Pumo Mines Thread

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Wheeze87
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Postby Wheeze87 » Sun Jul 20, 2008 1:54 pm

wowsers!!! incredible looking space station there pumo! All this eye candy is leaving my desperate for more!! ;)

If anything, i think working with the descent engine, using cubes to create levels is more difficult than more modern brush based editors. Which for me makes pumo's wrk all the more fascinating to watch and play. Kepp it up pumo! :)
---NEW RIG!!!-------------------------------Macbook
-Asus P5KC motherboard-----------------OSX leopard (10.5.4)
-Intel Core 2 Quad Q6600 @2.4ghz----1GB 667MHz DDR2 SDRAM
-3GB RAM-------------------------------------2.0 Ghz Intel Core 2 Duo
-250GB HDD----------------------------------64MB intel GMA 950 :( (sucks i know)
-Nividia GeForce 9600 GT 512 MB
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blarget#

Postby blarget# » Sun Jul 20, 2008 4:02 pm

but you gotta admit. portal is an amazing game.
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karx11erx
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Postby karx11erx » Sun Jul 20, 2008 4:09 pm

Yes - and it wasn't Valve's idea.
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Pumo
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Postby Pumo » Sun Jul 20, 2008 5:16 pm

Oh well, anyway, i wasn't planning to work on Valve! :lol:
I was hired by myself already (and associated with D2X-XL corp.). :P

Now on topic:
Good to see that you liked the spacestation design. I'm almost finished with the Briefing sequence for Level 1, so i will just need to render the scenes (and most important: maybe a small level intro movie ;) ).

I think that maybe in 2 weeks (i hope less than that) i will have a new distributable version of level 1 with all the new stuff! ;)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Postby Sirius » Mon Jul 21, 2008 9:32 am

karx11erx wrote:Yes - and it wasn't Valve's idea.


This is true.
blarget#

Postby blarget# » Sun Jul 27, 2008 6:40 pm

Pumo, it's been a week. do you have any updates for us or news?
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Theftbot
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Postby Theftbot » Sun Jul 27, 2008 8:04 pm

i vaguely remember a quake portal mod
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Pumo
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Postby Pumo » Mon Jul 28, 2008 5:48 am

Not too much to say still, except that i did recently the briefing text for level 1 (and wheeze87 checked it out to make it better ;) ) and i'm currently rendering the briefing backgrounds.

As soon as i finish the briefing, i will pubilsh the new verion! :D
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Wheeze87
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Postby Wheeze87 » Mon Jul 28, 2008 9:44 am

I think we all have to be patient, and pumo deserves our patience. If you think about the work pumo is doing, He is working like a game design/creation team of many people, exccept it his just him! Artwork, breifings, storyline, custom levels, custom models, and original music!
This is a MASSIVE undertaking, and i support pumo every step of the way, and i think we all should!

how did the breifing turn out pumo? I tried to put all the changes i made in red writing.

It was a vey detailed and interesting breifing to read though!
---NEW RIG!!!-------------------------------Macbook

-Asus P5KC motherboard-----------------OSX leopard (10.5.4)

-Intel Core 2 Quad Q6600 @2.4ghz----1GB 667MHz DDR2 SDRAM

-3GB RAM-------------------------------------2.0 Ghz Intel Core 2 Duo

-250GB HDD----------------------------------64MB intel GMA 950 :( (sucks i know)

-Nividia GeForce 9600 GT 512 MB

-Windows XP SP2
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Pumo
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Postby Pumo » Mon Jul 28, 2008 8:30 pm

I've just checked the briefing text and it was great!
I like a lot what you've done with it! :D

All your additions are perfect! 8)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
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Postby Yokelassence » Mon Jul 28, 2008 10:47 pm

Hi Pumo, this is slightly off-topic but can I have some advice?

I see you had little trouble modeling and texturing new robots for your mission, I want to know how you did that.

I have polytron32 and polyview32, im hoping they could help me do some robot editing. For now I just want to retexture a robot before doing more advanced stuff

However both have very limited texturing capabilities.

According to the manual; if I want to texture robots any way I want, I must find something called 'object bitmaps' in the HXM/VHAM file.

I resorted to hax with that matter, HAXMEDIT that is, but failed to find 'object bitmaps'.

Any tips from the wise mapping master?
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Pumo
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Postby Pumo » Mon Jul 28, 2008 11:28 pm

The only reliable way to manage object bitmaps is with RbotEdit. I think you can find a download link for it on Planetdescent.com.

The only thing you'll need to do is to load your robot model on RbotEdit, and from there you can choose whatever texture you may want from the game PIGs to replace the very limited textures you have on your polytron models :)
[Pumo software main website] - Pumo Mines current progress: 60%
-SYSTEM SPECS-
CPU: Intel Core i7 4790 3.6 GHz (4 GHz Turbo)
RAM: 16GB DDR3 1333MHZ
SSD: Kingston SSDNow V300, 240GB
HDD: Seagate 1TB 7200RPM SATA
External HDD: Seagate Backup Plus Slim 1TB 5400RPM
Video: nVidia GeForce GTX 1050 Ti OC 4GB
Sound: RealTek High Definition Audio
Display 1: LG 24M38H 24" 1080p HD LED Monitor
Display 2: Dell 19" 1440x900 TFT Monitor
OS: Windows 10 64-bits
Sirius
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Postby Sirius » Tue Jul 29, 2008 12:54 am

You do need to ensure the polymodel has enough unique textures on it, of course, and in the right places. Nonetheless that'll get you through the "using whatever textures you want" stage.

As for alignment (more generally referred to as UV mapping), there really aren't any good D2 tools that do that - you'd have to build the robots using a general-purpose 3D modelling application then convert them to .pol. This process isn't for the faint of heart though, so I don't recommend you do it immediately...
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Yokelassence
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Postby Yokelassence » Tue Jul 29, 2008 2:52 am

15 minutes after I made my last post I found out where the object bitmaps were:
right in front of me :x so no need to worry about that bit

Anyway, I am certainly not ready for modeling right now. I just want to do some texturing. Modeling can wait until I finish my levels.

Thanks for the tips
blarget#

Postby blarget# » Mon Aug 11, 2008 12:09 am

Its been at least 15 days, did you get any thing done? :roll:

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