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Old 07-29-2012, 04:24 PM   #1
Eukos
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3dmm II





Download-Link of Public Test 0.1 on my WebZone

Quote:
Originally Posted by Eukos
Uploaded the test build I sent out to one of my friends to check internet-play onto my website.
Please let me know if the game runs fine and if the controls are alright for you.

I would suggest running the batch file included in this package to get into the pre-alpha of Misty City, but before you do that remove the "-ip 5.108.99.52" out of the .bat file.

The controls so far:
[W][A][S][D] - Movement
[SPACE] - Move Camera Up
[CTRL-L] - Move Camera Down
[Q] - Tilt Left
[E] - Tilt Left
1-5 selects the tools (you've got nothing to use it on though, read below)

Due to a client-side config issue you cannot change the Field of View with the mouse wheel nor can you change the camera speed with Num Pad +/-. Push those buttons from time to time anyway to see if its comfortable, maybe you have some suggestions to make.

There is a console command which spawns Gustave and among some other things, but before I give that away I want to see if you like the controls at least

Keep in mind that this is in no way meant to be a playable thing, it theoretically could be easily extended though if you had the source code of the data/progs.dat, so you could actually make movies with this.

I am not giving away too much more now until I get some input


Basically, yes I'm working on a prototype of that game and since I don't want to use the SFM thread for it I'll post the stuff here. Note that this is early stuff and I need help CONTENT (not coding) wise to get this done soon - basic features are implemented and yes this is real

Quote:
Originally Posted by Eukos
Deng
The content is still applied to a global 8bit palette but I can work with that for now. At one point I'll throw that whole paletting shit out, but right now I'll focus on camera placement.
Quote:
Originally Posted by Eukos
Alright, so I got the basic stuff going. Right now you can fly around a level and place 3DMM props (which I converted to Quake's native .mdl format).

Later I plan to add in support for MD2 models, this is fairly easy since Quake MDL is almost the same.

WiP Shot 1

When you aim at one thing in the view you can do all kinds of stuff with it. You select the basic tools with the numbers 1-5 on your keyboard and execute them with commands that are hooked onto Mouse button 1 and 2

1-Move
2-Rotate
3-Frame (Mouse 1 = forward, Mouse2=backward)
4-Skin (switches between multiple model skins with MB1&MB2)
5-Remove/Cut

Like I said earlier this build is still hooked onto a global palette, that's why the colours look so weird... that stuff will be thrown out at some point

You can help out with suggesting models/scenes and so on and contributing with models that you completely made yourself

And also we want to keep this organised a bit. So I'd for example not submit a prop or a scene that is way too specific

If you want to submit a model It'd be cool if it was in MD2/MAX/OBJ format


Keep in mind that I have another project on my schedule right now which has a higher priority but I will work on this whenever I get time

If someone wants to design a menu or anything feel free to post it here.
Questions etc. are obviously welcome

Media
















Misty City #1

Last edited by Eukos : 05-11-2014 at 12:00 PM.
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Old 07-29-2012, 04:42 PM   #2
Jt Copper
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Holy shit, this looks like its gonna actually happen!

Could you also have it run through md3. format? I saw some awesome shit thats md3 and I would really want to use them.


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Old 07-29-2012, 04:48 PM   #3
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I actually considered using md3 but thought that most of us are more familiar with MD2 models

So yeah I could do that, not sure (yet) if I implement it though


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Old 07-29-2012, 04:49 PM   #4
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As i said before, it looks awesome, i cant wait to test it out!
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Old 07-29-2012, 06:52 PM   #5
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Will we be able to add a model via drop down menu?

Here's the Misty City props if you want them.

Last edited by Lemurboy : 07-29-2012 at 07:11 PM.
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Old 07-29-2012, 07:09 PM   #6
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Sort of, yeah.
Also thanks for posting the MD2's of the Misty City props. I can attempt to port Owers' Misty City over for the demo. I'm sure he doesn't mind...

First of all I have to get the base game together with all the functions you guys want. Changeable Field of View and stuff like that. After the game is done I will add features that help you to customize the game and add your content to the movies


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Old 07-29-2012, 07:21 PM   #7
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this is awesome dude, much respect for all the hard work you put into 3dmm and helping other people with their projects. eukos is like the love child of travis and frankie


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Old 07-29-2012, 07:56 PM   #8
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Oh thank you, this means a lot to me
It's sad that both are not around anymore...

Oh yes something I have been thinking about i that since the engine is already capable of network play multiple persons could work on a movie at once

This would require a lot of stuff to be done server-side though and I'm not that experienced enough with such things at the moment


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Old 07-29-2012, 07:56 PM   #9
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So what other models are needed? I like contributing models.
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Old 07-29-2012, 07:57 PM   #10
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Generic models, like chairs, tables, props or Setpieces that could be put into ANY movie


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Old 07-29-2012, 08:05 PM   #11
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Goddamn Eukos you are so cool! You are the man! I will definitely make a great 3dmm porno with this when it is done. You are the coolest member to join since Mike Sanford.
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Old 07-29-2012, 08:15 PM   #12
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High praise.
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Old 07-29-2012, 09:10 PM   #13
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I knew that guy's uncle at Microsoft was telling the truth, dammit!


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Old 04-08-2013, 06:36 PM   #14
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Great work, the textures & shadows look really nice.
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Old 07-29-2012, 09:35 PM   #15
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HOMG


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Old 07-29-2012, 10:41 PM   #16
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Misty City Progress

The map is now loaded in Worldcraft. That means it can be compiled for 3DMM 2

In other words you'll be able to fly around Misty City etc
The red squares represent entities, aka prop placement spots where all the map models will be (the ones lemurboy posted)


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Old 07-29-2012, 10:48 PM   #17
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Here's an .obj of Gustave with a single texture.
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Old 07-29-2012, 10:51 PM   #18
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Nice, thanks.
I will be using that model to demonstrate you posing and animating next week


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Old 07-30-2012, 08:15 AM   #19
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Here's the footage I promised
Just woke up, that's why I sound so odd...


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Old 07-30-2012, 09:06 AM   #20
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Holy shit this is coming along so nicely.
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Old 07-30-2012, 09:16 AM   #21
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Eukos, man, this looks fucking awesome. I'm skeptical, of course, but this is looking great. Keep at it dawg! Don't get discouraged by source filmmaker though, because honestly I think it might be a bit too much more complex than 3dmm and lacks the same sort of "dive in and make something awesome" feeling.
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Old 07-30-2012, 09:50 AM   #22
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Yeah this is mainly why I'm doing this
I want to have a program that is free for everyone, really small in size and customizable in every way possible and most importantly just as easy to use as the original 3dmm

If you have any questions please ask


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Old 07-30-2012, 11:15 AM   #23
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will you be able to save/store camera angles so it's quick to switch between them

also what about a timeline?


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Old 07-30-2012, 11:28 AM   #24
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Yes Bjorny, you can have multiple cameras as well which you can toggle through with your numpad

The timeline is something tricky to code, I have a plan how to do it, though


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Old 07-30-2012, 11:26 AM   #25
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Is anyone still in touch with Travis or Frankie? Even though they've severed ties and all, it might be possible to convince them to send Eukos the progress they made (especially in Travis's case)


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