07-31-2005, 11:12 AM | #81 |
Re: Shadow Warrior 3D Modelling Project
LOL! Evil ninja is very nice, thx man!
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08-23-2005, 09:54 AM | #82 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
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09-12-2005, 02:11 PM | #83 |
Re: Shadow Warrior 3D Modelling Project
So where can we download the current HRP for sw???
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09-12-2005, 04:22 PM | #84 |
Re: Shadow Warrior 3D Modelling Project
Some suggestions if anyone wants to model, either easy,used frequently or nice background detail.
*Pine tree #371 *Bottle #507 *Padlock #5043 *Dustbin #2540 *Lampions #2700-2705 *Table #2737 *Potted plants #3577-3580
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09-18-2005, 04:53 PM | #85 |
Re: Shadow Warrior 3D Modelling Project
An extra stimulance to get things going here: FREE game/merchandise ~$10-15 from the 3DR shop for the best new model posted posted from now on. Contest ends October 31, 2005.
Judges will be me and (if he wants and doesn't want to enter himself) Parkar.
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09-18-2005, 04:56 PM | #86 |
Re: Shadow Warrior 3D Modelling Project
Hopefully we might get a competition with Zilpurri , Roma Loom and Parkar amongst others.
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09-18-2005, 05:01 PM | #87 |
Re: Shadow Warrior 3D Modelling Project
Hmm, yeah.. well...I don't want to keep people like that from doing stuff for Duke3D, that's not my intention.
I think it would best for someone else to do a similiar contest for Duke3D as well.
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09-18-2005, 05:22 PM | #88 |
Re: Shadow Warrior 3D Modelling Project
Mmmm... since "MD3 Skin_Per_Surface" is supported in the next engine's version - it's now possible to make the thing I wanted to make long time ago for SW - teH ultimate nukkelar rocket launcher.
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09-20-2005, 01:47 PM | #89 |
Re: Shadow Warrior 3D Modelling Project
HeyHeyHey!!!
New models: - Dustbin V1.0 - Padlock V1.0 And updates: - Rabbit V1.2 - Suitcase V1.1 I'm currently workin on blades, spears and spikes (sprites 261,269,280,295,360,361,362,373,378,390,410,421,42 9,439,440,482) and gaz tank. I'm currently unable to make md3 files because I can't rename frames (idle, action1 ...). If someone know a free soft which can rename md3 frames (or if someone know how to create it ) I'll convert all md2 in md3. |
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09-20-2005, 02:13 PM | #90 |
Re: Shadow Warrior 3D Modelling Project
great. the suitcases new textures look tons better. new padlock looks neat too... will try them all out now
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09-20-2005, 04:19 PM | #91 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
Just "import" any model (md2, md3, 3ds) with it and give the names to the frames and then "export" as MD3... [Edit] Be warned though.. converting md2 to md3 makes nearly no sense. md2 originally is distorted and if it's animated it has "jelly" effect in 99.9% of cases - you'd better find a way to export your original model to 3ds (loseless) format and put it then into MD3Compiler. Really... since there's "MD3 Skin Per Surface" support in the next version we should forget about MD2 once and forever.
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09-20-2005, 04:32 PM | #92 |
Re: Shadow Warrior 3D Modelling Project
Excellent!
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09-20-2005, 06:30 PM | #93 |
Re: Shadow Warrior 3D Modelling Project
Thanks you very much Roma Loom, I'll post all my model tomorow (I think I'll post new models too (I've only to finish textures) -just a little screenshot for the moment.
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09-20-2005, 07:30 PM | #94 |
Re: Shadow Warrior 3D Modelling Project
You've done some great models Papou008 - is there any chance of completing the sprites for the evil ninja being sliced - the model is great but these frames have always been missing.
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09-21-2005, 08:53 PM | #95 |
Re: Shadow Warrior 3D Modelling Project
First, I've updated models in md3.
You can find it here: - Dustbin V1.0 - Suitcase V1.1 - Padlock V1.0 - Rabbit V1.2 Next, new models: - Gaz tank V1.0 I'll try to work again on the evil ninja, I should remake all the animation and it's long but the slice animation will be made in an other file so I'll work on this first. |
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09-22-2005, 10:46 AM | #96 |
Models
I tried your models and i have to say they look really cool but there is a problem with the dustbin model.
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09-22-2005, 03:51 PM | #97 |
Re: Models
The problem don't come form my model but, the black thing is the shadow of the model.
You can remove it in the options/shadows. We can see that the shadow is the same on the 2d sprite. |
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09-29-2005, 10:10 AM | #98 |
Re: Models
Anyone for anymore?
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10-04-2005, 03:20 PM | #99 |
Re: Models
I've modeled somes little objects for shadow warrior, but I need too to create textures.
When I'll have the time I'll upload it. If someone want to make textures I'll send you the model. You can see my work on the screenshot. |
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10-04-2005, 05:16 PM | #100 |
Re: Models
That looks promising. Your work is very much apreciated.
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10-04-2005, 08:29 PM | #101 |
Re: Models
once textured, they'll look great !! nice one.
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10-04-2005, 08:34 PM | #102 |
Re: Models
those are great! especially the spear with blood on it
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10-05-2005, 06:09 AM | #103 |
Re: Models
Cool, great that someone is actualy doing some modelling for SW. My brother is way to lazy, don't know how long he has been working on that training doll now.
A suggestion though. Even though it seems like a waste to do the smoothing groups. If we ever get dynamic lightning even if it is just on the models it will look much better if the models have good smoothing groups. You do use md3 right? If anyone wonders why I am posting in these threads but not doing any stuff my self. I just want to finish Duke first or at least almost finish it (we are about 50-60 % done). Since I realy like the artistic style of SW I am itching to start doing textures and models. |
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10-05-2005, 01:08 PM | #104 | |
Re: Models
Quote:
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10-05-2005, 10:50 PM | #105 |
Re: Models
Me three! Thanks a bunch!
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10-06-2005, 07:15 PM | #107 |
Re: Models
Quatro!
WAit i already posted POR-QUE!!!
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10-09-2005, 04:53 PM | #108 |
Re: Models
Anyone using v1.2 Rabbit ? Mine runs around sideways ??
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10-09-2005, 04:54 PM | #109 |
Re: Models
Didnt throw it on yet.
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10-09-2005, 05:16 PM | #110 |
Re: Models
I think Papou made a small mistake, corrected it and re-uploaded the file. I grabbed it again and re-installed it and now Rabbit moves fine. I'll see if Proasm wants t update yet or not. I have a whole bunch of new maps too
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10-09-2005, 05:34 PM | #111 |
Re: Models
Sweetness !
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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10-10-2005, 05:51 AM | #112 | |
Re: Models
Quote:
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10-12-2005, 03:50 PM | #113 |
Re: Models indeed
I was looking for something in SW ARTs and suddenly saw "TeH NukE" and decided to make a model using sprite and voxel as a reference... at first I wanted to create some metallic cage/box for the nuke but looking at the original makes me think of a wooden one... anyway - here's the mesh covered with basic materials - not even UV-Mapped yet:
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10-12-2005, 06:17 PM | #114 |
Re: Models indeed
So far so good. Looks promising.
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I made the first post on the VB! "So I guess the news here is that not only is Australia the last to get anything new in regard to videogames, they're also the first to get them taken away." - LeadBullet "We're part-time internet superheros." - Hudson |
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10-12-2005, 08:57 PM | #115 |
Re: Models indeed
I like nuclear weapons!
I think the case has a black grip in the original. It's like one of those comfortable pads that handles have in the center. I think the tip of the nuke sticks out a little further, too. Still, it looks good. I never really paid much attention to the voxel, but yours looks closer than I imagined. |
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10-13-2005, 01:10 AM | #116 |
Re: Models indeed
"It is good day to die"
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10-22-2005, 02:57 PM | #117 | |
Re: Shadow Warrior 3D Modelling Project
Quote:
I didn't found the time yet. |
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10-31-2005, 09:32 PM | #118 |
The Nuke release
ok. here is teH Nuke. Had no nearly time to bother with making good skin - just decided to put it as it is - otherwise it would be laying in the dust 4ever.
Download Nuke
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11-01-2005, 04:24 AM | #119 |
Re: The Nuke release
looks fantastic
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11-01-2005, 09:07 AM | #120 |
Re: The Nuke release
The text file seemed to be in a totally diff format to usual, so i first tried it as it was. The new model didn't show ingame (voxels was off). I had swapped the jpgs already at this point.
So i tried to alter it into the normal format thats been used so far, and it still didn't work ingame. So i must have got something wrong somewhere. Heres what i used. Theres a sprites.def that calls pickups.def. And in pickups.def i added... definemodel "highres/sprites/pickups/nuke.md3" 1 0 definemodelskin 0 "highres/sprites/pickups/nuke.jpg" definemodelframe "idle" 1809 1809 Any ideas anyone ? 1 other thing i changed was the nuke.jpg (i deleted it and placed the higher res one there with the name nuke.jpg) I think my above text is correct, so maybe its the model requiring the lower res texture you supplied ? thanks.
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