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What are you working on for Duke right now?  "Post about whatever Duke related stuff you're doing"

User is offline   Hendricks266 

  • Weaponized Autism

  #7960

The simpler, the better, which is why the pre-NPherno version of David's prop or something similar would be an ideal test case.
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User is offline   David B. 

#7961

View PostHendricks266, on 28 July 2017 - 11:16 AM, said:

The simpler, the better, which is why the pre-NPherno version of David's prop or something similar would be an ideal test case.
I have sent a PM to you : )

BTW, I have finally rebuild the normals on a lot of models and I'm reporting it's improving sucessfully the rendering on each one.
In fact I have never had a single right shadow cast on a model before, so drawing my attention to this trick is really good for me.

This post has been edited by David B.: 28 July 2017 - 11:39 AM

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User is offline   Hendricks266 

  • Weaponized Autism

  #7962

View PostDavid B., on 28 July 2017 - 11:38 AM, said:

I have sent a PM to you : )

BTW, I have finally rebuild the normals on a lot of models and I'm reporting it's improving sucessfully the rendering on each one.
In fact I have never had a single right shadow cast on a model before, so drawing my attention to this trick is really good for me.

I sent you an email.

BTW, hang on to the original versions of your MD3s, I bet they will look better with my fix (if I can figure it out) than NPherno throwing the original data away and inventing its own.
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User is offline   Tea Monster 

  • Polymancer

#7963

I heard from Mark first before reading this thread (been busy today). I've PM'd you a dropbox link to the test case model we discussed from HHR - NonPherno'd. Exported directly from Blender.

Pretty much everything in the mod has been fed through NPherno at the moment. There might be a few that haven't, but I can't recall which one, there are literally hundreds of the damn things.

This post has been edited by Tea Monster: 28 July 2017 - 11:51 AM

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User is offline   David B. 

#7964

Shortly, rebuild normals seems to be a primordial step (which I never did before) when converting a 3DS model to md3 :

Attached thumbnail(s)

  • Attached Image: example.jpg

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User is offline   Kyanos 

#7965

View PostTea Monster, on 28 July 2017 - 11:50 AM, said:

I heard from Mark first before reading this thread (been busy today). I've PM'd you a dropbox link to the test case model we discussed from HHR - NonPherno'd. Exported directly from Blender.

Pretty much everything in the mod has been fed through NPherno at the moment. There might be a few that haven't, but I can't recall which one, there are literally hundreds of the damn things.


Are you using the exporter from our latest conversation? The one with the inverted normal matrix.

I'd like to know once this gets set right if that fix was proper.

This post has been edited by Drek: 28 July 2017 - 11:58 AM

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User is offline   Tea Monster 

  • Polymancer

#7966

To be honest, Blender has been updated a few times and I've downloaded it a few times. It should be, but I can't promise.

Is it the one at the head of your exporter thread?

This post has been edited by Tea Monster: 28 July 2017 - 12:03 PM

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User is offline   David B. 

#7967

View PostDrek, on 28 July 2017 - 11:57 AM, said:

Are you using the exporter from our latest conversation? The one with the inverted normal matrix.

I'd like to know once this gets set right if that fix was proper.
I'm not using any plugin for 3ds max allowing to export md3 files. There are exported in 3DS format and imported into Nphernos compiler.
I had a look and find this on the web : 3ds Max Quake III MD3 Exporter Multi-Version Pack 2.3. but not using it yet.
Is it important to export md3 files earlier from the 3D sofware ?

This post has been edited by David B.: 28 July 2017 - 12:07 PM

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User is offline   Kyanos 

#7968

https://drive.google...E1DUmprN3M/view

I don't think I posted it there yet because I was still having issues with the normals on my end. Here it is, this is still in testing.
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User is offline   David B. 

#7969

View PostDrek, on 28 July 2017 - 12:09 PM, said:

https://drive.google...E1DUmprN3M/view

I don't think I posted it there yet because I was still having issues with the normals on my end. Here it is, this is still in testing.
Sorry for asking that but where to use it ?
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User is offline   Kyanos 

#7970

View PostDavid B., on 28 July 2017 - 12:07 PM, said:

I'm not using any plugin for 3ds max allowing to export md3 files. There are exported in 3DS format and imported into Nphernos compiler.
I had a look and find this on the web : 3ds Max Quake III MD3 Exporter Multi-Version Pack 2.3. but not using it yet.
Is it important to export md3 files earlier from the 3D sofware ?

I have no experience with 3dsmax, I was intending to ask TM with my post but your post got in between his and mine confusing the discussion, sorry.




Switch to Blender :thumbsup:
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User is offline   Tea Monster 

  • Polymancer

#7971

I'll check it out tomorrow as it's nearly 10 here. Thanks.

David B. - that's a Blender plugin exporter. It won't work with Max.

Converting using NPherno should work great for most stuff. I don't even know if MD3 even supports refined control of normals for the kind of stuff I posted earlier. But people have been making models that work in EDuke for years using that method.

I have a copy Max that I can test things with if you want to. Bear in mind that I'm kind of busy at the moment though.

This post has been edited by Tea Monster: 28 July 2017 - 12:19 PM

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User is offline   Kyanos 

#7972

View PostDavid B., on 28 July 2017 - 12:14 PM, said:

Sorry for asking that but where to use it ?

Your posts keep popping in while I'm typing lol.

That link is for blender, it's an exporter I sometimes work on.
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User is offline   Tea Monster 

  • Polymancer

#7973

Drek - The big problem I have is testing your exporter. The only thing I know that reads MD3's is EDuke, Misfit and NPherno. The latest version of Blender dosen't have a working importer.

This is part of the reason that I was arguing for a more popular model format.
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User is offline   Hendricks266 

  • Weaponized Autism

  #7974

NPherno itself is a great tool. It's just that according to that comment Plagman wrote, its Rebuild Normals function is bugged, and Polymer seems to depend on that buggy output for "compatibility".
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User is offline   David B. 

#7975

View PostTea Monster, on 28 July 2017 - 12:16 PM, said:

I'll check it out tomorrow as it's nearly 10 here. Thanks.

David B. - that's a Blender plugin exporter. It won't work with Max.

Converting using NPherno should work great for most stuff. I don't even know if MD3 even supports refined control of normals for the kind of stuff I posted earlier. But people have been making models that work in EDuke for years using that method.

I have a copy Max that I can test things with if you want to. Bear in mind that I'm kind of busy at the moment though.
dont worry I'll try it myself in the next days....
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User is offline   Kyanos 

#7976

View PostTea Monster, on 28 July 2017 - 12:24 PM, said:

Drek - The big problem I have is testing your exporter. The only thing I know that reads MD3's is EDuke, Misfit and NPherno. The latest version of Blender dosen't have a working importer.

This is part of the reason that I was arguing for a more popular model format.

There is an importer that works for 2.7+ not too old at all, are you only aware of the much older 2.49 importer.

https://wiki.blender...port-Export/MD3
* I think this is the one I use.
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User is offline   Tea Monster 

  • Polymancer

#7977

It imports, but there is a huge bug in the exporter. I think it's something like it won't name frames or something like that, I can't remember specifically, it's been a while.

It clashes with yours, which works, so I never really messed around with it.

Also, beware of Noesis - It's a great tool, but sometimes it flips the UVs vertically when converting.

This post has been edited by Tea Monster: 28 July 2017 - 02:13 PM

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User is offline   Mark 

#7978

Luckily the UV flip is just a 1 click fix in my modeling program. I'm sure it must be the same for others.

This post has been edited by Mark.: 28 July 2017 - 02:37 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #7979

Posted Image
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User is offline   CruX 

#7980

with this freezethrower replacement, Duke will command a new level of respect from his enemies. Why, they'll even have the courtesy to stay dead after he kills them!


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User is offline   Jolteon 

#7981

Testing out a new enemy for my next map... or should I say an unused enemy.

Attached Image: duke0229.png Attached Image: duke0230.png
Attached Image: duke0231.png Attached Image: duke0232.png

Sprites were made by Chip.
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User is offline   Tea Monster 

  • Polymancer

#7982

Posted Image
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User is offline   Merlijn 

#7983

WIP:

Attached Image: duke0013.png
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User is offline   Sanek 

#7984

Looks very familiar! Can't wait to test play it. :thumbsup:
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#7985

View PostTea Monster, on 07 August 2017 - 12:21 PM, said:

Posted Image


Oooh is that what I think it is?
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User is offline   OpenMaw 

  • Judge Mental

#7986

Yes, it's a giant erect schlong. Oshit, spoilers.

Posted Image
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User is offline   Merlijn 

#7987

View PostSanek, on 09 August 2017 - 12:26 PM, said:

Looks very familiar! Can't wait to test play it. :thumbsup:


Yeah, it's the sequel to Shaky Grounds! Currently at 1300 sectors so it's not done yet, but I'm getting there.
And your hints are as subtle as always, hehe :P
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User is offline   Sanek 

#7988

What do you think about such way to light the scene? I actually think it looks good...

This is remade, more cramped-up version of the base I made before.

Attached thumbnail(s)

  • Attached Image: duke0049.png
  • Attached Image: duke0050.png
  • Attached Image: duke0053.png

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User is offline   pmw 

#7989

Usually floor shouldn't be that dark...only ceiling. Otherwise looks good. And I like those different textures on vents.
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