Eagle_Eye
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posted on 19-5-07 at 20:53 |
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Task Force Dagger to DFX Project
We've just about finished the SO Mod, and there's not much room left for much else..
So, I'm starting a basic project for DFX..rebuild the TFD items that I started for the SO Mod..
Now, this is not an easy task, and very time consuming, as the model you save into a wavefront file, does not load correctly into 3DS Max.
You get 1 item, and that usually has half of the polys inverted, so you need to spend a while flipping the poys to face the other way.
That said, here is my basic render for the cas1 building, and an ingame video..there's no CB's so I can't go up the ladder yet..

http://www.dfreload.com/somod/cas1.avi
EE
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Eagle_Eye
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posted on 19-5-07 at 20:55 |
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cas2


cas3

cas12

cas14

cas10


cas11
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Eagle_Eye
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posted on 20-5-07 at 10:32 |
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cas13


cas9

cas5

cas6

cas7

scud warehouse
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Eagle_Eye
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posted on 20-5-07 at 14:01 |
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I figured out how to bring over the mapping for the textures, gonna have to redo all the cas buildings again, but that's cool..
Then, I need to create CB's for them all....


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Chrispy
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posted on 20-5-07 at 14:25 |
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LOL first time ever on a forum I have used Quick Reply... (don't ask me why!)
For some reason when I click Post Reply the browser just freezes... happened on both FF and IE... Is it because you have a video in this thread?
Anyways pretty good job you're doing this, heh. I'm gonna be whipping up a little project out in the next few days or so and I will need some help
with it once it hits release... probably... (no, it's not XCEL! )
Chris
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JET
Gomer !!!
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posted on 20-5-07 at 17:14 |
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Hey EE yer showing off a surprise we have in SO! lol yeah something in that video and not the cas building... anyway was having fun and nice work on
those.
I have something that may speed up your process, and its not from fwo raven. ill upload it for you in the morning to my ftp here.

Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. --George Carlin
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Eagle_Eye
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posted on 20-5-07 at 17:25 |
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LOL..well, I forgot about those things in the background..
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JET
Gomer !!!
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posted on 21-5-07 at 05:34 |
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not a problem, just pointing those out to anyone who may like a hint as to what we added....

Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. --George Carlin
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Brokenmachine
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posted on 15-12-07 at 06:36 |
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Just uploaded something for EE. This consist of 4 meshes. 2 Exterior meshes, 1 portal mesh and 1 blink mesh. I'm not familiar with the portal
system, but every mesh is lined up perfectly. And the original scale is left intact. Around 2800 polys with all 4 meshes rendered.
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JET
Gomer !!!
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posted on 14-8-08 at 02:50 |
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Quote: | Originally posted by Eagle_Eye
You get 1 item, and that usually has half of the polys inverted, so you need to spend a while flipping the poys to face the other way.
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you can save some time by ignoring the flipped polys, in the SOED material editor just make the material 2 sided just like you would for anything made
out of a plane. there wont be any differance in the the game.
theres also the benifit for these ported nova models in that they have no bottom, so if someone gets under it because of poor map making they cant see
through the building and use it as a glitch.

Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. --George Carlin
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Chrispy
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posted on 14-8-08 at 16:53 |
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I didn't know that you could use the 2 sided thing to avoid flipping polys... That sounds interesting, because if that works out totally right, all
you gotta do is import the .obj and .mtl for texture mapping, do all the CBs and naming conventions and export .ase, without having to spend ages
finding polys and flipping them.
I've flipped a few polys before. When you think you've got them all, you find more that you gotta flip... LOL.
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Eagle_Eye
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posted on 14-8-08 at 18:28 |
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This is true, but I like my model perfect lol..
As for the glitches these building "Used" to have.... God invented Large CB's to prevent this.
Now I have tunnels down pat, I'm considering re-mastering all the DFX Tunnels, and putting in the correct CB's, (They only have a Player Collision)
so that the AI's can't glitch into the walls. Also considering making a new section, so you can go down instead of just across..
EE
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Tac
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posted on 15-8-08 at 03:12 |
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Dang, you guys are the schit!
awsome
Tac
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jabo1SFH
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posted on 16-8-08 at 18:14 |
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is this an upcoming mod and if so, can i toss my name into the hat for mapping?
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Eagle_Eye
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posted on 18-8-08 at 23:19 |
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Yeah, it is, so I'll put you on the list...
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jabo1SFH
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posted on 19-8-08 at 05:59 |
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cool, thx EE!!!!
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ShadowZ
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posted on 29-8-09 at 02:31 |
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You have a "Weapons Guy" yet? Or how about a "Sound Guy? "
Time is not my enemy, although we do have many disagreements...

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Lioness29
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posted on 31-8-09 at 03:10 |
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Nice ones EE. Those were my favourite buildings in TFD and I would love to see them in a Mod so I could use them again
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Eagle_Eye
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posted on 31-8-09 at 19:48 |
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Thanks 
May not happen yet, still deciding, may go ahead and make it for JO yet..
Then again, I may just give my models to someone who is up to creating a mod..
Cheers
EE
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jabo1SFH
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posted on 1-9-09 at 10:01 |
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well, we have asked nova to give us older game assts and terrains for DFX2 in an attempt to keep the game alive.
yes, we are still waiting..............................
i know i would like to see a mod team tackle a mod that could cross over between DFX and DFX2(same game engine and file structure, which is why
vanilla dfx maps work in dfx2).
i still would like to be considered for mapping if something does materailize on these efforts.
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ShadowZ
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posted on 5-9-09 at 04:14 |
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Quote: | Originally posted by jabo1SFH
i know i would like to see a mod team tackle a mod that could cross over between DFX and DFX2(same game engine and file structure, which is why
vanilla dfx maps work in dfx2).
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What did you have in Mind?
The NSO mod is getting ready for the install, have to check up with MMA_Member1 on that.
Time is not my enemy, although we do have many disagreements...

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jabo1SFH
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posted on 5-9-09 at 20:12 |
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are they checking the install on DFX, DFX2 or both?
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Eagle_Eye
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posted on 5-9-09 at 21:13 |
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NSO is for BHD Jabo, I completed the self installer for NSO Team a few days ago. So it's pending release..
EE
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jabo1SFH
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posted on 6-9-09 at 21:32 |
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oops. missed that part.
forgot about the nso mod, lol.
what about this old tfd/dfx project?
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ShadowZ
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posted on 19-11-09 at 14:22 |
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Whats the progress on this puppy?
Time is not my enemy, although we do have many disagreements...

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Eagle_Eye
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posted on 19-11-09 at 15:34 |
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It's now to JO, not DFX, and it's coming along nicely.
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ShadowZ
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posted on 21-11-09 at 03:12 |
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Cool!
You know, just yesterday I was wanting to recreate the DF1 mission "Safe Passage," and found that Nova didn't port over the DFG8 terrain the map
requires.
So, I asked chrispy about it, and he said that he did have a copy of the terrain he ported over.
I plugged it into DFx2 and it worked great, however there where some things that I didn't like about it so I decided to try and edit it.
(After much dismay to find that Photoshop is the only viable .RAW exporter) I managed to get a copy of Photoshop CS2 and started working on the
terrain.
(After several hours getting set up properly) I came out with this:




In my opinion the heightmap looks great!
Time is not my enemy, although we do have many disagreements...

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Chrispy
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posted on 21-11-09 at 12:55 |
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Good stuff man.
EE, if this guy asks, let him work on my terrains. Not all of them were ever finished to begin with (I regret rushing them lol but these things take
MEGA lots of time), and this guy's a great learner. That's not to say all the ported ones I did were crap - there are probably over a dozen really
nice ones to be honest.
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