
Adding models to DukePlus
#1 Posted 17 June 2011 - 10:38 AM
Now I am in the process of adding even more models, because there is still a lot of stuff lacking. A good selection of trees, for example. I am simply going through various Duke TCs (both released an unreleased) and taking models that look useful.
However, I don't want to waste a lot of time and increase the size of DukePlus for stuff that no one will use. So what I want to know is, who out there would make maps for DukePlus that use these models? Also, for those who are interested, what models would you like to see added?
#2 Posted 17 June 2011 - 11:02 AM
Rocks and boulders would be good too.
A few styles of furniture modern and old. Mainly chairs and desks.
This post has been edited by Marked: 17 June 2011 - 11:04 AM
#3 Posted 17 June 2011 - 11:11 AM
Marked, on 17 June 2011 - 11:02 AM, said:
Rocks and boulders would be good too.
A few styles of furniture modern and old. Mainly chairs and desks.
I can do that. It's not a bad idea to have a mix of low and mid-poly models. The low poly ones can be spammed in the distance where they won't look too bad or bring down the frame rate much. What makes a model look cheesy is more often a low quality skin than the number of polygons, though.
#4 Posted 17 June 2011 - 12:02 PM
EDIT: By the way, I don't know if you ever downloaded my unfinished Ancient Rome TC. If you did, feel free to use any of the models from it. I'm pretty sure the download link in the old thread is still active
This post has been edited by Marked: 17 June 2011 - 12:09 PM
#5 Posted 17 June 2011 - 02:47 PM
https://edukeredaler...ukeredalert/RA/
Unsure though if most of the models would fit in, but there are a lot of normal nature type textures and a few rocks and trees in there.
This post has been edited by The Commander: 17 June 2011 - 02:49 PM
#6 Posted 17 June 2011 - 03:48 PM
The Commander, on 17 June 2011 - 02:47 PM, said:
https://edukeredaler...ukeredalert/RA/
Unsure though if most of the models would fit in, but there are a lot of normal nature type textures and a few rocks and trees in there.
Thanks, that's very helpful.
LOL, that second boulder is fucking HUGE at that scale, it's like a small mountain.
#7 Posted 17 June 2011 - 04:37 PM
DeeperThought, on 17 June 2011 - 03:48 PM, said:
LOL, that second boulder is fucking HUGE at that scale, it's like a small mountain.
It worked for what I was using it for, heh

Easy enough to scale down of course.
You think that one was big, look at the size of this one.

They look like deformed tits!
#9 Posted 17 June 2011 - 05:34 PM
This post has been edited by Norvak: 17 June 2011 - 05:38 PM
#10 Posted 17 June 2011 - 05:38 PM
#11 Posted 17 June 2011 - 07:11 PM
Marked, on 17 June 2011 - 05:38 PM, said:
That's cool, but there are thousands of possible textures and only a small number that can be assigned to the model. Which textures should be defined on the model?
#12 Posted 17 June 2011 - 09:57 PM
The sandbag would be a good model to pick as well, pretty much all these models are of a low poly as well.
#13 Posted 17 June 2011 - 10:15 PM
The Commander, on 17 June 2011 - 09:57 PM, said:
Yeah I have already added the sandbags and some other models from Dukearmy -- I'm assuming the sandbag model in your mod is the same one.
It's too bad that the mapster tile selector is all fucked up (with horrible flickering making it difficult to see) because I wanted to add some DP tile groups, but it seems pointless right now.
#14 Posted 18 June 2011 - 01:11 AM
DeeperThought, on 17 June 2011 - 10:15 PM, said:
Er, setting lazytileselector=0 in mapster32.cfg doesn't fix it for you?
#15 Posted 18 June 2011 - 04:26 AM
DeeperThought, on 17 June 2011 - 10:15 PM, said:
No mine came from a different game.
#16 Posted 18 June 2011 - 04:56 AM
DeeperThought, on 17 June 2011 - 07:11 PM, said:
Yes, thats one problem. My first thought is tile 0240 which I think is a good generic rock texture. But another problem is getting the texture size of the model to blend in with the wall texture surrounding it in the map. As you change the model size to fit, the texture size of the model also changes and will not match up with it's surroundings. I know in some cases you can re-adjust the wall texture to match the model but in some cases might not be feasible.In my earlier screenshot I had to adjust the skin of the model a few times to get it to match with the walls.
And in the case of tile 0240 or others that have a normal map, that would need to be added in.
This post has been edited by Marked: 18 June 2011 - 05:03 AM
#17 Posted 18 June 2011 - 08:48 AM
Helixhorned, on 18 June 2011 - 01:11 AM, said:
Oh, I was supposed to know that? If that fixes it, then shouldn't the cfg be that way by default? I know of others who have the same issue and this is the first I have heard of a solution.
EDIT: It is only a partial fix. The selector has visual lag and flickering every time the cursor is moved. But with lazytileselector=0, it settles down after a moment.
#18 Posted 18 June 2011 - 03:47 PM
-most of the models now have preview pics for the mapster tile selector (thanks to Mia Max!)
Here is what I added:
-various tree models (tiles 6232-6236, 6244-6246
-a fern 6237
-a hires fog sprite 6238
-scrap metal barrier 6239
-sandbag barrier 6240
-land mine 6241 (not coded yet)
-anti-aircraft gun 6242 (not coded yet)
-boulders 6247, 6248
-couches: 6249-6251
-beds: 6252-6254
-park bench 6255
-kitchen appliances 5286-5289
the models with preview pics are numbers 5240-5363
#19 Posted 20 June 2011 - 01:51 AM
DeeperThought, on 18 June 2011 - 08:48 AM, said:
EDIT: It is only a partial fix. The selector has visual lag and flickering every time the cursor is moved. But with lazytileselector=0, it settles down after a moment.
It was a long-standing bug discussed in the Mapster issues thread, and since the cfg variable fixed it for Forge, I assumed it did so for everyone else. What do you mean by "visual lag"?
#20 Posted 20 June 2011 - 10:24 AM
Helixhorned, on 20 June 2011 - 01:51 AM, said:
What I mean is that, even with lazytileselector=0, after moving the cursor to the new position, the cursor could still be seen in the old position. When scrolling down through the tiles, it would be a mess with overlapping tiles, like the new stuff was getting drawn but the old stuff was not being erased. However, this isn't happening with latest build, so I guess it is all fixed now.