View Full Version : Digimon models! (ut2004)
12-01-2004, 12:06 AM
I would love to see DIGIMON MODELS for ut2004! Especially ones like gatomon, lobomon, guilmon and veemon, others, like the cuter ones, aka terriermon/lopmon or caluhmon would be fun to headshot to watch their phathetically cute corpses hit the floor and DIE, just to gib again with a flak cannon or something.
12-01-2004, 08:13 AM
erm thats a lil too scary for my tastes, but hey someone might do it, just fot the above mentioned. Remember the "Barney" era? this could be the start of a next gen, of proud killers of cute things that help kids learn and grow to be responsible poeple. Yea.....lets create digimon models just for the sole purpose of psuedo-killing a imaginary creation..... :shock:
12-01-2004, 02:29 PM
12-14-2004, 06:32 PM
that guy is currently manufacturing ut2k4 models of both Renamon and Rouge (from sonic adventure series). been following it for a while simply because it sounds like a neat concept to kill something like that. (heheh, playing as rouge and killing people with jiggling jubblies....:D). anyway, he hasnt updated in a little while, but its something to watch for.
12-22-2004, 09:17 PM
I have a Renamon that is ready for ut2k4. I suppose on my next day off I could get the toon shader running and finaly put it into the game.
12-23-2004, 07:00 AM
Which toon shader are you going for?
12-23-2004, 01:50 PM
I remember this Badger Badger modle that was 'toon-shaded' I think, it looked so weird, you sure it won't look to odd?
Anyways, that's great to hear! Can't wait for it to get done!
12-23-2004, 03:31 PM
in relation to the guy i posted earlier, i just asked him and he said he'd forgotten about it and was glad i reminded him. he says it will be completely finished and released during the christmas break. so likely by or before january.
12-23-2004, 11:32 PM
BadgerBadger uses OCN's method, personally I prefer mine (well, obviously).
Sion (http://www.planetquake.com/polycount/info/ut2004/sion/sion.shtml), using the map blend celshader (mine) and Kid (http://www.planetquake.com/polycount/info/ut2003/kid/kid.shtml), using OCN's multiply shader.
EDIT: Before I forget, the map blender doesn' work on every system AFAIK. Ralf's (from Skin City) comp can't handle it but Sledgy's does (makes me wonder what card Sledgy has?).
12-24-2004, 06:13 AM
wow, did you write a tutorial on your shader? I was just going to use one similar to orange cat ninja's shader.
12-24-2004, 02:58 PM
Hm, didn' write a tutorial (yet) and I don't think there's enough to this to make it a tutorial.
Basically, instead of using a greyscale cubemap that is dark where you want the shadows to go and multiplied with the diffuse map, the cubemap is an alpha texture (I drew one myself but I can post it if you want) put into the "mask" slot of the combiner with the combiner set to "blend using mask alpha" and a light and dark version of the diffuse map in the two texture channels.
Additionally, I'd recommend that instead of slapping the combiner on the model, you mount the combiner into the self-illumination slot of a "shader" material (leaving all other slots on the shader empty) to prevent the lighting from interfering with your celshading (after all, the celshader is supposed to supply the lighting).
You have more control over the dark colors on the model now, akin to using a ramp shader.
12-24-2004, 10:42 PM
KDR that is just a friggin awesome way to go at cell shading. Good enough of a tutorial for me. I have a day off on Thursday so I am going to give it a try on Renamon. If I do finaly relase it you most defenatly are getting a credit in the read me..lol
01-02-2005, 07:01 PM
KDR would you mind posting the alpha cube map? I finaly got some time to work on this thing.
a one quick question. What are the altertations you made to
body d? did you just darken it? or is there more to it than that?
01-02-2005, 11:17 PM
The light texture used colors eyedropped from a ref pic, I simply took the shadow colors of the ref and filled the respective areas with them. Things like the eyes weren't altered so some areas remain bright constantly (any shadows that were painted on the texture also merged into the dark color). You can work color "curves" into your shading this way (e.g. dark skin becomes more saturated).
I'll put up the cubemap when I find the time.
01-03-2005, 11:55 AM
Well..you don't need to post the cube map. I hope you don't mind but I just downloaded the Scion package and exported the cube map out to files. Then imported them into Renamon's package and rebuilt the cubemap.
But I have run into a problem. My sader tree is a mess. Well it has a bunch of red boxes then down in the self ilum channel I have the combiner with all the things I need for your cell shade look, but above and below that are the other channles. Is this going to interfear with the shader in anyway? and if so how do I clean it up? This is the first time I have taken a modle this far into Uted.
As soon as I get some FTP access I will post a pic.
update: Well after much time spent checking everything I found one little problem in the combiner that was preventing the dual shade look. Imagine having to tell it to use the cube alpha for shading... Anyway due to the way her legs are formed she may call for custom animaions. But anyway to give you some idea how things are going click the pic for a bigger one.
KDR- your system kicks ass. If you don't feel like writing a tutorial for it I would be more than happy to do it. This is just something that I am sure alot of people would like to use.
01-04-2005, 08:42 AM
The red boxes are normal (just cropped them from the materialtree.gif), those shaders are a lot more general purpose than you're ever going to need. In fact I'd be much more worried if you managed to fill up all the red boxes /images/graemlins/tongue.gif.
You might be able to rig her to the alien skeleton if you don't want to do custom animations.
I tried writing a tutorial but I didn't know what to write, I'd be happy if you could do that.
01-08-2005, 11:55 PM
read his "journal entry"
01-09-2005, 06:13 AM
Are you the one who did it? If so great job his Renamon as well as Dark Bob's both look sweet.
01-09-2005, 08:18 AM
[ QUOTE ]
read his "journal entry"
[/ QUOTE ]
01-09-2005, 08:33 PM
hey 2k3 models work just fine with 2k4. why's it a bad thing?
01-09-2005, 09:55 PM
They'll stand on vehicles, and hold two guns on one hand. There are probably other problems as well (some old ut2k3 models are "redone" in ut2k4)
01-10-2005, 11:55 AM
Bull. If he uses the default anims and just links them the models will work fine in 2004. All of my models were done for 2003 but the anim data is dynamically linked and they will use the 2004 animsets when used in 2004. Only real difference is they won't crash 2003 when you try to load them there.
01-10-2005, 04:05 PM
the only model ive ever used that stood up in a vehicle was one of tina from DOA, and im pretty sure that one was designed for 2004 anyway. ive got a number of 2003 models and they work fine for me too.
01-11-2005, 09:21 AM
Try a few models with custom animations or skeletons. Tina is just badly built, she uses standard anims but has them statically linked which only bloats the file and makes her 2k4 incompatible. I have no idea how to get those anims outta there, deleting them doesn't do anything (even though that SHOULD be impossible, the old animset no longer exists, where does the game take it from???)).
01-21-2005, 03:16 PM
Wow, a Renamon model looking just like the one in the show and a realistic one? What more could I ask for? /images/graemlins/laugh.gif
Keep up the good work!
02-09-2005, 07:26 AM
Are the models ready yet? It's been awfully quiet.
03-21-2005, 04:35 AM
05-26-2005, 04:47 PM
/another big BUMP
[ QUOTE ]
He says it will be completely finished and released during the christmas break. so likely by or before january.
[/ QUOTE ]
If you mean January of this year then it's been far too long, unless he is going to release it nest year's January or became ultra busy with something and had to delay.
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