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PostPosted: Wed Oct 04, 2006 9:21 pm 
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Last man standing
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here`s the rest of the screen images I was trying to ul earlier. note there are some ugly shadows that I couldn`t get rid of just by tweaking the models or materials, but I`m reasonably happy with the lighting and feel I can move onto the other models I intend to build for this area.

Image Image Image
Image Image Image
Image Image Image
Image

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PostPosted: Wed Oct 04, 2006 9:26 pm 
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the floating rock in the middle of the rock bridge is currently a func_bobbing but it was a real pain to get the bobbing height and speed right. what other options are their available in d3 and which do you guys recommend?

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PostPosted: Wed Oct 04, 2006 11:38 pm 
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Excellent Ratty, looks fantastic. :D

How many poly's/faces is the entire scene?


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PostPosted: Wed Oct 04, 2006 11:50 pm 
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thanks kit89, and according to blender, before goofos`s exporter has triangulated the quad faces, there are:

verts 1872
faces 1881

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PostPosted: Thu Oct 05, 2006 12:45 am 
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Real hellish scene here!
I really like the new player skin too (for what i can see), especially his hairs... :wink:

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PostPosted: Thu Oct 05, 2006 2:24 am 
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6th venom, thanks and although it was intended just a personal mod, I could release it perhaps in separate .pk4`s either when this hell map is ready or before.

I`ve also redone a lot of the particle effects, like imp, hellknight and vulgar fireballs, bullet sparks, plasmagun trails, some explosions etc. which I`ll try to show in screen images when this map is more populated with monsters.

I do accept not everyone would say want the player skin and particle effects, so if they are in separate .pk4`s then players can choose which parts of my mod they want to use.

here`s an older d3 test map I was working on last year, which might show more clearly my version of the d3 player skin, I`ve used the same dark grey and chrome theme for the d3xp version as well. I`m not sure what you mean by his hairs as I didn`t alter the head or arms part of the original textures.

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PostPosted: Thu Oct 05, 2006 10:24 am 
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http://img241.imageshack.us/img241/8085 ... sz5.th.jpg
On this one it seems to be a different head that the original doom marine's one... maybe it's due to the darkness.

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PostPosted: Thu Oct 05, 2006 10:38 am 
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he`s the marine from d3xp which is slightly different from the original d3 marine, but other then that, yes it could be the lighting as I didn`t alter either of their heads.

although if I had time and knew how to I`d like to give the d3xp one a short black mohawk and some tatoos :)

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PostPosted: Thu Oct 05, 2006 10:10 pm 
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ratty redemption wrote:
the floating rock in the middle of the rock bridge is currently a func_bobbing but it was a real pain to get the bobbing height and speed right. what other options are their available in d3 and which do you guys recommend?
Animate it and export as an MD5 with a collision hull.

The maps a lot bigger than it initially look from the earlier screenshots but it looks like you've got some decent UVWmaps done on what are fundamentally (emphasis on 'mentally') difficult objects to unwrap.

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PostPosted: Fri Oct 06, 2006 5:35 pm 
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thanks kat :)

do you have any links to tuts on setting up and exporting .md5`s?

also would the collision hull be a simpler mesh version of the floating rock?

ot: I would of replied to your post sooner, but some of last posts in here I didn`t receive an email notification this thread has been updated, and I checked the option is ticked in both my profile and when I post.

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PostPosted: Fri Oct 06, 2006 6:43 pm 
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I`ve being doing some tests with trying to get a hellknight to follow a path around a section of the rock bridge, but he keeps falling off. here`s an image of gtk radiant 1.5 showing the model section, the simplified "common\monster_clip" textured brushes, and some path corners.

Image

I don`t really want to build monster clip brushes on the sides of the bridge, like some invisible hand rails, if I can avoid it, so do you guys have any other suggestions?

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PostPosted: Fri Oct 06, 2006 7:51 pm 
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Use the AI solid textures, I think they're in a different folder than /common. Basically they more or less what DONOTENTER was in Q3, they act as a 'solid' area to bots but they can pass though them physically (if shot for example).

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PostPosted: Fri Oct 06, 2006 7:57 pm 
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thanks a lot kat, that sounds ideal. I`ll try this soon and report back :)

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PostPosted: Wed Oct 18, 2006 7:23 pm 
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I haven`t yet had time to try out the AI solid which kat suggested, and I`m sorry again for the lack of updates.

last week and today I got some more modeling done to the hell map, but I also spent another long weekend with my girlfriend, this time in her home town of milton keynes.

we`re now planning for me to move up there over the next couple of weeks, so I`m not sure how much of the hell map I`ll get done until I`m fully set up in her flat. although she does have broadband which will be a welcome upgrade from my 56k I`ve been using for years.

the hell map is at the top of my project list and it will definitely get released oneday, in the mean time I`ll do as much as I can to it when ever possible and keep you people here updated.

I do have a new technical issue I`d like help with.

in these screen images, your see I have built a tunnel entrance into the rock walls at the bottom of the main cave, with the lava flowing into the tunnel. but as the tunnel slopes downwards, I`m having difficulty with the lava fog lights as having two next to each other doesn`t look good in game, I assume because we can see the sides of the fog volume.

is there a way to simulate the fog following the contours of the lava or should I leave out the fog lights?

Image Image

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PostPosted: Thu Oct 19, 2006 1:51 pm 
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I would suggest leaving out the fog and just add in some rising smoke.

If your able to get really close to the lava, I would suggest creating a script that at a certain distance removes the fog &/or smoke and creates a light heat wave affect infront of the player.

Not sure if this can be done in Doom3 tho, as I have only just been able to buy a legal copy of Doom. :)


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PostPosted: Thu Oct 19, 2006 4:30 pm 
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good point, kit89 and I will be using heat haze and smoke effects so they will make the lava look more realistic, but afaik their not dynamically culled in the d3 engine.

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PostPosted: Mon Oct 23, 2006 3:40 pm 
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for the time being I`ve finished the small floating rocks in the hell map`s first area, and have now started on the large chains as shown in the image below.

next I intend to model some metal cages which will be either resting on floating rocks or suspended from the chains between rocks. the cages will have ammo, weapons and or monsters in them, which in turn will spawn flying monsters like lost souls and caco demons outside the cages. should be fun when I get round to them :)

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PostPosted: Mon Oct 23, 2006 4:35 pm 
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after 4 attempts at ul this next image onto imageshack, it finally worked :roll:

so here is an in game wire frame image of the floating rocks and chain, with the player standing on top the chain.

although since the 3rd person camera is zoomed out a long way the player appears to only be a few pixels high. I thought this image would demonstrate better how the various models are positioned in this first area of the map.

Image

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PostPosted: Mon Oct 23, 2006 8:17 pm 
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Wow looking great Ratty. :)

Hopefully it wont be to complicating, especially after you've added in monsters to kill.(Not sure on the limitations of the engine for a standard pc).


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PostPosted: Mon Oct 23, 2006 8:59 pm 
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found a secret

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looks great...great inspiration as i am trying to learn to model :D

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