Models thread
#1 Posted 25 August 2011 - 10:36 PM
We can use models, as long as they look good alongside the 8-bit assets and we maintain 8-bit compatibility by having equivalent sprites or voxels on the same tile numbers. I know how to use poly2vox to make voxels from models now, so that shouldn't be a problem.
So far we have models for the boulder and a chair, thanks to Marked.
Here I will begin to list other tiles for which models would be good. This is a long term project, of course. In the very long run, if there is an HRP, then just about any sprite will need a model.
-337, treasure chest. I like the way the voxel looks, but voxels don't work in Polymer, so we need a model for it. I wonder if Cage has the model.
-105, POWERPOD Let's remake this into a magical power GEM
-491, explosive barrel. Maybe I should check the HRP and see what's in there...
-3341, rising platform
-Statues
-Lights without flames (cuz modeled flames look bad)
-Fences and planks of wood, because they will look better with some depth
-Any prop that seems important, and does not look very good as a sprite.
-New stuff (like pews) that we have no sprites for and that needs to be 3 dimensional.
All the complex organic type stuff, like monsters and trees, should not be attempted yet imo. That would be for an HRP. Also keep in mind that groups of similar tiles need to be released together. The pickup items, for example, are an all-or-nothing proposition. Either we have models for all of them, or none of them. It wouldn't look right to have half of them be models and half sprites. Of course they can't all be made simultaneously, what I mean is that they would not be included in an official release until all of them were done.
I am aware that there is a (at least one) Doom HRP and a Hexen HRP, and that WGR2 uses a lot of stuff from those games. I'm not enthusiastic about ripping stuff from those HRPs at this point. Legal issues aside, there might be a clash of styles. Also, from what I have seen of the monster models in the Hexen HRP, they look horrible (the 8-bit sprites look much better). And we aren't trying to get models for monsters yet anyway. A better strategy would be to make new models that redesign the monsters and other stuff enough so that it doesn't look ripped from those games. But frankly that's a pretty tall order and I doubt it will ever happen.
#2 Posted 26 August 2011 - 10:26 AM
This post has been edited by Tetsuo: 26 August 2011 - 10:27 AM
#3 Posted 26 August 2011 - 05:55 PM
Here is a floor torch and a wooden bench that can also be used for Norvak's church pew request.
I have a lot more already made but I have to decide which ones to release and which ones to keep for my "to be released someday I hope" Graveyard TC.
I'll churn out a few more this weekend.
This post has been edited by Marked: 26 August 2011 - 06:03 PM
#4 Posted 26 August 2011 - 06:04 PM
In other news, Drek made a model for the chest, complete with an opening animation. He just needs to make an adjustment to the model and then I can include it.
#5 Posted 26 August 2011 - 06:16 PM
I made the treasure chest today.
It is has 13 frames of opening animation.
[attachment=nevermind just read DT's post.
This post has been edited by Drek: 26 August 2011 - 06:16 PM
#6 Posted 26 August 2011 - 06:25 PM
Marked, on 26 August 2011 - 05:55 PM, said:
Here is a floor torch and a wooden bench that can also be used for Norvak's church pew request.
I have a lot more already made but I have to decide which ones to release and which ones to keep for my "to be released someday I hope" Graveyard TC.
I'll churn out a few more this weekend.
Hey, it looks really good, thanks Marked!
#7 Posted 26 August 2011 - 06:29 PM
#8 Posted 26 August 2011 - 06:48 PM
Since there is more than one modeler, maybe we'll have to co-ordinate so we don't duplicate each other;s stuff.
This post has been edited by Marked: 26 August 2011 - 06:51 PM
#9 Posted 26 August 2011 - 06:59 PM
Marked, on 26 August 2011 - 06:48 PM, said:
Indeed. I didn't know that Drek was going to make anything for WGR2 until he sent me the chest. If he plans on making more stuff, I'm sure he'll let us know. Then I will admit him to the secret area, lol.
#10 Posted 26 August 2011 - 07:04 PM
#11 Posted 26 August 2011 - 07:11 PM
DeeperThought, on 26 August 2011 - 06:59 PM, said:
Ya I would like to do some more models for this. I was going to openly offer to do some modelling on the forum. At least here I know people will get to see my work in game.
Here is the chest.
chest.zip (213.49K)
Number of downloads: 887
#12 Posted 26 August 2011 - 07:12 PM
Marked, on 26 August 2011 - 07:04 PM, said:
#13 Posted 26 August 2011 - 08:02 PM
#14 Posted 26 August 2011 - 08:47 PM
I took the liberty of adjusting the skins a bit. Feel free to re-adjust them or use the original ones. The pew skin was very rich and saturated, which I felt was a bit much and made it not work with different pals very well. So I de-saturated it somewhat. The torch skin was very monochrome, so I made part of it look kind of whitish.
Tile numbers:
Pew - 7424
Torch - 7425
^So the plan is to put new models in that tile range. If it's for an existing sprite, then of course it goes on whatever tile the sprite is on. I consider the torch model to be new, and not a replacement for the similar looking sprite, because the sprite has a flame built into it. With the model, if you want a fire on it you will have to put a separate fire sprite on top of it.
Apparently, the fires are hardcoded to fall, so I'll have to make new fire actors that will stay on top of the torch.
Attached File(s)
-
pew_torch.zip (444.57K)
Number of downloads: 886
#15 Posted 27 August 2011 - 04:19 AM
This post has been edited by Marked: 27 August 2011 - 04:20 AM
#16 Posted 27 August 2011 - 07:24 AM
Marked, on 27 August 2011 - 04:19 AM, said:
Nah, it doesn't matter.
#17 Posted 27 August 2011 - 02:01 PM
EDIT: After uploading I see i included the 512 x 512 skin instead of something smaller.
This post has been edited by Marked: 27 August 2011 - 02:03 PM
#18 Posted 27 August 2011 - 03:39 PM
#19 Posted 27 August 2011 - 04:39 PM
Marked, on 27 August 2011 - 03:39 PM, said:
Yes, it is tile 3863. If the model is going to replace that, it needs to have a light inside. The sprite has a blue flame in there. It's not practical to put flame sprites inside of the model.
In this case I think you can get by without a flame animation. If you just put a bluish glass in the middle with a glowmap, that might be good enough, although I'm not sure. If you could make it look like something is flickering behind the glass, that would be even better.
#20 Posted 27 August 2011 - 05:15 PM
Looks great BTW!
#21 Posted 27 August 2011 - 05:23 PM
This post has been edited by Drek: 27 August 2011 - 05:24 PM
#22 Posted 27 August 2011 - 05:30 PM
Drek, on 27 August 2011 - 05:23 PM, said:
That's a good suggestion, but we have a problem that I need to sort out. The problem is that I have tints defined on a lot of the pals, so that the font take various colors. But those tints also go on models and skies. We really don't want entire models to be tinted (e.g. when you use pal 10) because that's not the way the 8-bit art works. EDIT: I think I can just move tints 10-23 to some unused pal slots and then adjust the hud code to use the new pals, so they won't be seen on models.
#23 Posted 27 August 2011 - 05:59 PM
EDIT: some things you want models for, like statues, are view aligned. This alone will create some issues.
This post has been edited by Drek: 27 August 2011 - 06:07 PM
#24 Posted 27 August 2011 - 06:16 PM
Drek, on 27 August 2011 - 05:59 PM, said:
EDIT: some things you want models for, like statues, are view aligned. This alone will create some issues.
Nah, it won't be a big problem. As I said in the edit, I can just move those tints to unused pal slots and adjust some code.
And it makes no sense to do maphacks when the maps can simply be edited directly. If a statue is facing the wrong way, I'll just turn it. There really aren't that many statues anyway (the monster statues don't count, since they are actually monsters and models aren't being made for those).
#25 Posted 27 August 2011 - 06:44 PM
And I see my memory was not perfect. I went into Mapster to see what the sprite looked like. I'll have to tweak the model body a little for a better look.
This post has been edited by Marked: 27 August 2011 - 06:47 PM
#26 Posted 27 August 2011 - 07:05 PM
Marked, on 27 August 2011 - 06:44 PM, said:
Yes. There is a sprite that the model could replace, but only if the model has its own light. The sprite is used in the maps, and we aren't going to put fire sprites in the lamp sprites in the existing maps because then it would mess up 8-bit mode, and it would also not look right because the lamps can be of various pals (which don't work well on fire). But if the model is not going to replace the sprite, then it doesn't matter.
There's nothing wrong with having two versions of the model, one with a light inside of it and one without. The one without can be used as you are using it now, by placing a separate fire inside. If you don't want to do the other version, that's fine, we just won't use the model to replace the sprite.
#27 Posted 27 August 2011 - 08:18 PM
#28 Posted 27 August 2011 - 08:24 PM
#29 Posted 27 August 2011 - 09:27 PM
Micky C, on 27 August 2011 - 08:24 PM, said:
Yeah I did miss that, but, looking at it now I see that it has no skin. I'll just wait until there is a finished version, I guess.
#30 Posted 27 August 2011 - 09:34 PM
Drek: Go ahead and see what you can do with the lantern. Here is a second version I was working on. It uses the same skin as the first. Use either one or start from scratch. Whatever will work out best.
This post has been edited by Marked: 27 August 2011 - 09:40 PM