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PostPosted: Sat Dec 30, 2006 5:11 pm 
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Drool! :mrgreen:

I think it looks very good this way. :)


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PostPosted: Sun Dec 31, 2006 2:54 am 
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Diedel wrote:
Drool! :mrgreen:

I think it looks very good this way. :)


X2!!!

I like it very much! :D


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PostPosted: Sun Dec 31, 2006 6:45 pm 
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Btw, Dizzy, it looks like you are using a somewhat outdated version of D2X-XL ... :roll:


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PostPosted: Thu Jan 04, 2007 11:25 pm 
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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

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PostPosted: Fri Jan 05, 2007 12:00 am 
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Looks great Dizzy!

One thing.
It could be just me, but I find the mega missile's nose to be to pointy.
I don't know, maybe it should be a bit more round like the smart missile?
Anybody else think the same?

Anyways.
Overall great job! I like them all. :D


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PostPosted: Fri Jan 05, 2007 3:52 am 
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Will try, thx Dizzy. Btw, nice avatar. :)

Oooh, I <3 the smart missile!

Aus-RED is right. Maybe make it a little more round (but don't get too close to the shaker, the mega looks distinctively different from it, which I personally like).


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PostPosted: Fri Jan 05, 2007 8:14 am 
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I wonder if we could use those models for the Earthshaker Pro d3 level...


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PostPosted: Fri Jan 05, 2007 8:25 am 
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d3jake wrote:
I wonder if we could use those models for the Earthshaker Pro d3 level...


I can't see why not.
They are in .oof format.


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PostPosted: Fri Jan 05, 2007 8:19 pm 
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that would be cool to see one in a d3 level, no doubt 8)
Im sure glad you guys like them :)
here's another mega with a more rounded nose.

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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.


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PostPosted: Fri Jan 05, 2007 10:50 pm 
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Megas look alot better now!
Nice work and thanks for that. :)

DizzyRox wrote:
Diedel/All what would you want to see next?


I'm not Diedel, but I'd like to see some proxies or smart mines next if possible. :)

When you're ready of course. ;)


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PostPosted: Sat Jan 06, 2007 3:56 am 
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I've been dying to see the primary weapon powerups remade ever since this whole hi-rez project started...


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PostPosted: Sat Jan 06, 2007 4:48 am 
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Dizzy,

I'd love to see the weapons modeled next. Or the equipment (quad laser, headlight, automap, ...). :)


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PostPosted: Sat Jan 06, 2007 6:56 am 
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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.

Image

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.


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PostPosted: Sat Jan 06, 2007 2:03 pm 
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COOL! *downloads*


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PostPosted: Sat Jan 06, 2007 2:03 pm 
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Actually while I remember it Diedel, how does XL handle textures for OOFs? Do they have to be something that exists in the game?


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PostPosted: Sat Jan 06, 2007 2:22 pm 
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The textures need to be placed in the models folder, like the oof files.


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PostPosted: Sun Jan 07, 2007 10:07 am 
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DigiJo,

which oof file from the zip file is what model?


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PostPosted: Sun Jan 07, 2007 10:26 am 
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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.


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PostPosted: Sun Jan 07, 2007 10:40 am 
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Alright, thx. :)


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PostPosted: Sun Jan 07, 2007 10:51 am 
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DigiJo,

the textures for the smartmine models are missing. D2X-XL needs them as separate files (TGA).

Update:

Got them. I remembered having a ogf - tga converter.


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PostPosted: Sun Jan 07, 2007 9:24 pm 
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Oh yeah!!,, nice work Digijoe, thanks man 8)
one more item done,, sweet!!

Im with you guys on the primarys, Ive got one workin now. 8)
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?


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PostPosted: Sun Jan 07, 2007 9:38 pm 
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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?


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.


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PostPosted: Sun Jan 07, 2007 10:24 pm 
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Shadowfury333 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.
If Im on the right page with ya, thats a good deal, so maybe I just need the names for the oofs? thanks man


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PostPosted: Mon Jan 08, 2007 3:46 am 
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DizzyRox wrote:
Im with you guys on the primarys, Ive got one workin now. 8)
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?

Umm ... I don't know what you mean. :lol: 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? :)


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PostPosted: Mon Jan 08, 2007 4:27 am 
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Yeah pick any one, and work on it till it's finished.

Although, first finish the one you are working on now please. :mrgreen:


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PostPosted: Mon Jan 08, 2007 5:37 am 
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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. :)


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PostPosted: Mon Jan 08, 2007 5:41 am 
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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.


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PostPosted: Mon Jan 08, 2007 6:08 am 
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Diedel wrote:
The s-mine is still low poly (meant for D3 and hardware from a few years ago)

Yes I knew that, but when Dizzy said this:
DizzyRox wrote:
Oh yeah!!,, nice work Digijoe, thanks man. Cool one more item done,, sweet!!

I didn't want the s-mine to be left out of "the things to do list", thats all. ;)

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. ;)


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PostPosted: Mon Jan 08, 2007 6:14 am 
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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:
    pyrogl.oof
missiles (powerups and weapons):
    concussion.oof
    homer.oof
    smartmsl.oof
    mega.oof
    flashmsl.oof
    guided.oof
    mercury.oof
    eshaker.oof
    shakrsub.oof
mines (powerups and weapons):
    pminepack.oof (prox mine 4-pack)
    proxmine.oof (armed rotating mine)
    sminepack.oof (smart mine 4-pack)
    smartmine.oof (armed rotating mine)
missile 4-packs (powerups):
    concussion4.oof
    homer4.oof
    flash4.oof
    guided4.oof
    mercury4.oof
guns (powerups):
    laser.oof
    vulcan.oof
    spreadfire.oof
    plasma.oof
    fusion.oof
    superlaser.oof
    gauss.oof
    helix.oof
    phoenix.oof
    omega.oof
equipment:
    quadlaser.oof
    headlight.oof
    ammorack.oof
    fullmap.oof
    afterburner.oof
    converter.oof
special equipment:
    cloak.oof
    invul.oof
    extralife.oof
keys:
    bluekey.oof
    redkey.oof
    goldkey.oof

v1.9.63 will have the support for these model files (coming in a few hours ;)).


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PostPosted: Mon Jan 08, 2007 12:53 pm 
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Diedel 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?
hehe ,I must come across like the sims.. wha whaa, wha wh wha ROFL! :P sorry man

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.

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!!

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.
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,
8)


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PostPosted: Mon Jan 08, 2007 3:19 pm 
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Dizzy,

the only problem is that you condense thoughts worth a paragraph of writing into one sentence ... and it always takes me a while to decompress that ... :P

I wonder whether I should call you DizzyRAR :roll: :mrgreen:

Btw, D2X-XL v1.9.63 online, with support for all D2 powerups known to man. :)


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PostPosted: Mon Jan 08, 2007 5:02 pm 
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ROFLMAO!!! DizzyRAR :lol ,awww :idea: so that why it takes an hour to type 2 sentences??? :oops: :P Good stuff

thanks for the patch man 8)


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PostPosted: Mon Jan 08, 2007 6:26 pm 
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DizzyRox wrote:
:idea: so that why it takes an hour to type 2 sentences???


ROFL!


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PostPosted: Mon Jan 08, 2007 10:01 pm 
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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.

Image

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


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PostPosted: Tue Jan 09, 2007 2:57 am 
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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? :roll:

Edit: A bug. Just fixed it. The Vulcan is a tad small:

Image


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PostPosted: Tue Jan 09, 2007 12:26 pm 
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LOL ,Vulcan Ultra mini :lol:
I should prolly build bigger, Ive been using oof edit for the in game sizing, all of them Ive increased size either right at or close to 210%.
Thats great you got it rollin 8) hopefully Ill be able to come really close to completion tonight.


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PostPosted: Tue Jan 09, 2007 1:29 pm 
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nice work there dizzy. LOL....thats where my pea shooter went...D2X-XL!! keep up the good work man.


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PostPosted: Tue Jan 09, 2007 2:14 pm 
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Fixed d2x-xl available soon. ;)

Edit:

Fixed d2x-xl now available. ;)


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PostPosted: Thu Jan 11, 2007 12:04 am 
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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.

Image

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


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PostPosted: Thu Jan 11, 2007 6:31 am 
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Looks great, just the pivot point needs adjustment. But you mentioned that already. :)

Thank you, Dizzy. :)

I hope we will eventually have all models plus the level textures in hires. Makes D2 almost look like a new game. :D


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