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Strife modeling

Sun, 09 Jan 2005 04:09:20

CheapAlert

/me looks at chivelence
Tue, 11 Jan 2005 14:31:35

Chilvence

My ears are burning <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Ok, that wasn't much of an informative explanation. Honestly, I haven't touched on Strife modeling for months, and I feel nauseous every time I think of having to use Milkshape to animate again. Tell me there's a better animator program that can read md2's, and I might be more motivated. Although lately, I've been trying my luck with modifying the Zdoom source again...
Sun, 23 Jan 2005 16:36:57

CheapAlert

Blender. md2 scripts are here <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Sun, 25 Jun 2006 09:54:02

Alex-bomber_Man

Q2modeleditor.
Sun, 25 Jun 2006 15:22:19

Chilvence

Again my ears are burning. This is a blast from the past <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I already use q2modeler to mesh things. Its spot on at what it does, but its never had any useful capacity to animate or UV. And no, I still havent found anything better that milkshape and NST - both of them do their jobs alright, but milkshape has one or two nasty bugs and nst only imports md2's... Strife modelling just got back on the go again, although current goal is just to get models made without worrying about getting them in any port. I have 9 more characters to start, and Dreadus has generously offered to do the skinning. And He's good, no doubt about it <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> <!-- m --><a class="postlink" href="http://forums.newdoom.com/showthread.php?t=30730">http://forums.newdoom.com/showthread.php?t=30730</a><!-- m -->
Mon, 26 Jun 2006 17:25:46

Alex-bomber_Man

Look, here are some of my models, made and animated on Q2mdlr83 and Q2mdlr91, with Photoshop skins. I made it myself. But can you talk me , how i to flip each normal ? I mean not the group of the normals, like in Q2mdlr, but a normal of one polygon.
Mon, 26 Jun 2006 21:49:59

Chilvence

wow, how did they manage to get messed up that bad.. anyway, you can select the faces you want to flip and press F, but you'll be there a long time.
Tue, 27 Jun 2006 18:07:25

Alex-bomber_Man

Have anybody downloaded my models? Are they good?
Wed, 17 Jan 2007 22:28:50

Alex-bomber_Man

I've practicet a lot with weapon models, while creating new models for doom (<!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/vdoom.html">http://alex-bomberman.narod.ru/vdoom.html</a><!-- m -->) and some items.. And now i can take care on some Strife models.. What would you like to see re-modeled in Strife? I cam make weapoins, items, and, maybe guards.. Does somebody needs it? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 18 Jan 2007 01:33:39

Chilvence

Alex - I have already started meshes for all the strife characters. Meshes are 90 % complete. Uvmaps are 70%, and skins have been started for 3 of them. <!-- m --><a class="postlink" href="http://forums.newdoom.com/showthread.php?t=32154">http://forums.newdoom.com/showthread.php?t=32154</a><!-- m --> But we have no items, no scenery objects (trees, statues, etc), so if you want to help with that, please feel free. I will be building scenery objects as well, so I wont expect you do do everything alone, but only when I have finished uvmapping and animating the characters.
Thu, 18 Jan 2007 17:50:46

Firebrand

Woah! Those models already look amazing <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, you are doing a great job with the skins, the detail is impressive, I really like the weapons so far <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->, keep doing that nice work!
Thu, 18 Jan 2007 18:29:00

Chilvence

The skins arent my work, silly, read the posts.
Tue, 23 Jan 2007 21:50:50

Alex-bomber_Man

Hmmm.. Looks interesting. Cool skins, BUT WHY HE MODELS ARE SO LOW-POLY ??? Is it hard to make 2-times more detail meshes? I will make the assault rifle too, and show it here.. It's interesting for me, how good will it look near that one model!!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> But as for skins.. As i know, vavoom doesn't support UV-mapping.. Or i'm making a mistake? <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> Then my excuses.. But something saying to me that i'm right.. As for items - yes, i can take care with some of them! But say which! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 24 Jan 2007 03:48:28

Chilvence

Ok, It's not hard to make high poly meshes - but I would never do it! Especially for the acolyte, where you can have 30 acolytes on the screen at once, that is why he will only use 725 polies. Sorry, but I only play games with a silky smooth framerate. I will use more for characters that appear less (the mechs all use around 1200 - 1800) but thats all. I dont understand what you said about UVmapping- of course vavoom supports uvmapping? UVmap means this: <!-- m --><a class="postlink" href="http://www.jws.hauns.de/tipps/b008fafit_01UVMap.gif">http://www.jws.hauns.de/tipps/b008fafit_01UVMap.gif</a><!-- m --> Are you sure you're not thinking of something else? Anyway, if you wish to help, please, feel free to start making what you want. I don't need to tell you what is finished, we have literally only been working on characters and weapons. That leaves powerups, keys, statues, trees, rocks, corpses, lamps, pillars... It will be a long project, so any help is appreciated.
Wed, 24 Jan 2007 21:13:00

Alex-bomber_Man

About UV mapping i've already understood.. i made a mistake, because i thought you have in mind bump mapping.. <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Sorry! And about lo poly - it's stupid to make low poly models, thinking about very old computers! I've already made a model of chainguy and a model of sargeant for doom2... They boh are multy-part, and totally there are: chainguy: vertices = 3691 polygons = 6809 shotguy: vertices = 3118 polygons = 5916 Cool,yes? And here is configuration of my computer: celeron processor at 400 mHz 192 mb ram Nvidia Geforce2 mx 440 video card with 32 mb of memory.. Ancient, yes? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> And it works fine even on maps, where there are lots of (more than 30) such characters in the player's view! Yes, it doesn't loads 2 secondary model parts (it's multypart), because vavoom can't work with multipart models now, so it is over 2 times les polygons for each character... BUT IT IS STILL MUCH MORE THAN 30 ACCOLYTES, 725 POLYGON EACH!!! Do yopu want to see this models? Here they are: <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_soldiers.rar">http://alex-bomberman.narod.ru/models/4 ... ldiers.rar</a><!-- m --> And here are my models of items (armors) for doom: <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_items.rar">http://alex-bomberman.narod.ru/models/4 ... _items.rar</a><!-- m --> Want something more? Here <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_RHweapons.rar">http://alex-bomberman.narod.ru/models/4 ... eapons.rar</a><!-- m --> - they are right-hold weapons.. Midle hold are here: <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_weapons.rar">http://alex-bomberman.narod.ru/models/4 ... eapons.rar</a><!-- m --> And finaly: NEW DOOMGUY, WITH ALL THE WEAPONS ANIMED FROM #rd PERSON! (Weapons use skins from RH-weapons..) <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/4vavoom/4doom/ABM_doomguy.rar">http://alex-bomberman.narod.ru/models/4 ... oomguy.rar</a><!-- m --> On this version of vavoom doomguy will not run at all, and zombies will be seen only partialy (upper part without weapon and legs)... So try that on some MD2viewer
Fri, 26 Jan 2007 06:43:15

Chilvence

test post reply edit: why can't I post messages? I tried to reply before, but the site had an error. I already downloaded some of your models, but narod.ru is too slow. I had to use wget to stop it dropping the connection, and it took one and a half hours to download the weapons pack! Anyway, you wont convince me to use more polygons, I am resolutely stuck in my ways. The fastest computer I have bought is a 1.6 gig, and thats when I lost patience with the computer industry <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> And why does using the word 'wget' in posts break the forum code ?
Sat, 27 Jan 2007 10:24:42

Alex-bomber_Man

So, will you take a look at my models, or not? I want to hear what do YOU, Chilvence, think about that! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sat, 27 Jan 2007 13:08:54

Crimson Wizard

[quote="Chilvence":1up9ngjz]And why does using the word 'wget' in posts break the forum code ? I am not a specialist in this area, but I may guess that "wget" keyword have some meaning in PHP. And Alex, you should really think about storing copies of your works somewhere else than narod.ru. Yahoo maybe or Freewebs.
Sat, 27 Jan 2007 13:26:27

Chilvence

If anything, I could have offered you some space on jfiles, but that died due to lack of funding. I was going to suggest just running a server from home if you think your connection is up to the task.
Wed, 31 Jan 2007 20:13:45

Alex-bomber_Man

Ok, i'll think about that..
Sat, 03 Feb 2007 10:02:16

Alex-bomber_Man

Sun, 04 Feb 2007 17:09:07

Chilvence

How come you made that? Like I said, I already have all the characters done. They only need skins and animation, and I'll be getting round to the animation soon. I hope.
Wed, 07 Feb 2007 22:20:09

Alex-bomber_Man

Here you are 2 more new screenshots of accolit! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> It is complete, just to add a mashinegun and a shield.. And do you know that it takes even less place on hard disk,then all the accolit sprites in strife? <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> [img:2ic7vzh2]http://upload6.postimage.org/145809/accolit.jpg[/img:2ic7vzh2] [img:2ic7vzh2]http://upload6.postimage.org/145812/accolit2.jpg[/img:2ic7vzh2]
Sat, 10 Feb 2007 10:32:41

Alex-bomber_Man


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