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3d beastiary by CBM


CBM

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I have a couple of 3d beastiary projects running that I want to talk about in this thread

 

check out my resource thread on the zdoom forum: https://forum.zdoom.org/viewtopic.php?f=37&t=70033

 

4 monsters are released as stand alone addons for gzdoom at this point... many more are done and being prepared for larger packs and even more still are at the WIP stage...

 

so here is a big mixed bag of pictures

 

finalnob.gif

blacklegiondemonprince.jpg
chaosassault.jpg
sluggo.jpg
apc.jpg
dizzy2000.jpg
texmix.jpg
hovertank.jpg
miniguntank.jpg
TEX-ASS-DIZZY.jpg
imperialguard-wip.jpg

hivetyrant-wip.jpg
predatorwip.jpg
chaos.jpg

navygun.jpg
guntower.jpg
eldar.png
hellfire.png

exampleugegunz.png

Edited by CBM

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Hi, Wow these look nice!

 

I have a model request if you're inclined to do so?

A simple model of a floor, about 64x64 and maybe about 32 units tall.

The floor will need to animate a distance of about 512 back and forth.

If you get the idea, it would look like a 3dfloor but move horizontally.

 

Maybe make 3 versions of it, each about 128 units higher than the next.

For example, version1 128 high off the floor of 0, version2 256 high off the floor of 0, version3 512 high off the floor of 0.

 

Here's the hard part: allowing the player to stand on top of this floor model while it animates back and forth.

Is it possible?

 

Thanks!

Edited by Mr.Rocket

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10 minutes ago, Mr.Rocket said:

Hi, Wow these look nice!

 

I have a model request if you're inclined to do so?

A simple model of a floor, about 64x64 and maybe about 32 units tall.

The floor will need to animate a distance of about 512 back and forth.

If you get the idea, it would look like a 3dfloor but move horizontally.

 

Maybe make 3 versions of it, each about 128 units higher than the next.

For example, version1 128 high off the floor of 0, version2 256 high off the floor of 0, version3 512 high off the floor of 0.

 

Here's the hard part: allowing the player to stand on top of this floor model while it animates back and forth.

Is it possible?

 

Thanks!

no problem... I have aldready done this with 3D lifts... check out GZFreeDOOM E1M1 ... I have completed many GZFreeDOOM levels but only the first one is available for download atm... that level contains a script made specifically for 3D lifts and horizontally moving floors of various size and thickness

 

E1M1 has 2 3D lifts that both use the same generic 3D lift script

Edited by CBM

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3 minutes ago, Mr.Rocket said:

Oh sweet! 

/me instantly goes to download area. :)

oopps... small... thing... they move vertically... as they are lifts.... BUT... small change to the script should make horizontal movement possible as well

 

You know what.. I will make a demo level tomorrow that uses a modified version of the 3D lift script to move a floor horizontally (I should actually be sleeping right now)  :-D

Edited by CBM

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Ok, I was aware of vertically moving 3dfloors of course, but a horizontal moving 3dffloor seems almost impossible via map editing heh. ~ though I've seen some variants of such a thing, but rather difficult to pull off.

But a model version should be possible, I think?

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3 minutes ago, Mr.Rocket said:

Ok, I was aware of vertically moving 3dfloors of course, but a horizontal moving 3dffloor seems almost impossible via map editing heh. ~ though I've seen some variants of such a thing, but rather difficult to pull off.

But a model version should be possible, I think?

it seems so yes...

 

I've been looking at various threads regarding this...

ie. https://forum.zdoom.org/viewtopic.php?t=34434

 

but I WILL find a way, as I want to use this too :D

 

making the OBJ file will be the easy part

 

ACTUALLY...

 

that thread has a 3d moving platform example that actually works.. I can see if I can make various versions of that platform ... various square versions... tomorrow perhaps ?

Edited by CBM

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Re: Horizontally moving platforms

by AFADoomer » Sat Nov 10, 2012 3:30 pm

Proof of concept, with voxel platform (that may look familiar...):
http://www.afadoomer.com/files/platform.pk3

Summon 'Platform' for a moving platform, or 'StaticPlatform' for a non-moving platform.

I also changed the code to use SetActorPosition and calculate movement based on the thing's defined speed, instead of using ThrustThing (movement was jerky and speed was hardcoded with ThrustThing).

from the zdoom forum thread (he made a rise of the triad platform)

 

I have never worked with voxels though

Edited by CBM

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1 minute ago, Mr.Rocket said:

Oh that'd be awesome! ;)

glad to help :D

 

I need to learn about voxels anyway :)

Edited by CBM

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Nice work man! I’d actually love to see these models digitized into Doom-sized sprites some time. They look very cool.

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12 hours ago, URROVA said:

Nice models!

Maybe i will use some for IMPSCAPE :)

Thanks :)

 

Fell free to do so :D

 

Just remember to include the credits in the readme's.. all the bits on the models not made from scratch by me, is mentioned in the readme for each monster. Usually the monsters contains bits made by me and bits from various quake 3 player model skins by other authors. Some are even simply nearly-unmodified Quake 3 model skins.

 

7 hours ago, Doomkid said:

Nice work man! I’d actually love to see these models digitized into Doom-sized sprites some time. They look very cool.

Thanks :)

 

Feel free to digitize the ones up for download (download links are in my zdoom thread) as long as you include the readme from inside the pk3 file.

 

I am likely not going to digitize them myself, since I am much more fond of  quake1 era 3D models than sprites :)

 

some models are just merged and made ready for gzdoom like the tactical marine... that is literaly just the quake 3 player model with a bolter merged and exported with maverick

 

others are fully made by me

 

and yet others are a mix like the slug faced chaos marine

 

some are made by parts from different models ie the demon prince

 

some are made by different pieces and pieces made by me... ie the meganob

 

the ones up for download have readmes that contain full credits for all bits of the model

Edited by CBM

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at some point I will be making gzdoom model packs that are larger than a single model

 

ie

 

I am working on a large pack with all 40k related monster models that will also serve as the beastiary for a space crusade mod I am working on

 

after that I will move on to starwars

 

then startrek

 

then fallout

 

and then.. well who knows...

Edited by CBM

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14 hours ago, Mr.Rocket said:

Oh that'd be awesome! ;)

ok..

 

as promised...

 

I did a square platform voxel for the moving platform thing

 

muuuuuch easier than I feared....   took all but 5 minutes

 

this is based 100% on the example I found.. I just made a square as an obj file and a texture as a BMP file and then converted them to a voxel

 

screenshot:

Screenshot-Doom-20201019-122139.png

 

download:

https://www.dropbox.com/s/npry58obwyrry4v/platform(1).pk3?dl=0

Edited by CBM

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update to platform

 

https://www.dropbox.com/s/s7yvxa9x7ho7rxw/plat2.pk3?dl=0

 

now placeable in level editor... and now correct Radius compared to voxel model size,  Radius is now 64... plat2.pk3 also contains test level with the platform placed on the map

 

it is about 10 units tall I think... and it will continue to move until it hits something ATM

 

here is another where I use lines to limit its movement range

 

https://www.dropbox.com/s/pxg5l6zx7ts45rj/plat3.pk3?dl=0

 

screenshot of test level:

Screenshot-Doom-20201019-152721.png

Edited by CBM

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19 hours ago, Mr.Rocket said:

Oh sweet!

 

plat 3 - with invisible lines that limits its movement (uses the slim platform)

https://www.dropbox.com/s/pxg5l6zx7ts45rj/plat3.pk3?dl=0

 

plat 4 - with the 3 platforms you asked for (uses the thick platform)

https://www.dropbox.com/s/8jwb38yi4cpn4hp/plat4.pk3?dl=0

 

plat 4 has the specific thick platform you asked for

 

the platform is 64x64x32

 

one is placed at height 0, one at 256 and one at 512

 

(remember it is all relative to the floor of the location it is placed on in the map.. so ie. the one at 512 is only absolutely at 512 if the floor is at 0... but it will always move only horisontally ... in the direction selected in the editor)

 

screenshot from plat 4 (these just move the full length between walls):

Screenshot-Doom-20201019-162038.png

 

the 3d obj models that I converted to voxels: https://www.dropbox.com/s/3rmdezsj21guxxb/slabs.rar?dl=0

 

If you have a specific texture and/or 3D model you want to use as a voxel with this code then let me know

 

Edited by CBM

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31 minutes ago, URROVA said:

On which program you make the md3s?

 

PD: Maybe i will use some tank model from here :)

feel free to do so :D

 

I will throw some more models up for download at some point... I do also have some models that are available for free on cgtrader

 

I mainly use Maverick... but I am trying to learn Blender, the older v.2.7 of blender has quite a few interesting community plugins, including a md3 export plugin tailored to gzdoom

 

I want to learn python as well so I can add more functionality to the exporter... that way I will save time in the long run

 

I shouldnt have too much trouble learning python since I am already pretty good at quite a few programming languages such as c, c++, delphi/lazarus, pascal, basic, visual basic, perl, batch etc

 

anyway

 

here is a very low poly, non animated tank with a very bad texture :D

 

https://www.dropbox.com/s/usllwbvknrcu3qr/tank.rar?dl=0

 

cucumbertank.png

 

but its made 100 percent by me so you may do with it as you please

 

...as you can see.. I badly need to learn blender :D :D

 

the 2 actual interesting tanks... the 8 wheeled apc and the 40k tank are ones I downloaded online and where I am in the process of trying to find a way to adapt them as easy as possible to gzdoom.. hence WIP, but WIP as in.. usage in GZDoom WIP

 

the apc actually has animated wheels so I hope to be able to use that as an actual animated perhaps even driveable thing in gzdoom

Edited by CBM

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  • 1 year later...

I am releasing all the 3d models I have been working on, some not done, none fully animated but for those that want to use them and maybe animate them and improve their textures or whatever, maybe you just need some funky 3d models to act as steampunk'ish robot statues or whatever?

 

anyway.. around 400 obj files are in this pack... remember to credit me if you use and/or modify any of them... on to the download link:

400+ OBJ files made by CBM

Edited by CBM

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