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PostPosted: Sat Dec 09, 2006 10:00 am 
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Website: http://www.dizzyrox.koolbear.com
Location: Sedalia
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 :roll: heh,
But Im not done with AB textures by any means 8)


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PostPosted: Sat Dec 09, 2006 10:08 am 
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Good to know you're still with us! ;)


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PostPosted: Sat Dec 09, 2006 10:30 am 
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Thanks Aus,
I jus really had a lotta stuff to clear off my plate, so to speak :P

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


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PostPosted: Sun Dec 10, 2006 2:59 am 
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Yeah Dizzy,

good to see you're still here! :)

Ofc you are free to do whatever you find more pleasant, and building just so many D2 textures can surely get tedious. :)


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PostPosted: Sun Dec 17, 2006 2:57 am 
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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.

Image

http://www.dizzyrox.koolbear.com/concussion.zip


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PostPosted: Sun Dec 17, 2006 4:07 am 
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Looks great Dizzy!

Keep up the good work. :)


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PostPosted: Sun Dec 17, 2006 7:17 pm 
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You're slowing down my computer with these textures.



Sweet.


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PostPosted: Mon Dec 18, 2006 12:11 pm 
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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.
Image

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?


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PostPosted: Mon Dec 18, 2006 12:12 pm 
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Nice & nice. :)


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PostPosted: Tue Dec 19, 2006 1:17 am 
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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. 8)

here's a new skin for the concussion model.
Image


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PostPosted: Tue Dec 19, 2006 2:42 am 
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WOW!! :shock:

Well done Dizzy!

Thanks bro, you da man! ;)

Can't wait to see these bad boys working in D2X-XL!


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PostPosted: Tue Dec 19, 2006 4:25 am 
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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! :)


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PostPosted: Tue Dec 19, 2006 5:46 pm 
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Thanks Diedel
heh,,its better than TV :P
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.
Image
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 8)


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PostPosted: Tue Dec 19, 2006 6:51 pm 
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I like the 240! :)


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PostPosted: Wed Dec 20, 2006 2:18 am 
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High! High! High!

/me jumps :D


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PostPosted: Wed Dec 20, 2006 7:45 am 
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Man those look cool! Me wants... This mean you're back into modeling and texturing stuffs?


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PostPosted: Thu Dec 21, 2006 5:32 am 
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Actually, high poly/vertex models only get costly rendering speed wise if OpenGL style dynamic lighting for objects is enabled. As you can turn that on/off separately, you can do the 4pack with the 240 poly missiles. Or you make the single missile 240 and the 4packs with lower poly count.


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PostPosted: Thu Dec 21, 2006 6:34 pm 
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d3jake wrote:
Man those look cool! Me wants... This mean you're back into modeling and texturing stuffs?
Yeah Im still givin it a go man, had to get some stuff done and do abit of learning :)

Diedel wrote:
Or you make the single missile 240 and the 4packs with lower poly count.
I like this idea, easy enough to do and will still look good..Ill give that a shot

here's the Concussion/Homer and Guided oofs and textures,let me know how it goes.. 8)
concussion 240
homer/guided 272

Image
http://www.dizzyrox.koolbear.com/3packmissleoofs.zip


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 Post subject:
PostPosted: Thu Dec 21, 2006 6:47 pm 
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Image


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PostPosted: Thu Dec 21, 2006 11:30 pm 
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Ahhhhh man, way to cool! 8)

Nice work bro!

Love it! :D


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 Post subject:
PostPosted: Fri Dec 22, 2006 5:58 am 
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Dizzy,

your missiles have a fascinating feature: They don't get fired, they get thrown at you! :lol:

Image

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.


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 Post subject:
PostPosted: Fri Dec 22, 2006 6:21 am 
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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,, :lol:
Ill have to give the texuring part some thought today.


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PostPosted: Fri Dec 22, 2006 6:32 am 
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Wouldn't you need 2 kinds of models?

One that rotates, and the other that is shot out of the pyro?

Something like this?
Image

I don't know, just a thought. :?


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 Post subject:
PostPosted: Fri Dec 22, 2006 6:44 am 
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No, if I have a 3D model i can rotate anyway I want using code.

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,, :lol:
Ill have to give the texuring part some thought today.

Alright. :)

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).


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PostPosted: Fri Dec 22, 2006 6:47 am 
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Diedel wrote:
Stand by for v1.9.38.


:mrgreen:


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 Post subject:
PostPosted: Fri Dec 22, 2006 5:57 pm 
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Heh, Cool Avatar Aus :D

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
Image

and Here's the missle
http://www.dizzyrox.koolbear.com/concussionfixed.zip

still working on the homer/guided 8)


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PostPosted: Fri Dec 22, 2006 6:24 pm 
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:lol: @ Aus-RED's avatar


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 Post subject:
PostPosted: Fri Dec 22, 2006 11:59 pm 
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Well, the thruster port is still pretty tore up on the concussion, Ive noticed now, working on a better texture now that I can see it in action.
thanks Diedel


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PostPosted: Sat Dec 23, 2006 12:41 am 
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Diedel wrote:
:lol: @ Aus-RED's avatar


Oh?

Image

Image

:lol: :P


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 Post subject:
PostPosted: Sat Dec 23, 2006 3:22 am 
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Hehehe! Thx. :)


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PostPosted: Sat Dec 23, 2006 4:27 am 
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ROFL!!! :) ,,Santa flys a pyro ,who woulda knew :P ,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 :P

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?
Image

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.. :lol:


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 Post subject:
PostPosted: Sat Dec 23, 2006 2:15 pm 
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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).


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PostPosted: Sun Dec 24, 2006 12:05 am 
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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.


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PostPosted: Sun Dec 24, 2006 2:37 am 
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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?


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PostPosted: Sun Dec 24, 2006 3:34 am 
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=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.
Heya Tempest, at the moment im using the exporter straight off the Descent3 site.
export to p3d > oof. What file types can you export out now?

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?

Yup ,I caught that, (of course after the fact ,heh :roll: , 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.
Here they are fixed plus the Flash missle.
Flash/Homer/Guided/Concussion so far.

Image

and the files
http://www.dizzyrox.koolbear.com/4misslepack.zip


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PostPosted: Sun Dec 24, 2006 4:40 am 
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Cool, thx. :)


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PostPosted: Fri Dec 29, 2006 12:27 am 
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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 :)

Image

and the files http://www.dizzyrox.koolbear.com/allmisslesrough.zip


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PostPosted: Fri Dec 29, 2006 2:03 am 
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Hohoho! I thought Christmas was over! :D

The Shaker looks very edgy compared to the other models. Not yet finished model?


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PostPosted: Fri Dec 29, 2006 6:54 am 
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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. :mrgreen:

They rock with detail! 8)

Keep up the good work bud, and thanks! ;)


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 Post subject:
PostPosted: Sat Dec 30, 2006 9:33 am 
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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. 8)
Still working the texture, but wanted to see what you all thought of the poly count/smoothness/details etc... before moving forward.

Image

and the files
http://www.dizzyrox.koolbear.com/eshaker.zip


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