Afterburner Project - by DizzyRox
Moderators: Grendel, Aus-RED-5
Cool, thanks Diedel
Well Ive finally got all the missles, at least very close to completion.Here are the all the singles again, with updated resolution and textures. Givem a go, see what you think..
http://www.dizzyrox.koolbear.com/allmissles.zip
Well Ive finally got all the missles, at least very close to completion.Here are the all the singles again, with updated resolution and textures. Givem a go, see what you think..
http://www.dizzyrox.koolbear.com/allmissles.zip
that would be cool to see one in a d3 level, no doubt
Im sure glad you guys like them
here's another mega with a more rounded nose.
http://www.dizzyrox.koolbear.com/mega.zip
Diedel/All what would you want to see next?
Ive kinda been tryin to work a really cool secret door but its far from complete,(still learning about particles/smoke and such)havent given it a whole lotta thought yet.
Im sure glad you guys like them
here's another mega with a more rounded nose.
http://www.dizzyrox.koolbear.com/mega.zip
Diedel/All what would you want to see next?
Ive kinda been tryin to work a really cool secret door but its far from complete,(still learning about particles/smoke and such)havent given it a whole lotta thought yet.
i once did a smartmine for LL-Dark and LL-Atan. they used it for a d3-singleplayer project. it contains full uv-mapped and textured powerup-modell, active-mine modell, animated textures for the homing blobs and the hud-icon.
maybe you want to use it:
http://digijo.de/smartmine/smartmine.zip
its all d3 format thou, oof for the modells, ogf´s for the textures and oaf´s for the animated textures, maybe i have the sourcefiles somewhere.
maybe you want to use it:
http://digijo.de/smartmine/smartmine.zip
its all d3 format thou, oof for the modells, ogf´s for the textures and oaf´s for the animated textures, maybe i have the sourcefiles somewhere.
ouch, there are older versions in the zip as well..
-smine_ac.oof -> active mine modell without rotation flag, no gunpoints (d3 specific)
-smine_ac_gun.oof -> active mine modell, no rotation, with gunpoints
-smine_ac_gun2.oof ->active mine modell with gunpoints and rotation flag (means the modell rotates around its pivotpoint without scripting in d3)
-smine_pw.oof -> smartmine powerup-modell with rotation flag
-smineplasma.oof -> modell for the homing blob, just 1 poly with animated texture and facing-flag enabled.
i dont know much about d2 and what it needs for the modells, but you can easy merge all submodells and remove d3-specific flags with oofedit 1.58 if you need.
-smine_ac.oof -> active mine modell without rotation flag, no gunpoints (d3 specific)
-smine_ac_gun.oof -> active mine modell, no rotation, with gunpoints
-smine_ac_gun2.oof ->active mine modell with gunpoints and rotation flag (means the modell rotates around its pivotpoint without scripting in d3)
-smine_pw.oof -> smartmine powerup-modell with rotation flag
-smineplasma.oof -> modell for the homing blob, just 1 poly with animated texture and facing-flag enabled.
i dont know much about d2 and what it needs for the modells, but you can easy merge all submodells and remove d3-specific flags with oofedit 1.58 if you need.
- Shadowfury333
- DBB Ace
- Posts: 326
- Joined: Mon Aug 09, 2004 8:36 pm
I don't see why it would be as important. Don't forget, the primary weapons are exclusively powerups, though I suppose that you could try remodeling the shots, It doesn't seem as important.DizzyRox wrote:Diedel would you be making all primarys available in D2X-XL (like the secondarys were), or do you need to work them on a per weapon/item basis?
If Im on the right page with ya, thats a good deal, so maybe I just need the names for the oofs? thanks manShadowfury333 wrote:I don't see why it would be as important. Don't forget, the primary weapons are exclusively powerups, though I suppose that you could try remodeling the shots, It doesn't seem as important.
Umm ... I don't know what you mean. Each model can be provided separately, one by one. You can mix old-style 2D (sprite) and new 3D (polymodel) gun powerup representations. The guns are managed independantly from each other in the program. There is nothing like a general 'gun powerup class' that can only either show every gun as sprite or every gun as polymodel. That also means that I have to enable each gun's 3D model separately by adding the oof file name to a table in the program. I could just think up some filenames and give them to you and already put them in the program. D2X-XL will use the sprites for each item it cannot find the oof file for, that's no problem. Alright?DizzyRox wrote:Im with you guys on the primarys, Ive got one workin now.
Diedel would you be making all primarys available in D2X-XL (like the secondarys were), or do you need to work them on a per weapon/item basis?
- Aus-RED-5
- DBB Friend
- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
- Location: Adelaide, South Australia
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I'm sorry, but I just had a look at the s-mine model in-game, and to me it's butt ugly for D2X-XL.
IMO when you compare it to Dizzy's work, it's just not right. Not even in the same category.
Dizzy, sorry man.
I would still like for you to make the s-mine models please.
Only when you have finished with what you are doing now, and have the time to do so.
Thanks.
IMO when you compare it to Dizzy's work, it's just not right. Not even in the same category.
Dizzy, sorry man.
I would still like for you to make the s-mine models please.
Only when you have finished with what you are doing now, and have the time to do so.
Thanks.
The s-mine is still low poly (meant for D3 and hardware from a few years ago), but it's a start - and it helped me to create the code required for adding 3D models of stuff that has no 3D representation of any kind in Descent 2: The missiles, which have 3D models for the weapons, can easily be shown 3D, but e.g. the quad laser only has a 2D representation (sprite) in D2, like the smartmine 4pack powerup.
- Aus-RED-5
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- Posts: 1604
- Joined: Fri Apr 23, 2004 7:27 am
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Yes I knew that, but when Dizzy said this:Diedel wrote:The s-mine is still low poly (meant for D3 and hardware from a few years ago)
I didn't want the s-mine to be left out of "the things to do list", thats all.DizzyRox wrote:Oh yeah!!,, nice work Digijoe, thanks man. Cool one more item done,, sweet!!
But this one is crap compared to Dizzy's work.
If the s-mine was in higher quality I would be fine with it.
More help, the better. Plus less work for Dizzy.
I have nothing against a better smine model, but I'd like to the see the guns and equipment (quadlaser, headlight, etc.) be done first.
Dizzy,
here are the oof file names of all hires 3D models currently supported by D2X-XL:
ship:
Dizzy,
here are the oof file names of all hires 3D models currently supported by D2X-XL:
ship:
- pyrogl.oof
- concussion.oof
homer.oof
smartmsl.oof
mega.oof
flashmsl.oof
guided.oof
mercury.oof
eshaker.oof
shakrsub.oof
- pminepack.oof (prox mine 4-pack)
proxmine.oof (armed rotating mine)
sminepack.oof (smart mine 4-pack)
smartmine.oof (armed rotating mine)
- concussion4.oof
homer4.oof
flash4.oof
guided4.oof
mercury4.oof
- laser.oof
vulcan.oof
spreadfire.oof
plasma.oof
fusion.oof
superlaser.oof
gauss.oof
helix.oof
phoenix.oof
omega.oof
- quadlaser.oof
headlight.oof
ammorack.oof
fullmap.oof
afterburner.oof
converter.oof
- cloak.oof
invul.oof
extralife.oof
- bluekey.oof
redkey.oof
goldkey.oof
hehe ,I must come across like the sims.. wha whaa, wha wh wha ROFL! sorry manDiedel wrote:Umm ... I don't know what you mean. Each model can be provided separately, one by one. You can mix old-style 2D (sprite) and new 3D (polymodel) gun powerup representations. The guns are managed independantly from each other in the program. There is nothing like a general 'gun powerup class' that can only either show every gun as sprite or every gun as polymodel. That also means that I have to enable each gun's 3D model separately by adding the oof file name to a table in the program. I could just think up some filenames and give them to you and already put them in the program. D2X-XL will use the sprites for each item it cannot find the oof file for, that's no problem. Alright?
ok i think i got it
long story short, with the secondaries I was able to pop in and out of the game,, to test the form/colors etc.. of the models and just wondered if that was going to be the case with the primaries.But when Shadowfury333 posted, I finally realized what the deal was.Thanks for the names to man, I should have one or two up in a day or so to check out.
I appreciate the props man, thing is, I hadnt put it in the game yet and the screenie looks cool. I was guessing that right off the bat the colors would be washed out because ,if you look at the missle textures compared to the actuall model rendering in D2X-XL ,I had to make the textures quite dark and contrasty to get them to look more natural,,abate at the same time be very carefull about highlights because,(note the subtle white highlight around the first missles bottom and jus below some of the stripes.) just a very little bit too bright and immediatly would almost be pure white in game. I guess Im jus saying its a cool little balancing act, that a model made for another game ,prolly no way it could look good texture wise.. or it may need further texture work to get it in the pocket.Aus-RED-5 wrote:Yes I knew that, but when Dizzy said this:
DizzyRox wrote: ‹ Select ›
Oh yeah!!,, nice work Digijoe, thanks man. Cool one more item done,, sweet!!
maybe somemore rez would be cool, its very cool it was presented.
erummm and that was supposed to be short,, LOL
I do wanna run thru them all(textures) to, it woulda been cool to have a (mine)rollin at the moment though,
Ok Here's the start of the Vulcan. Dont really like the vulcan so figured Id get it out of the way.
Thing is, it didnt come up in the game.
Diedel could you look at this to see if I did something wrong i.e.. Do I need to add gun points in oof editor or maybe something I didnt tick in the menus? I did try both ways with and without points,, abate I dont really know how to do it, seemed easy enough but still didnt get it in the game.
Here's render of it, so you all can see the form of it anyway,,it is texture mapped but no where near done.
Edit; I forgot to mention ,i tryed 2 levels of resolution higher, or the barrels and keeper rings being 8,12,16 sides.
faces go really high up to 1288 or so with 16 sides
1050 or so at 12 sides, So I choose 8 because it cleans up pretty nice and offers a pretty reasonable face/vert count and some barrels are actually 8 sides, so i thought what the heck, id go 8. Let me know if this is cool with you all.
and the files http://www.dizzyrox.koolbear.com/vulcanrough.zip
Thing is, it didnt come up in the game.
Diedel could you look at this to see if I did something wrong i.e.. Do I need to add gun points in oof editor or maybe something I didnt tick in the menus? I did try both ways with and without points,, abate I dont really know how to do it, seemed easy enough but still didnt get it in the game.
Here's render of it, so you all can see the form of it anyway,,it is texture mapped but no where near done.
Edit; I forgot to mention ,i tryed 2 levels of resolution higher, or the barrels and keeper rings being 8,12,16 sides.
faces go really high up to 1288 or so with 16 sides
1050 or so at 12 sides, So I choose 8 because it cleans up pretty nice and offers a pretty reasonable face/vert count and some barrels are actually 8 sides, so i thought what the heck, id go 8. Let me know if this is cool with you all.
and the files http://www.dizzyrox.koolbear.com/vulcanrough.zip
Dizzy,
awesome!
Re. polycount:
it's no problem to render a model with subparts sticking in each other. E.g. you don't need to split each Vulcan barrel into 3 segments (body - 1st. ring, 1st ring - 2nd ring, 2nd ring - end), but you can make each barrel full length and just stick solid disks into the barrels forming these rings keeping them together.
I will check why the model isn't displayed. Probably ... a bug?
Edit: A bug. Just fixed it. The Vulcan is a tad small:
awesome!
Re. polycount:
it's no problem to render a model with subparts sticking in each other. E.g. you don't need to split each Vulcan barrel into 3 segments (body - 1st. ring, 1st ring - 2nd ring, 2nd ring - end), but you can make each barrel full length and just stick solid disks into the barrels forming these rings keeping them together.
I will check why the model isn't displayed. Probably ... a bug?
Edit: A bug. Just fixed it. The Vulcan is a tad small:
gotcha on the sub model barrels Diedel abate these are connected but not separated.Here's what I got so far. Got a few more detail things to do to it.Plus make the pivot to correctly spin it.but time for bed i guess.Give this one a run ,see what you all think ,here's render of it.
and the files http://www.dizzyrox.koolbear.com/vulcan.zip
and the files http://www.dizzyrox.koolbear.com/vulcan.zip