you can make a video with Blender and then put it on YouTube? Thanks
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Sorry for my translation French/Engilsh My mail box/msn contact: [email protected] |
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#431 |
Re: Shadow Warrior 3D Modelling Project
Hello I'm not sure if I understand you but if you want to edit names for frames try MD3Compile.exe its explained couple post above (I had that problem reacently)
About the blender thing have you read this ?: http://forums.3drealms.com/vb/showthread.php?t=16088 Sadly I haven't used blender so I can't help you. PS: If you guys are wondering whats happenig to me don't worry I haven't given up SW HRP it's just on hold because I am having some serious egzaminations and stuff on my university I expect to work again in a week or so. |
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#432 |
Re: Shadow Warrior 3D Modelling Project
*remembers that he has to learn French and German for graduate school*
You seem to be having a problem with def files and the names of frames. Is that correct? Using this MD3 compiler you should be able to see/change the name of the frames as well as delete any excess of frames. MD3 is the current format, IIRC. Try to avoid MD2 format as it is depreciated (old) and at least in EDuke32 it is no longer supported (I think TerminX wants to drop support for it and once he had the program output errors for all the MD2s in the HRP: he is funny like that ![]()
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#433 | |
Re: Shadow Warrior 3D Modelling Project
I modeled with the software Blender, and I too can not be exported md3 with frames.
What I want is that a person making models for Duke Nukem 3D and Shadow Warrior movie screen and shows us from A to Z how to make animated sprite. Quote:
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#434 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
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#435 |
Re: Shadow Warrior 3D Modelling Project
I use 3d Studio Max 2008 (plus some md2 export plugin/script).
To export models MD3 compiler(from md2 to md3 with frame name and position change). For textures Photoshop CS2(I make uwr maps in 3dsmax and export it to jpeg and colur them in Photoshop). I haven't done any animation into game yet but in time I will try so I don't know exactly how to do it. |
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#436 |
Re: Shadow Warrior 3D Modelling Project
Thank you for your Hendricks226 script, but I think I ever get there. We need to show me how, because I'm lost.
![]() There are so many things to do for a polygon in 3D Shadow Warrior.
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Sorry for my translation French/Engilsh My mail box/msn contact: [email protected] |
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#437 |
Re: Shadow Warrior 3D Modelling Project
YES! My first model!
dragonvase.PNG dragonvase.zip This is not the final version. For the UV texture I made a scren shoot, and I pasted faces incorrectly. So it's not good quality, but a first test. You can improve if you want, and add the fire. ![]()
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#438 |
Re: Shadow Warrior 3D Modelling Project
cool keep the good work
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#439 |
Re: Shadow Warrior 3D Modelling Project
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Sorry for my translation French/Engilsh My mail box/msn contact: [email protected]
Last edited by Blendercon; 11-17-2008 at 01:08 PM.
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#440 |
Re: Shadow Warrior 3D Modelling Project
Ha yes... nicram_kl... Can you give me a copy of the hands of Lo Wang with annimations if possible?
I want you to make them move. Put the 3DS format, or OBJ. But not the *.MAX format please. If you do not, it's not serious.
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