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Contribution request: Kyle wax.
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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 06, 2009 21:36    Post subject: Contribution request: Kyle wax. View user's profile Send private message Send e-mail Reply with quote

I'd like to request that someone make a Kyle wax for DarkXL. It should be similar to the stormtrooper wax as far as animation quality and size. In addition to walking it'll need some new "actions":
*running (versus walking - just speeding up the anim would probably look weird).
*crouch
*crouch move
*jump (probably keep this simple - maybe just a mid-air pose)

It'll probably be similar to the "Doom" guy in the sense that he is always holding the same weapon and various animations are limited. This keeps in the spirit of the original technology and helps keep it in the original wax file limitations.

That said, if you want to add extra animations that I've missed you can (as long as you stay within wax limitations). If you'd like to suggest others, go ahead.

So you're probably asking: why? Well I'd like to start implementing some extended features as I go along - they help keep development interesting in addition to adding more interest to DarkXL further down the line. And some of those features, short term and long term, require a decent Kyle wax. An example short term feature: reflections (think of the floor reflections in DT3 but enhanced and much easier). An example of a long term feature: multi-player.

That said most of my time will still be spent implementing all the necessary features, fixes and enhancements needed for beta. My primary goals haven't changed - it just allows me a little more freedom on what I work on when I'm short on time. Also we need this eventually anyway if we want things like multiplayer Dark Forces. Very Happy

Edit: I just want to mention that this is a longer term request. I'm not expecting this for the next build, probably not even the one after that - I just want to get the ball rolling because I know things like this can take a lot of time.

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Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Apr 06, 2009 23:34    Post subject: View user's profile Send private message Reply with quote

I believe one of the wdfuse releases had an edited duke nukem sprite for Kyle

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 07, 2009 00:14    Post subject: View user's profile Send private message Reply with quote


This one? Razz

It's the first frame from WDFUSE's preview window . . . CYRA won't load it, but who knows, that may be my piece of junk computer's fault. The filename is \WDFUSE\WDFDATA\kyle.wax. Someone artistic could then take it and modify it to include the frames you need, if it's "kylish" enough in the first place.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 07, 2009 00:24    Post subject: View user's profile Send private message Send e-mail Reply with quote

Do you guys think it's "Kylish" enough? Honestly I don't think it looks right - the recoloring artifacts and Duke Nukem influence seem to be troublesome to me. Hopefully someone here with more artistic talent can make a better one. Remember once extended features such as reflections and multiplayer is implemented we'll be seeing alot of this wax for (hopefully) years to come - so it should be pretty decent I think. Razz

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Apr 07, 2009 00:36    Post subject: View user's profile Send private message Reply with quote

It does look rather bad.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Apr 07, 2009 01:11    Post subject: View user's profile Send private message Reply with quote

The gun, the face, and the shirt bother me especially . . . speaking of the gun, lucius, how will we handle switching weapons with this WAX, just make a separate one for each weapon? The shooting animation, unfortunately, is part of the WAX, so it'll look wrong throwing TDs out of a blaster rifle Razz

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Apr 07, 2009 01:58    Post subject: View user's profile Send private message Reply with quote

The Dark Forces Mod team did a pretty good job extrapolating Kyle's appearance. Maybe WAX frames could be gathered from "posing" that model?

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----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/http://homepage.mac.com/anewmanagn/magic_al/

Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Apr 08, 2009 21:22    Post subject: View user's profile Send private message Reply with quote

Perhaps we could look at the animation scenes between missions as a reference for Kyle's appearance.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Apr 08, 2009 21:34    Post subject: View user's profile Send private message Send e-mail Reply with quote

If anyone has the modeling skills the best approach would be to model Kyle with the look based on the cutscene images (Dark Forces, not the sequels) and then pose that for the sprites. If the Dark Forces Mod team's model looks good/faithful enough then that can be used as Magic_Al suggests. If this approach is taken then someone with decent skills with a modeling package would have to take the necessary screenshots, at the correct resolution and some generic lighting (like the stormtroopers in DF) and then they or someone else (with good 2D skills) would then have to clean up the resulting bitmaps before putting it all together in a wax. Then this wax could be put into Dark Forces and/or DarkXL to make sure it fits in with the other sprites and environments. I'd do it myself but art is not my strong point. Smile

Thanks sweatervest and Magic_Al for your suggestions.

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darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Apr 15, 2009 05:18    Post subject: View user's profile Send private message Reply with quote

OK guys, I tried to put a more accurate face on Duke Nukem Kyle, and it looks pretty good, I have no idea how to do clothes and stuff, so I figure someone else can try and work on the clothes and guns.


Ryuichi91
Ree-Yees

Joined: 06 Aug 2007

PostPosted: Apr 15, 2009 19:30    Post subject: View user's profile Send private message Reply with quote

The face definitely looks alot more like Kyle's than the Duke Nukem sprite edit.

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darktrooper27
Dianoga

Joined: 11 Feb 2009

PostPosted: Apr 16, 2009 04:54    Post subject: View user's profile Send private message Reply with quote

Is there a special way to make WAXes because I don't know how to make a WAX. If someone can share there method of creating WAXes, I can probably work on some of them. BTW, I think it's awesome how good a job all of you guys are doing, especially Lucius. Keep up the good work.

Tarvis
Dianoga

Joined: 29 Apr 2009

PostPosted: May 01, 2009 00:59    Post subject: View user's profile Send private message Reply with quote

I could probably do model rips of the Dark Forces Mod for Jedi Academy Kyle (I believe the original game graphics were model rips of 3D models, see the stormtrooper for example)

I'm going to see if I can get permission first however.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 01, 2009 01:25    Post subject: View user's profile Send private message Send e-mail Reply with quote

I think its important that Kyle matches the look as presented in the Dark Forces cutscenes. I don't mean that it can't be a model or anything like that - just that it should have the same style of clothing, body structure, face and so on. We should be able to see the in-game WAX and recognize it as Dark Forces "Mercenary" Kyle, rather then the future "Jedi" Kyle.

It looks like the Jedi Academy mod has a decent Kyle model from a few screenshots I've seen of him - but I just wanted to put forward my stance on using Kyle models from other games just in case.

Thanks for the effort. Smile

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Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: May 01, 2009 04:38    Post subject: View user's profile Send private message Reply with quote

The Dark Forces Mod Kyle model is a pretty faithful interpretation. If they'll loan him "he would be a great asset."

I think this was an early test, the one in the current build might be a little different. They also modeled at least some of his weapons so they can be seen in third person as well.

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----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/http://homepage.mac.com/anewmanagn/magic_al/

Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: May 01, 2009 07:08    Post subject: View user's profile Send private message Reply with quote

I'd like to volunteer to make a Kyle Katarn model. In fact I've been meaning to for some time. It could then be posed and rendered for a WAX. Here's a quick sample of some of my past work.

http://www.youtube.com/watch?v=EiXpGnGvxWI





Last edited by Tsophika on May 01, 2009 09:00; edited 1 time in total

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: May 01, 2009 08:50    Post subject: View user's profile Send private message Reply with quote

That's some pretty nice work there, Tsophika.

Some things I noticed about Kyle Katarn is that his jacket seems to be rather bulky, which makes sense given that he's clearly wearing rigid armor underneath. Also, in-game Kyle's bare forearms tend to be visible, so the sleeves on Kyle's jacket should probably be rolled up a bit.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: May 01, 2009 08:52    Post subject: View user's profile Send private message Send e-mail Reply with quote

Tsophika Your models look good. Shocked

If you want to model a Kyle model and then build a WAX that would be great. Make sure that you model or get models for Kyle's weapons as well.

Here's how the WAXs will work. There will be a WAX for each weapon. Then each wax would have Kyle's animations and 8 views for each frame. Animations include walk, run, stand (idle), crouch, crouch walk, crouch run, jump, shoot/throw/punch (depends on weapon), walk and shoot, run and shoot, crouch and shoot. There might be some I'm forgetting. The game will then switch to the correct WAX depending on which weapon Kyle has equipped. Ideally the base WAX will be of similar quality to the Stormtroopers (in size and animation quality) so that it fits in. However if we ever have high resolution waxs then of course a higher resolution Kyle wax would have to be made to match.

There will be 2 cases where the Kyle WAX will be visible so far - in reflections (reflective floors/walls, water, etc.) and multiplayer.

I do have a question for you guys though. I plan on making a DarkXL wax like format for DarkXL specific art. This would be similar to the current wax format but will support full 32 bit images (rgb + alpha) - to eliminate the palette restrictions. So should we use this for the Kyle wax since its not really useful for basic Dark Forces? It seems like it'll make generating new art for extended features (like this wax) easier.

If you have any questions, let me know.

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DarkXL....http://darkxl.wordpress.com

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: May 01, 2009 09:14    Post subject: View user's profile Send private message Reply with quote

There are really just two images of Kyle from the original game. This one, and standing in front of Jabba without his thick jacket. There may be a concept image or two in the Strategy Guide that can be used as reference, I'd have to look.



The novellas are no good, depicting him in his Jedi Knight garb. But I do rather like this beard-less depiction of Jason Court for the head:




BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: May 16, 2009 04:48    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
I do have a question for you guys though. I plan on making a DarkXL wax like format for DarkXL specific art. This would be similar to the current wax format but will support full 32 bit images (rgb + alpha) - to eliminate the palette restrictions. So should we use this for the Kyle wax since its not really useful for basic Dark Forces? It seems like it'll make generating new art for extended features (like this wax) easier.


I'd fully expect that someone would want to create a high resolution pack for enemies and other objects if such a thing were made possible. Would what you are envisioning allow the creator to bypass the current limit on the number of 'sub'-WAXes available to each WAX? Aside from restrictions on the palette and the number of sub-WAXes, are there any other restrictions for WAXes that would also need to be bypassed (e.g. PPI or file size limitions)? As far as limitations are concerned, Barry Brien might be able to recall why his attempt to make a high resolution stormtrooper was not successful.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: May 16, 2009 05:04    Post subject: View user's profile Send private message Reply with quote

As far as creating sprites from 3D models is concerned, Google reveals that are at least two programs that will produce sprites from 3D models. I don't know if they are any good at what they do. I suppose if you created a 3D model that could be rotated in a viewer along both axes, you could just use screenshots of the model taken at various angles as the basis for high resolution sprite art.

This approach also gives me another idea that seems easier than creating models for each character from scratch. About half of the sprite-based enemies and characters from DF have been made into action figures. Most of these figures possess a good likeness to their digital counterparts, display a decent amount of detail, and have movable major joints. Photographs of the figures at various angles and poses could be the basis for the sprite art.

Stormtrooper (2007)
Commando (2007)
Officer (2006)
a Gran (1998)
a Trandoshan (2007)
Boba Fett (2007)
Crix Madine (2004)

a Gamorrean (2004) - No bendable elbows/knees/wrists

Unfortunately, not every DF character has been made into an action figure, and not all of the figures are likely to be cheap enough or accurate enough for my tastes. There could thus be an issue with visual consistency if not all the sprites are created via the same approach.

Probe Droid (2007) - Probably too rare/expensive
Mousebot (1999) - Probably too rare/expensive
Phase III/Mohc (2007) - Probably too rare/expensive

Kyle Katarn (1998) - Not accurate enough
Interrogation Droid - Not accurate enough
Dianoga (2002) - Not accurate enough

Dark Trooper Phase I- Not found
Dark Trooper Phase II- Not found
Jan Ors- Not found
Kell Dragon- Not found

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: May 16, 2009 13:10    Post subject: View user's profile Send private message Reply with quote

BD Hopkins wrote:
Kyle Katarn (1998) - Not accurate enough



Ahah, they photoshoped his Dark Force picture to give him the darker hair and beard from Jedi Knight.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 07, 2009 04:02    Post subject: View user's profile Send private message Reply with quote

Tsophika wrote:
There are really just two images of Kyle from the original game. This one, and standing in front of Jabba without his thick jacket. There may be a concept image or two in the Strategy Guide that can be used as reference, I'd have to look.

http://img508.imageshack.us/img508/8650/200pxkatarndarkforces.png

The novellas are no good, depicting him in his Jedi Knight garb. But I do rather like this beard-less depiction of Jason Court for the head:

http://img376.imageshack.us/img376/506/rebelagent.jpg



Yes, the strategy guide has this sketch of Kyle:



I have it scanned because I'll probably do a live trace of it in Illustrator for the manual.

The DF Kyle looks like a character. He looks rough around the edges, something that suits his story. This is something I don't get from pictures like the second one you've linked, where he looks like Just Another Handsome HeroŠ.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 08, 2009 00:42    Post subject: View user's profile Send private message Send e-mail Reply with quote

That looks like concept art for the image of Kyle in the briefing cutscene.

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danielmc
Dianoga

Joined: 13 Jun 2009

PostPosted: Jun 13, 2009 17:52    Post subject: View user's profile Send private message Reply with quote

BD Hopkins wrote:
Yes, the strategy guide has this sketch of Kyle:

<image>

I have it scanned because I'll probably do a live trace of it in Illustrator for the manual.

The DF Kyle looks like a character. He looks rough around the edges, something that suits his story. This is something I don't get from pictures like the second one you've linked, where he looks like Just Another Handsome HeroŠ.



If i may suggest Smile try putting something dark (ex. black paper) under scanned page. This should get rid off that signs of text from the other page. Sorry for my english Razz

PS. I've rasterized it for you http://rapidshare.com/files/244161340/kyle_simplified.rar - it's in SVG format (Illustrator should open it without problems).
PPS. Illustrator has very weak tracing module. Try Inkscape's bitmap tracing (it's opensource and free of course).

Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jun 20, 2009 00:37    Post subject: View user's profile Send private message Reply with quote

Who knew that jacket had a hood? Good find.

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----- MagicAl`s DARK FORCES Niche -----
http://wayback.archive.org/web/*/http://homepage.mac.com/anewmanagn/magic_al/

Armed only with a blaster pistol and an intimate knowledge of
Imperial methods, MagicAl prepares to go to lunch....

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 26, 2009 20:12    Post subject: View user's profile Send private message Reply with quote

danielmc wrote:
BD Hopkins wrote:
Yes, the strategy guide has this sketch of Kyle:

<image>

I have it scanned because I'll probably do a live trace of it in Illustrator for the manual.

...



If i may suggest Smile try putting something dark (ex. black paper) under scanned page. This should get rid off that signs of text from the other page. Sorry for my english Razz

PS. I've rasterized it for you http://rapidshare.com/files/244161340/kyle_simplified.rar - it's in SVG format (Illustrator should open it without problems).
PPS. Illustrator has very weak tracing module. Try Inkscape's bitmap tracing (it's opensource and free of course).



In my brief experimentation using Live Trace with my scan, I'm not seeing what you're seeing. I was able to produce a comparable .SVG image that was about half the size.



I also find that a small variation in color adds some depth:



At any rate, I will try your suggestion to use a dark barrier between pages. I used a light-colored barrier in my original scan, but it was quite thick, so I didn't think I'd have problems.

danielmc
Dianoga

Joined: 13 Jun 2009

PostPosted: Jun 30, 2009 21:50    Post subject: View user's profile Send private message Reply with quote

Yes. You're right. Sorry Smile My mistake. Illustrator really gives comparable results.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jul 19, 2009 19:35    Post subject: View user's profile Send private message Reply with quote

danielmc wrote:
Yes. You're right. Sorry Smile My mistake. Illustrator really gives comparable results.

I appreciate the suggestion. The results you can get with that free program seem quite remarkable.

Here is another sketch of Kyle from the strategy guide that became part of the aforementioned cutscene (there is some good detail viewable in this large file for modeling purposes):



Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Sep 21, 2009 15:13    Post subject: View user's profile Send private message Reply with quote

It's a bit surprising that no one ever really attempted a WAX of Kyle...or Jan for that matter. Its probably important to know what logic the WAX is intended to use. I suppose that one could be started to use basic stormtrooper logic, and then the additional frames could be created for optional logics, with him using different weapons.

I recommend not using higher quality 3D renders for Kyle. It won't match the look of the original WAXes and look out of place. It needs to be created by hand as pixel art. I might have a go at it sometime soon, so I can post the first standing frame and see what people think.

Cool to see that concept art. Never saw it before!

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