Tutorials & Resources
#31 Posted 28 May 2009 - 05:28 PM
#32 Posted 29 May 2009 - 03:24 AM
#33 Posted 29 May 2009 - 04:50 AM
#34 Posted 29 May 2009 - 07:19 AM
#35 Posted 30 May 2009 - 10:32 AM
I will be unable to finish the modification resources section until I can get the money saved up for a computer that doesn't suck ass. Right now, I'm posting from my Wii. I may come in from time to time to check things out.
#38 Posted 21 June 2009 - 04:38 PM
I know a couple of them -j, -m -s -map.
just want to make a bat file to launch maps without the startup screen.
I know you can just disable it on startup with the check box. Just woundering
if it has a command. Also would like to know all of them.
This post has been edited by Skulldog: 21 June 2009 - 04:43 PM
#41 Posted 11 July 2009 - 08:32 AM
#42 Posted 14 July 2009 - 02:39 PM
How do you set up the Normal/Specular maps for use in Polymer?
I read in an older 3DR thread that you can use the Alpha channel of the texture to hold the Height map. Is this true?
To use a specular or Normal map do I need to set up definitions for my textures?
EDIT: Nevermind, I figured it out by snooping around the HRP thread.
This post has been edited by BlackDays: 14 July 2009 - 03:53 PM
#43 Posted 22 July 2009 - 05:22 PM
What lines would I need to type in and where would they go to use it in the game? Or is it way more complicated than I'm making it sound?
#44 Posted 22 July 2009 - 11:57 PM
open
D:\Games\Duke Nukem 3D\highres\sprites\props.def
find a suitable place between the existing definition blocks and write down ze code!
model "highres/sprites/props/chair.md3" {
scale 1 shade 0
detail { file "highres/detail/fabric.png" detailscale 0.1 }
skin { pal 0 file "highres/sprites/props/chairtexture.png" }
frame { name "SomeFrameName" tile 556 }
}
where
scale is adjusted experimentally after looking on the model ingame
detail is optional thing which defines the detail texture which will be blended with your own texture
"SomeFrameName" is the actual framename stored in the model itself, you can see what's the frame name is by opening the model in NPherno's MD3 Compiler for instance, or by looking in the model using hex viewer - which is a bit more complex.
oh, and the 556 is a sprite number in build which will become substitued by your model.
This post has been edited by Roma Loom: 23 July 2009 - 12:00 AM
#46 Posted 18 September 2009 - 09:41 AM
This post has been edited by Colon Semicolon: 18 September 2009 - 09:50 AM
#47 Posted 18 September 2009 - 10:16 AM
Colon Semicolon, on Sep 19 2009, 05:41 AM, said:
The one in the attachment of my post should work.
http://forums.duke4.net/index.php?showtopi...ost&p=13515
This post has been edited by The Commander: 18 September 2009 - 10:16 AM
#49 Posted 13 February 2010 - 08:04 AM
This post has been edited by Marked: 13 February 2010 - 08:05 AM
#50 Posted 13 February 2010 - 01:43 PM
Milkshape is charged for but the price is low.
Misfit Model 3D is free and looks pretty straight-forward.
People seem to get along fine with Milkshape, but its just a game modeller. There are loads of tuts on the net though. The good thing is that it exports nearly anything so you are set when we switch to another format.
I've never really used Misfit, but the latest version does kick out MD3 files and it can animate. It looks a bit clunky on the inteface, but it looks like it will do the job. It is limited on formats though.
#51 Posted 13 February 2010 - 01:55 PM
#52 Posted 14 February 2010 - 07:00 AM
It's similar to blender in terms of modeling capabilities. Blender porbably has a few more fancy modern tools since gMAX is a few years old. On the other hand it's probably a bit easier to learn then Blender.
Edit: Not sure but there might even be a md3 plugin for it. At least one of the more common engines format did get a plugin, might have been md3. Then again if that was, people where would probably already be using it.
Edit2: Here is a link: http://www.turbosquid.com/gmax
Edit3: Seems my first edit is correct. It does infact export to md3.
This post has been edited by Parkar: 14 February 2010 - 07:07 AM
#53 Posted 14 February 2010 - 09:19 AM
gMax 1.2 : Registration Bypass: http://apb.game-maps...act=view&id=686
Also, another handy tool for people on Win XP (Not sure if it works on Vista or Win 7 someone let me know please.)
DDS Thumbs in Explorer: http://apb.game-maps...act=view&id=634
Lets you see thumbnails of DDS textures in explorer.
If you can work out how to use gMax, then you will have no problem in moving on to programs like 3DS Max.
This post has been edited by The Commander: 14 February 2010 - 09:22 AM
#54 Posted 14 February 2010 - 02:38 PM
#56 Posted 14 February 2010 - 03:31 PM
I loaded up gmax and it is way more complicated than the other program I tried. After creating a simple shape I went through the ton of menus and windows and could not find the words texture or apply textures or anything remotely similar. I'll have to browse the web for tutorials on this one too. Plus I didn't see md3 support unless I missed it.
I know these modeling programs will have a learning curve and I won't learn it in just a day or 2, but I thought doing the very simple things I mentioned before would be easy for a novice in the first few minutes or hours.
This post has been edited by Marked: 14 February 2010 - 03:32 PM
#58 Posted 14 February 2010 - 04:10 PM
This post has been edited by Marked: 14 February 2010 - 04:11 PM
#59 Posted 14 February 2010 - 04:40 PM
#60 Posted 14 February 2010 - 04:46 PM
I guess it takes a real talent to dumb yourself down to try and teach a program that you just fly through now without hardly a thought. Great tutorials are hard to make.
This post has been edited by Marked: 14 February 2010 - 04:47 PM