Afterburner Project - by DizzyRox
Moderators: Grendel, Aus-RED-5
I would say ,Ive suffered abit of burnout because of the added website chores Ive been doing. Here's one Im still working on, http://webpages.charter.net/ericengland/sedville
the other site I was building, the band I was doing it for added a member AND changed their name in the midst of the site build ,LOL
I did get off track abit into Elder Scrolls Oblivion also but, I also have a couple textures in the works, Im jus slow heh,
But Im not done with AB textures by any means
the other site I was building, the band I was doing it for added a member AND changed their name in the midst of the site build ,LOL
I did get off track abit into Elder Scrolls Oblivion also but, I also have a couple textures in the works, Im jus slow heh,
But Im not done with AB textures by any means
Thanks Aus,
I jus really had a lotta stuff to clear off my plate, so to speak
BTW,, Ive Updated the D2 Afterburner site (FINALLY) to reflect some of the changes in hosting and works.I still want to get some more screenies up and a few other formatting things.But at least its not so, dead linked now.
http://www.dizzyrox.koolbear.com
I jus really had a lotta stuff to clear off my plate, so to speak
BTW,, Ive Updated the D2 Afterburner site (FINALLY) to reflect some of the changes in hosting and works.I still want to get some more screenies up and a few other formatting things.But at least its not so, dead linked now.
http://www.dizzyrox.koolbear.com
Diedel
Check this out to see if Im on the right track.Dont mean to be redundant about makin missles, but they were still kinda fresh in mind.
This concussion missle weights in at 240 polys.
includes a 15 frame animation.
Its a kinda quick one, jus to get an idea if you can actually get them to work.
Its in oof ,with a texture tga ,i.e...like the high rez pyro.
http://www.dizzyrox.koolbear.com/concussion.zip
Check this out to see if Im on the right track.Dont mean to be redundant about makin missles, but they were still kinda fresh in mind.
This concussion missle weights in at 240 polys.
includes a 15 frame animation.
Its a kinda quick one, jus to get an idea if you can actually get them to work.
Its in oof ,with a texture tga ,i.e...like the high rez pyro.
http://www.dizzyrox.koolbear.com/concussion.zip
- Chaos Death Saurer
- DBB Ace
- Posts: 97
- Joined: Wed Aug 23, 2006 8:10 am
Thanks Aus..
I hear that Chaos, My computer is beggin for models also,,hehe
here's a fullmap Ive been working on, its almost done.For some reason on export the full map sign moves to another spot when importing to oof editor
weights in at 564 polys
Should be able to get around that this evening.
Diedel that concussion missle was 240, so Ive made a rack, and it totals 1288 polys,, do you think this is too much for the missle racks?
I hear that Chaos, My computer is beggin for models also,,hehe
here's a fullmap Ive been working on, its almost done.For some reason on export the full map sign moves to another spot when importing to oof editor
weights in at 564 polys
Should be able to get around that this evening.
Diedel that concussion missle was 240, so Ive made a rack, and it totals 1288 polys,, do you think this is too much for the missle racks?
I may try to optimize the single missles down to roughly 150, to get the racks in well under 1000 poly or so.I should have Concussion/Guided/Homer/Flash singles done tommorow night.
The 4X racks shouldnt be too far behind, prolly by the weekend, if all goes well.
here's a new skin for the concussion model.
The 4X racks shouldnt be too far behind, prolly by the weekend, if all goes well.
here's a new skin for the concussion model.
Getting these in D2X-XL will be a breeze. I just need to call the 3D rendering function instead of the sprite renderer. It's another story to make them spin, but feasible as well.
Edit: I just need to get the oof files + textures. I reckon you will send them once you're satisfied with them, right?
Dizzy, it's awesome how much work you put in this stuff and how excellent the results are. Thanks a lot, man!
Edit: I just need to get the oof files + textures. I reckon you will send them once you're satisfied with them, right?
Dizzy, it's awesome how much work you put in this stuff and how excellent the results are. Thanks a lot, man!
Thanks Diedel
heh,,its better than TV
Which you like of these, Lower poly or higher?
First ones at 240 poly, second ones at 144 poly.
most noticable difference is the flat bottom on the lower count one.this would also represent the poly count of the Homer/Guided/Flash.
anybody?
here's the concussion 144 poly oof and Tex
http://www.dizzyrox.koolbear.com/concussion144.zip
this one is not animated, jus let me know which you want animated or not
heh,,its better than TV
Which you like of these, Lower poly or higher?
First ones at 240 poly, second ones at 144 poly.
most noticable difference is the flat bottom on the lower count one.this would also represent the poly count of the Homer/Guided/Flash.
anybody?
here's the concussion 144 poly oof and Tex
http://www.dizzyrox.koolbear.com/concussion144.zip
this one is not animated, jus let me know which you want animated or not
Yeah Im still givin it a go man, had to get some stuff done and do abit of learningd3jake wrote:Man those look cool! Me wants... This mean you're back into modeling and texturing stuffs?
I like this idea, easy enough to do and will still look good..Ill give that a shotDiedel wrote:Or you make the single missile 240 and the 4packs with lower poly count.
here's the Concussion/Homer and Guided oofs and textures,let me know how it goes..
concussion 240
homer/guided 272
http://www.dizzyrox.koolbear.com/3packmissleoofs.zip
- Chaos Death Saurer
- DBB Ace
- Posts: 97
- Joined: Wed Aug 23, 2006 8:10 am
Dizzy,
your missiles have a fascinating feature: They don't get fired, they get thrown at you!
The models need to get oriented differently. They're pointing up instead of forward. Should be a minor thing.
Somehow, the texturing doesn't work in D2X-XL, too - except with the concussion, that's alright.
The models aren't properly centered either. If I place e.g. a homing missile powerup in the mine, it tumbles a little when spinning. The coordinate origin when you created the model doesn't seem to be in the models center.
your missiles have a fascinating feature: They don't get fired, they get thrown at you!
The models need to get oriented differently. They're pointing up instead of forward. Should be a minor thing.
Somehow, the texturing doesn't work in D2X-XL, too - except with the concussion, that's alright.
The models aren't properly centered either. If I place e.g. a homing missile powerup in the mine, it tumbles a little when spinning. The coordinate origin when you created the model doesn't seem to be in the models center.
No, if I have a 3D model i can rotate anyway I want using code.
As I said, the concussion texturing works, but the body the homer and guided are plain white, only the fins are colored.
I will release a new D2X-XL version soon allowing to render the hires missiles instead of powerup sprites so you can check them in-game. Stand by for v1.9.38 (uploaded v1.9.37 yesterday night but apparently forgot to update the html pages).
Alright.DizzyRox wrote:Ok cool Diedel, Ill get the pivot center oriented differently and have you new copys this evening.
sure nuff though, it was created standing up,,
Ill have to give the texuring part some thought today.
As I said, the concussion texturing works, but the body the homer and guided are plain white, only the fins are colored.
I will release a new D2X-XL version soon allowing to render the hires missiles instead of powerup sprites so you can check them in-game. Stand by for v1.9.38 (uploaded v1.9.37 yesterday night but apparently forgot to update the html pages).
Heh, Cool Avatar Aus
Ok, Here's the concussion Missle laid down with the texture fixed. Seems the texture was upside down (or I didnt map it right)and too bright. Still lookin into this, its kinda high contrast, maybe D2X-XL lighting, I cant really tell.
Here's a shot
and Here's the missle
http://www.dizzyrox.koolbear.com/concussionfixed.zip
still working on the homer/guided
Ok, Here's the concussion Missle laid down with the texture fixed. Seems the texture was upside down (or I didnt map it right)and too bright. Still lookin into this, its kinda high contrast, maybe D2X-XL lighting, I cant really tell.
Here's a shot
and Here's the missle
http://www.dizzyrox.koolbear.com/concussionfixed.zip
still working on the homer/guided
ROFL!!! ,,Santa flys a pyro ,who woulda knew ,There's a D2X-XL christmas mod for next year Diedel, Kill the guy with the red hat hangin from the back of his pyro..hehe,, of course with the white ball a flame in the afterburners
Edit
Here's the Concussion and Homer and Guided with fixed flight path and textures. Diedel by the other Models in the game, can I assume that with the right naming, the smart/earthshaker/mega are ready to be made also?
and the files
http://www.dizzyrox.koolbear.com/3misslepack.zip
gotta love 1.08 meg for 3 missles as opposed to 15.3 meg per missle,, a wopping 44.82 meg difference in texture weight, oh yeah!!
Oh almost forgot a bug glitch or somthin,, when you drop the homer,, if you either get near it or in its nose path (would be flight path) it locks on to you and chases you a round,, LOL for no apparent reason,,
as If I have a red hat on..
Edit
Here's the Concussion and Homer and Guided with fixed flight path and textures. Diedel by the other Models in the game, can I assume that with the right naming, the smart/earthshaker/mega are ready to be made also?
and the files
http://www.dizzyrox.koolbear.com/3misslepack.zip
gotta love 1.08 meg for 3 missles as opposed to 15.3 meg per missle,, a wopping 44.82 meg difference in texture weight, oh yeah!!
Oh almost forgot a bug glitch or somthin,, when you drop the homer,, if you either get near it or in its nose path (would be flight path) it locks on to you and chases you a round,, LOL for no apparent reason,,
as If I have a red hat on..
Bug fixed in v1.9.39 (I hope).
v1.9.39 looks for other missiles files with the following names:
smartmsl.oof
flashmsl.oof
mercury.oof
mega.oof
eshaker.oof
shakrsub.oof (for the eshaker bomblets flying off when a shaker hits a wall)
So if you create powerup models for the other missiles, just use these names, put them in the models folder, and you're ready to go.
I haven't yet implemented other 3D powerups (have to code a little more for these, as I cannot simply fake them as weapons. Not a real problem though).
v1.9.39 looks for other missiles files with the following names:
smartmsl.oof
flashmsl.oof
mercury.oof
mega.oof
eshaker.oof
shakrsub.oof (for the eshaker bomblets flying off when a shaker hits a wall)
So if you create powerup models for the other missiles, just use these names, put them in the models folder, and you're ready to go.
I haven't yet implemented other 3D powerups (have to code a little more for these, as I cannot simply fake them as weapons. Not a real problem though).
Heya Tempest, at the moment im using the exporter straight off the Descent3 site.=Tempest= wrote:NICE!
Finally, finally, modelled missiles. Fullmap is cool too.
Hey Dizzy, what converter are you using for the .oof models?
I'm working on getting my stuff mapped right now, but they probably won't be here in time for Christmas.
export to p3d > oof. What file types can you export out now?
Yup ,I caught that, (of course after the fact ,heh , it was the pivot point too far back on the model.I pushed it forward just to the point it disappears, so the rotation wasnt kinda weird.Diedel wrote:Dizzy,
Aus-RED wrote that you can see a small part of the hires missiles in the aux missile view (small game window) when firing them. Can it be the models are a tad too long, or the pivot point too far in their rear?
Here they are fixed plus the Flash missle.
Flash/Homer/Guided/Concussion so far.
and the files
http://www.dizzyrox.koolbear.com/4misslepack.zip
Heres an update of the secondary weapons progress.
Ive got all of the missles modeled and mapped except the 4XRacks.But the texturing is far from done.
They are just rough mapped texures at the moment.ewww!! Anyway
I wanted to get whatever critiques I could on size and form.All models are weighting in 300 poly and below.Ive spent some time sizing them, but although I feel Ive spent alot of time in D2 it prolly pales in comparison to most of you.You all may be better judges to this.I know the smart looks small in the pic but in game doesnt really seem that small.
These arent ready for prime time, but just for anybody that would like to see the progress and/or for Diedel tweaks if any
and the files http://www.dizzyrox.koolbear.com/allmisslesrough.zip
Ive got all of the missles modeled and mapped except the 4XRacks.But the texturing is far from done.
They are just rough mapped texures at the moment.ewww!! Anyway
I wanted to get whatever critiques I could on size and form.All models are weighting in 300 poly and below.Ive spent some time sizing them, but although I feel Ive spent alot of time in D2 it prolly pales in comparison to most of you.You all may be better judges to this.I know the smart looks small in the pic but in game doesnt really seem that small.
These arent ready for prime time, but just for anybody that would like to see the progress and/or for Diedel tweaks if any
and the files http://www.dizzyrox.koolbear.com/allmisslesrough.zip
- Aus-RED-5
- DBB Friend
- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
- Location: Adelaide, South Australia
- Contact:
Nice work Dizzy!
I know that these aren't primed, so here's what I think.
The Smarts, Mega and E-Shakers need to more detailed.
These have more features on them to look at.
So higher polys the better!
If possible. Try to get them to look alot like the tga images you made.
They rock with detail!
Keep up the good work bud, and thanks!
I know that these aren't primed, so here's what I think.
The Smarts, Mega and E-Shakers need to more detailed.
These have more features on them to look at.
So higher polys the better!
If possible. Try to get them to look alot like the tga images you made.
They rock with detail!
Keep up the good work bud, and thanks!
I made the shaker/mega/smart 8 sided because I thought I was gonna pickup far more faces along the way than I did. Id like to see abit more smoothness/polys as well.
Here's one with double rez at 16 sides, believe it or not ,still a respectable 560 before co planar combining in oof editor, and 334 after.
Still working the texture, but wanted to see what you all thought of the poly count/smoothness/details etc... before moving forward.
and the files
http://www.dizzyrox.koolbear.com/eshaker.zip
Here's one with double rez at 16 sides, believe it or not ,still a respectable 560 before co planar combining in oof editor, and 334 after.
Still working the texture, but wanted to see what you all thought of the poly count/smoothness/details etc... before moving forward.
and the files
http://www.dizzyrox.koolbear.com/eshaker.zip