What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3361 Posted 25 March 2012 - 11:18 AM
But, if as Hank says, there is an importer for Softimage, then nothing else is needed!
#3362 Posted 25 March 2012 - 12:33 PM
#3364 Posted 25 March 2012 - 01:03 PM
Diaz, on 25 March 2012 - 11:18 AM, said:
But, if as Hank says, there is an importer for Softimage, then nothing else is needed!
You don't need my word for it
http://www.moddb.com...ge-rs/downloads
The trick is the ActorX for XMI. As I said it's ancient stuff and it is a steep learning curve (for me) to get Unreal Models out of the game.
[added, I just looked at the model and forgot to read ]
Also, since you have 3D Max (I do not)
http://udn.epicgames...Two/ActorX.html you might be able to tinker from Unreal straight to Max.
This post has been edited by Hank: 25 March 2012 - 01:26 PM
#3365 Posted 25 March 2012 - 01:14 PM
Trooper Tom, on 25 March 2012 - 12:33 PM, said:
Because Duke wears no gloves?
#3366 Posted 25 March 2012 - 01:29 PM
Maybe I could get newer Skaarj models into the game instead of the old Unreal 1 one, but I'm not sure it will work... since other models in the TC are low poly...
#3367 Posted 25 March 2012 - 02:24 PM
Diaz, on 25 March 2012 - 01:29 PM, said:
Maybe I could get newer Skaarj models into the game instead of the old Unreal 1 one, but I'm not sure it will work... since other models in the TC are low poly...
Didn't UE1 allow you to get OBJ files? (It's been a loooong time since I've used it)
#3368 Posted 25 March 2012 - 02:33 PM
But if Mblackwell is right, and you can use .obj to convert ehmm no contest, any program can handle it.
#3369 Posted 25 March 2012 - 03:26 PM
Trooper Tom, on 25 March 2012 - 12:33 PM, said:
Because the game isn't magic and the code for using the player's pal is specific to the mighty boot. We don't want this to happen because the 8-bit art uses blue colors for blending and we don't want stray pixels of different colors. Besides, it would cause more unintended consequences than intended results.
#3370 Posted 25 March 2012 - 03:32 PM
Think of it from a 8-bit perspective: if you want to display a different color for the hands, you would need to have different tiles for the gloves.
#3371 Posted 25 March 2012 - 03:34 PM
Trooper Tom, on 25 March 2012 - 12:33 PM, said:
Good thing Duke has those gloves. Slide bite is a bitch.
#3372 Posted 25 March 2012 - 04:28 PM
Fox, on 25 March 2012 - 03:32 PM, said:
Think of it from a 8-bit perspective: if you want to display a different color for the hands, you would need to have different tiles for the gloves.
This perspective holds true for Polymer using Highpallookup as well.
#3373 Posted 25 March 2012 - 05:56 PM
#3374 Posted 25 March 2012 - 08:33 PM
#3375 Posted 25 March 2012 - 10:04 PM
Thanks all!
This post has been edited by Diaz: 25 March 2012 - 10:04 PM
#3376 Posted 26 March 2012 - 11:21 AM
#3377 Posted 26 March 2012 - 11:46 AM
Uploaded with ImageShack.us
There are some problems, like the hair and the claws, which are single polygons with a double-sided texture (and AFAIK we can't have double-sided textures in EDuke32). Since I have to export one frame at a time, I'd have to duplicate the polygons on those parts for every frame, and that's way too much work for a TC revamp. It doesn't look bad anyways so I'm quite happy.
Oh, and it's a Mapster32 shot, that's why there are some strange sprites around (musicandsfx and sector effector, which I replaced by UnrealEd sprites, lol)...
This post has been edited by Diaz: 26 March 2012 - 11:52 AM
#3378 Posted 26 March 2012 - 12:44 PM
This post has been edited by MusicallyInspired: 26 March 2012 - 12:44 PM
#3379 Posted 26 March 2012 - 02:37 PM
#3380 Posted 26 March 2012 - 02:50 PM
This post has been edited by Diaz: 26 March 2012 - 02:55 PM
#3381 Posted 26 March 2012 - 03:17 PM
#3382 Posted 27 March 2012 - 06:47 AM
This post has been edited by Tea Monster: 27 March 2012 - 06:49 AM
#3383 Posted 27 March 2012 - 12:18 PM
It would be great if I could get my hands on this model (which is from an Unreal 2 beta, apparently) but I can't find it anymore...
Anyways I'm happy with how the Unreal 1 model turned out!
Uploaded with ImageShack.us
This post has been edited by Diaz: 27 March 2012 - 12:26 PM
#3387 Posted 27 March 2012 - 02:45 PM
MusicallyInspired, on 27 March 2012 - 01:23 PM, said:
This !!
You beat me to it!
#3388 Posted 28 March 2012 - 11:57 AM
For one, it uses FreeImage due to it's excellent ability to work with PNGs quickly.
The downside is it's a command line tool, and must be compiled from source. The good news is it's not that hard on Linux/Unix and Mac OS to figure out. Windows users can probably compile it with ease too.
I originally developed this because I wanted to be able to batch compile art then a grp/zip in one swing in a classic manner without using bastART or DukeRES, as those tools are very shaky at best.
Here is the features:
- Compiles on Windows, Mac OS X 10.6+ and Linux variants. [Note: I did recently change how current directories work for *nix systems and hopefully on Win32/64)
- Command line tool - useful for putting in your PATH and using in batch or shell scripting. No longer are you dependent on ancient VB6 tools.
- Uses indexed PNGs as output, can use 24/32-bit PNGs as input as well as 8-bit (255 + transparency) PNGs. 24/32-bit PNGs are color-quantized down to 8-bt
- Very fast - on a modern machine it's fairly quick.
- No frills. Simply use a PALETTE.DAT and you're good to go.
- Finally, it's free and open sourced.
It is still very much a WIP but it does work on my Mac OS X Lion Setup.
The Source Code Can Be Found on my GitHub
Syntax for art2png (converts art to tangible 8-bit 256-color PNGs and INI files for offset/animation data) is:
art2png index_based_number_of_files palette_file input_dir output_dir
while png2art (converts 8-bit, 24bit or 32-bit (24 with alpha) PNGs and INIs to a bunch of ART files) is:
png2art index_based_number_of_files palette_file input_dir output_dir
index_based_number_of_files => 0-based number of files*
palette_file => relative path to palette.dat to use (ie ./PALETTE.DAT ./grp/PALETTE.DAT or even grp/PALETTE.DAT)
input_dir => relative directory to an existing directory for reading ART files or PNG/INIs (depends on the tool. ie grp or ./grp)
output_dir => relative directory to an existing directory for output of ART files or PNG/INIs (depends on the tool ie tiles or ./tiles)
*Keep in mind the number of files (usually 19) is based on the naught-based index. So if you wanted to change all 20 art files, you'd use 19, not 20 (because ART files usually start at TILES000.ART). It also doesn't work with blood tiles due to the amount of tiles it uses per file (though with some code changes, it can probably). I've tested it with Duke 3D Atomic only.
Also the INI files used share the format of the original tools by Mathieu Olivier found here
This post has been edited by Kraigose: 28 March 2012 - 11:59 AM
#3389 Posted 29 March 2012 - 10:25 AM
#3390 Posted 29 March 2012 - 12:07 PM
Diaz, on 27 March 2012 - 12:18 PM, said:
It would be great if I could get my hands on this model (which is from an Unreal 2 beta, apparently) but I can't find it anymore...
Anyways I'm happy with how the Unreal 1 model turned out!
Uploaded with ImageShack.us
That doesn't look like Duke 3D anymore and I like it!
BTW, is there a chance that we can use your models and stuff in other mods?
I really like those enemies you are adding.