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Author Topic: MM8BDM Screenshots  (Read 1180986 times)

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April 18, 2016, 01:49:25 AM
Reply #6825

Offline MusashiAA

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Re: MM8BDM Screenshots
« Reply #6825 on: April 18, 2016, 01:49:25 AM »
These 3D models are amazing (especially the yoku blocks, they are exactly what I've dreamed of, and would be an amazing feature in core), but I do have one complaint, a pet peeve of sorts: they lack the sprite's black outlines. Now, I understand why they're not there, but I just feel that a cel-shaded style of rendering or something would make the 3D models more accurate to the original sprites.

April 18, 2016, 02:11:56 AM
Reply #6826

Offline Laggy Blazko

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Re: MM8BDM Screenshots
« Reply #6826 on: April 18, 2016, 02:11:56 AM »
Agreed. black outlines would look neat. I wonder if Zandro supports one sided surfaces in models, because black outlines could be achieved by making black surfaces that face inwards, around the rest of the model.
Do what you want, of course.

April 18, 2016, 02:14:38 AM
Reply #6827

Offline ice

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Re: MM8BDM Screenshots
« Reply #6827 on: April 18, 2016, 02:14:38 AM »
I'll try to see what I can do, but mostly it's due to how small the textures are, I was trying to limit the texture size to max 64X64 but as a result things would look weird on the more rounded edges, and as I said before, sadly the mesh will always show on both sides, also why the weapon capsules are a nightmare to do

April 18, 2016, 02:23:37 AM
Reply #6828

Offline Magnet Dood

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Re: MM8BDM Screenshots
« Reply #6828 on: April 18, 2016, 02:23:37 AM »
I see that party ball in there, you can't hide it from me.

This is a really neat project! I've always loved that goofy N64 block style that a lot of early games on there used, so seeing that represented here is really neat.

April 18, 2016, 03:20:24 AM
Reply #6829

Offline Ukiyama

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Re: MM8BDM Screenshots
« Reply #6829 on: April 18, 2016, 03:20:24 AM »
It reminds me of a quick model I whipped up forever ago with the frost man lights, fun was had that day.

(click to show/hide)

April 18, 2016, 11:34:38 AM
Reply #6830

Offline BiscuitSlash

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Re: MM8BDM Screenshots
« Reply #6830 on: April 18, 2016, 11:34:38 AM »
Quote from: "ice"
dome some more 3D platforms

I would like to see those yoku blocks in the core game.

Assuming it wouldn't cause random issues.

April 18, 2016, 11:38:41 AM
Reply #6831

Offline Gumballtoid

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Re: MM8BDM Screenshots
« Reply #6831 on: April 18, 2016, 11:38:41 AM »
I spy a Party Ball. I'd like to see that up close.

April 18, 2016, 01:13:33 PM
Reply #6832

Offline Geno

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Re: MM8BDM Screenshots
« Reply #6832 on: April 18, 2016, 01:13:33 PM »
Wow, those 3D models look super cool! It'd be great if, at least the platform ones were included in the core!
(honestly, 3D Party Ball wouldn't really be needed, but the platform ones help with jumping and stuff)

April 18, 2016, 02:09:54 PM
Reply #6833

Offline ice

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Re: MM8BDM Screenshots
« Reply #6833 on: April 18, 2016, 02:09:54 PM »
Not showing the partyball up close just yet since it looks bad up close (and was the 1st model I did) as for it being not necessary, this is just something I did for fun to stick in the skins folder, though I could make one wad that contains platforms only, and the other containing everything else. Also made a model for the tanks but it has the same problem as the energy capsules of having to be solid blue/cyan to change color meaning without the ability to cell shade, tanks and capsules vanish in lets say, gutsman's stage when you have super arm out

Also still trying to figure out 3D skins

April 18, 2016, 11:44:40 PM
Reply #6834

Offline MusashiAA

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Re: MM8BDM Screenshots
« Reply #6834 on: April 18, 2016, 11:44:40 PM »
Yeah, every object or at least item or moving platform that you can climb on or any object that's part of a map's platforming section should have a 3D model counterpart. Those yoku blocks especially looked delicious, the one in the back with the black outlines as it shines looks exactly the way I'd like to see them all, from that angle it looks perfect.

I'd say take Lego's advice and try some voxel modeling instead, I know you are aiming for an N64 style of low poly models, but I think voxel models of these pixel sprites might be worth looking at.

April 19, 2016, 12:24:18 AM
Reply #6835

Offline ice

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Re: MM8BDM Screenshots
« Reply #6835 on: April 19, 2016, 12:24:18 AM »
I thought of voxeling, but honestly, the main thing I'm worried about is how many vertices voxeling would have considering the crapload of faces I'd have to make, I mean, doom can run on a toaster yes, but add hundreds of models with hundreds of faces rapidly spawning and moving, that may or may not cause some lag. But anyways, since I have the day off tomorrow, I'm gonna probobly do another dump

April 19, 2016, 01:44:14 AM
Reply #6836

Offline Laggy Blazko

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Re: MM8BDM Screenshots
« Reply #6836 on: April 19, 2016, 01:44:14 AM »
Software can run voxels very well, but OpenGL basically turns voxels into lots of tiny cubes instead of pixels, which looks bad and runs worse.

April 19, 2016, 02:08:52 AM
Reply #6837

Offline MusashiAA

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Re: MM8BDM Screenshots
« Reply #6837 on: April 19, 2016, 02:08:52 AM »
What about a way to force a kind of model depending on software or GL? Software uses voxel models, GL uses N64-styled models.

April 19, 2016, 02:14:26 AM
Reply #6838

Offline Laggy Blazko

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Re: MM8BDM Screenshots
« Reply #6838 on: April 19, 2016, 02:14:26 AM »
We'd have to see what happens if there are both voxel and model definitions, hehe.
Anyways, voxels can be disabled by typing r_drawvoxels 0 in the console.


Oh, BTW, voxels aren't in Zandronum until 3.0.

April 19, 2016, 03:42:20 PM
Reply #6839

Offline ice

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Re: MM8BDM Screenshots
« Reply #6839 on: April 19, 2016, 03:42:20 PM »
Still need to add the jaw bolts buuut yeah

Whale, that is all