Strife modeling

Talk about editing and creation of Vavoom mods

Strife modeling

Postby CheapAlert » 09 Jan 2005 04:09

/me looks at chivelence
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Postby Chilvence » 11 Jan 2005 14:31

My ears are burning :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...
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Postby CheapAlert » 23 Jan 2005 16:36

Blender.

md2 scripts are here :D
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Postby Alex-bomber_Man » 25 Jun 2006 09:54

Q2modeleditor.
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Postby Chilvence » 25 Jun 2006 15:22

Again my ears are burning. This is a blast from the past :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 :)

http://forums.newdoom.com/showthread.php?t=30730
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Postby Alex-bomber_Man » 26 Jun 2006 17:25

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.
Attachments
Weapons.rar
You may watch models with the skins on NST - they are not Q2 paletted, and will not look normally
on Q2mdlr.
(214.03 KiB) Downloaded 404 times
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Postby Chilvence » 26 Jun 2006 21:49

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.
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Postby Alex-bomber_Man » 27 Jun 2006 18:07

Have anybody downloaded my models? Are they good?
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Postby Alex-bomber_Man » 17 Jan 2007 22:28

I've practicet a lot with weapon models, while creating new models for doom (http://alex-bomberman.narod.ru/vdoom.html) 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? :)
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Postby Chilvence » 18 Jan 2007 01:33

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.

http://forums.newdoom.com/showthread.php?t=32154

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.
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Postby Firebrand » 18 Jan 2007 17:50

Woah! Those models already look amazing :), you are doing a great job with the skins, the detail is impressive, I really like the weapons so far :D, keep doing that nice work!
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Postby Chilvence » 18 Jan 2007 18:29

The skins arent my work, silly, read the posts.
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Postby Alex-bomber_Man » 23 Jan 2007 21:50

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!!! :)
But as for skins.. As i know, vavoom doesn't support UV-mapping.. Or i'm making a mistake? :? 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! :)
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Postby Chilvence » 24 Jan 2007 03:48

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: http://www.jws.hauns.de/tipps/b008fafit_01UVMap.gif 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.
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Postby Alex-bomber_Man » 24 Jan 2007 21:13

About UV mapping i've already understood.. i made a mistake, because i thought you have in mind bump mapping.. :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? :)

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:

http://alex-bomberman.narod.ru/models/4 ... ldiers.rar

And here are my models of items (armors) for doom:

http://alex-bomberman.narod.ru/models/4 ... _items.rar

Want something more?
Here :)

http://alex-bomberman.narod.ru/models/4 ... eapons.rar - they are right-hold weapons..

Midle hold are here:

http://alex-bomberman.narod.ru/models/4 ... eapons.rar

And finaly: NEW DOOMGUY, WITH ALL THE WEAPONS ANIMED FROM #rd PERSON! (Weapons use skins from RH-weapons..)

http://alex-bomberman.narod.ru/models/4 ... oomguy.rar

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
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