This might sound like a dumb question, but does your PNG have an alpha channel, and is it properly set? (i.e. Not 100% transparent)Cutmanmike wrote:Ok guys i've encountered a problem. For some reason the creeper ghoul just doesn't show up. He's in PNG format and I can't quite figure out why he isn't visible, nor can I check his scale (he's a huge detailed sprite you see).
Now I just need someone who's good with DECORATE, PNG formatting and wads in general, and doesn't care about spoiling the ghoul
any takers?
[Complete] The Ghoul's Forest 3
-
- Posts: 10002
- Joined: Fri Jul 18, 2003 6:18 pm
- Location: Idaho Falls, ID
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
-
-
- Posts: 17456
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
-
-
- Posts: 17456
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Learning the UI (user interface; tools, hotkeys (a MUST for 3-D apps), etc) takes a few minutes to half an hour, depending on the program. But understanding objects in 3 dimensions enough to create a 3-D model that looks nice takes a lot of observation on a daily basis, and I admit that I'm still weak in that area.
If you want a totally freeware modelling package, check out Blender. It's got a great online community, a wiki and lots of walkthrough tutorials but be prepared to spend a few hours to sit down and go through the tutorials one by one. It might take longer before you start to feel comfortable with the UI enough to start making objects. I don't like Blender because it's a little too complex for the small amount of modelling I do. Since I primarily model for GZDoom, the fact that there are no built-in MD3 exporters for it also throws me off. (Well actually there are some 3rd party MD3 exporters but installing and getting them to work isn't newbie proof and I hate that)
Milkshape 3D is much cleaner, easier and straight to the point (comparing Milkshape to, say, 3ds Max is like comparing MS Paint to Photoshop) and there are some great tutorials for it too. Milkshape was the first 3-D modeller I've ever learnt in my life and I remember making my first human model immediately after about 20 minutes of the learning phase. Milkshape also comes with an MD3 exporter built in natively so you can immediately export models for use with GZDoom.
That's modelling... UV mapping (texturing/"skinning") is a different beast and it depends on how good you are at 2-D art and how much patience you have. When you UV map your models, you basically unwrap (or peel off) your model's surfaces and lay them flat on a canvas so you can draw their textures without them distorting.
I can already tell CheapAlert is going to barge in this thread insisting Milkshape sucks.
If you want a totally freeware modelling package, check out Blender. It's got a great online community, a wiki and lots of walkthrough tutorials but be prepared to spend a few hours to sit down and go through the tutorials one by one. It might take longer before you start to feel comfortable with the UI enough to start making objects. I don't like Blender because it's a little too complex for the small amount of modelling I do. Since I primarily model for GZDoom, the fact that there are no built-in MD3 exporters for it also throws me off. (Well actually there are some 3rd party MD3 exporters but installing and getting them to work isn't newbie proof and I hate that)
Milkshape 3D is much cleaner, easier and straight to the point (comparing Milkshape to, say, 3ds Max is like comparing MS Paint to Photoshop) and there are some great tutorials for it too. Milkshape was the first 3-D modeller I've ever learnt in my life and I remember making my first human model immediately after about 20 minutes of the learning phase. Milkshape also comes with an MD3 exporter built in natively so you can immediately export models for use with GZDoom.
That's modelling... UV mapping (texturing/"skinning") is a different beast and it depends on how good you are at 2-D art and how much patience you have. When you UV map your models, you basically unwrap (or peel off) your model's surfaces and lay them flat on a canvas so you can draw their textures without them distorting.
I can already tell CheapAlert is going to barge in this thread insisting Milkshape sucks.
-
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
-
- Posts: 8265
- Joined: Wed Jul 28, 2004 8:21 am
- Preferred Pronouns: He/Him
- Location: WATR HQ
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
-
- Posts: 52
- Joined: Mon May 14, 2007 8:55 am
- Location: My body is 6 feet under, my soul in heaven
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
-
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
-
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
-
- Posts: 11347
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
It has nothing to do with the ghoul's forest. For this i'm using photographic sprites.chronoteeth wrote:It's nice, but please say you're not using it, cause the scare factor is at a low.
see: http://cutmanmike.deviantart.com/