Search found 20 matches

by Nuke
Thu Jun 14, 2007 9:26 am
Forum: D2X-XL
Topic: Hi-Res Robot Textures!
Replies: 2
Views: 2611

Hi-Res Robot Textures!

heres my first release of new robot textures, 30 in all (in no particular order). its technically a beta so suggestions are welcome at this time.

http://www.game-warden.com/nukemod-cos/ ... xtures.zip
by Nuke
Wed Oct 18, 2006 10:15 am
Forum: PTMC Gallery
Topic: pyro-ix
Replies: 12
Views: 2254

all the pyro ix has in the dash is a stupid ipod dock :D

that stated, i think il model the interior as well.
by Nuke
Wed Oct 18, 2006 3:07 am
Forum: PTMC Gallery
Topic: pyro-ix
Replies: 12
Views: 2254

hehe pretty cool :D
by Nuke
Tue Oct 17, 2006 10:51 am
Forum: PTMC Gallery
Topic: pyro-ix
Replies: 12
Views: 2254

pyro-ix

Image

working on a non-cannon pyro model in max 8. shes about 90% done. gotta clean up some ugly polies and uv. il convert it for use in freespace and release it in a variety of other formats for anyone needing a pyro for whatever.
by Nuke
Fri May 05, 2006 12:57 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

you aint kidding, the bsp structure for the pol format is very primitive. ive only been able to produce a handfull of bots that looked right, after many an attempt. thats why i want to use the new oof support. ive never used oofs before but it cant be any harder than pofs or mdls or pols or any ...
by Nuke
Thu May 04, 2006 2:11 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

i couldnt get oofgen to work under max 8 but i did find another program (d3tool) that supported truespace cob/scn import. sence im more familiar with truespace than max i think it should do nicely. for base models im gonna use thinman's robot archive http://www.descent2.com/goodies/3dmodels/thinman ...
by Nuke
Thu May 04, 2006 12:28 am
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

anything to oof is what i need. i have max 8 and truespace 6. i perfer to do all editing in one of those programs with as few conversions as possible.
by Nuke
Wed May 03, 2006 1:19 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

anyone know where i can get an oof converter? i need it to get started on the bot update.
by Nuke
Tue Apr 04, 2006 2:06 am
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

yes i would figure oof supports a submodel heirarchy of sorts that can be inferfaced with the submodel animation code. if i remeber correctly uses a list of positions, rotational offset values that denotes the orientations of objects at different states of the robots behavior, and then intrepolates ...
by Nuke
Thu Mar 30, 2006 3:14 am
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

i still havent made much progress on the robot textures. work has kept me busy. i work a rather laborous job and i never seem to have enough energy left at the end of the day to make any textures. i was thinking that it might be better, with the oof support being implemented, to redo the robots as a ...
by Nuke
Wed Mar 29, 2006 2:20 am
Forum: D2X-XL
Topic: OOF documentation where?
Replies: 13
Views: 2691

iirc the descent network still has a repository of descent 2 robot models that somone did in truespace. they are slightly better than the originals but they would probibly require some work for compatability. might be worth looking into.
by Nuke
Fri Mar 03, 2006 3:25 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

i wanted to have several textures done by now but work has been keeping me busy as of late.
by Nuke
Mon Feb 27, 2006 5:06 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

i guess that makes sence. what about the directory structure. i figure i just give the texture the same name as the one from the pig files, but then the question is where do i put them in the directory structure? i started a couple of textures, they look nice but i still dont think there up to par ...
by Nuke
Sun Feb 26, 2006 3:35 am
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

id probibly be better off doing the bot textures, im not really that good (or rather inexperienced) with natural materials such as rock. of course il do it at leasure because ive got my freespace mod and a couple other side projects going as well. ive been very intrested with whats been going on ...
by Nuke
Sun Feb 19, 2006 1:23 am
Forum: DLE-XP
Topic: DLE-XP questions and answers
Replies: 91
Views: 93746

il send you my level, (the same one i sent you last time, but now with more geometry). im trying to put in a teleporter at the end of a tunnel, but to make it look like the others i need to add one more cube. every time i insert a new cube and try to view it from a lower angle, it causes a crash ...
by Nuke
Sat Feb 18, 2006 4:59 pm
Forum: DLE-XP
Topic: DLE-XP questions and answers
Replies: 91
Views: 93746

on occasion when working on a level one of the cubes becomes corropt in some way and usually causes the program to crash when you try to view that cube from a certain angle. now, is there a way to debug such errors. like an error message giving me the bad cube's number so that it may be removed and ...
by Nuke
Wed Feb 15, 2006 2:55 am
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

ah yes. im still not to familiar with this forum system, that and i only come here every 3 or 4 days.
by Nuke
Wed Feb 15, 2006 2:42 am
Forum: D2X-XL
Topic: D2X-XL suggestions thread
Replies: 410
Views: 93458

any chance for improved mod support, for example allowing custom player ships and weapons. i remember in the old days you could to a degree replace a player ship's model. however all the performance settings were unchangeable, as were the gunpoints. the only way to modify player ships and weapons is ...
by Nuke
Sat Feb 11, 2006 2:35 am
Forum: DLE-XP
Topic: DLE-XP suggestions thread
Replies: 54
Views: 67254

any chance we can get a more advanced pog editor? something that can handel hi res textures, as well as animations and textures that are used for non level geometry (effects and robot textures for example). dtx2 seems to have some texture size limitations (seems to cap at 480^2) and im not sure if ...
by Nuke
Mon Feb 06, 2006 3:29 pm
Forum: D2X-XL
Topic: Project "Descent Relived"
Replies: 148
Views: 106343

funny, i discovered d2xxl like 4 days ago and i thought about doing the same thing that novacron is doing. so i converted about 30 of my vast collection of photoshop styles to textures just to experience the capabilities of the improved engine and to contemplate future possibilities. the results ...