Momoderator
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Everything posted by Momoderator
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https://skfb.ly/6sPMx Here's a nice Sketchfab preview. Anyway, I made a collision model and exported it as an ASE, then in DarkRadiant added a clipmodel spawnarg thing to the func_static pointing to the collision model. And it didn't work, the console kept complaining it can't open it.
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So, here's my current progress: Optimized the model Tried to improve the blade, failed miserably, still more to do Added wood grain Made some basic normal and specular maps (and realized that the normal map I had baked before is broken) Here's an image of just the basic diffuse map inside Blender: And here are some images from in-game: As you can see, I've messed up my baked normal map, I'll have to re-do it.
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Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Done! -
Good to hear Blender units translate nicely. So you're suggesting I should split the sickle into 2 meshes with separate materials so that mappers can re-texture it? Will do!
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As @RPGista suggested, here I am, making a topic dedicated to my stuff. Firstly on our spotlight we have my attempt at making a sickle. Here's my original post:
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Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Here's some of my progress on the base diffuse map. No proper normal map or specular map, just baked normals + diffuse. Feedback is, as always, very appreciated. -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
I guess it's just the sickle and the screen then. -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Well, I tried to reproduce the reference images from the list, but you are right, these do look better. I'll re-do the hand saw and the screen. Thank you for your feedback! -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Here are some early photos of my progress on some of the props on the list: Sickle Handsaw Making the theeth part of the model ups the poly count too much, so I think it would be better to replace it with an alpha texture. Privacy screen Feedback is appreciated. -
Is there an SVN for the game assets? There seems to be one for the source code, but that's it.
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So I guess it really is something wrong with my mesh then. I made a simple cube with a simple texture all inside 3DS Max and exported it, and it worked fine. EDIT: Huzzah, I somehow fixed all the crates! The first 2 times I imported my crates in Max and then exported to ase didn't work, but now on the third try, it worked. Thank you very much for all your help! I guess it was all the Blender plugin's fault... Anyway, now that I'm relatively familiar with the whole process, I want to get to work. What models are needed currently?
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The export plugin I'm using triangulates them automatically.
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Sent you a PM.
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Ah, I somehow had missed the very important step of actually installing my "project". Now after I installed it, the model isn't showing up at all, nor is the console giving any errors about it. I re-exported from an empty scene, double checked all materials, still shows everything fine inside DarkRadiant, but doesn't show anything (not even the black cube) in-game.
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It definitely was extremely helpful, thanks a lot! Now the problem is, the model and textures show inside DarkRadiant, but are still pitch black in game. EDIT: It's actually not even showing the model in-game, just a pitch-black cube.
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https://pastebin.com/CAJ46xjN Just to clarify, I made a folder inside fms/ and put all the material, model, etc folders there. Yeah, I use Notepad++ all the time. I'd also like to apologize for all these problems I'm having, but jeez, it's a pretty convoluted process...
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I seem to be getting a lot of these errors and my model appears pitch black:
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I am using .ase, too.
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Okay, I managed to set up a basic test map and put some of my crate models in (the ones from above). Unfortunately, even after a few hours of reading through the wiki, I still have no idea how and where to put all my model textures... The models (crate1, crate2 and crate3) I put in models\containers I've got a diffuse map, a normal map and a specular map, which I put in my models\darkmod\props\textures Then I the mtrs made according to the guide on the wiki, named them tdm_model_crate(1, 2 and 3 respectively)_wood and put them in my materials folder. And the models still come up with the nasty SHADER NOT FOUND texture. Am I missing anything?
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I actually use Blender most of the time, so I'm going to have to find me an .ase exporter. I'll ready up a test map and some models to get familiar with the engine.
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Hello everybody! My name is Momo The Momoderator, and I'd like to help out with 3D stuff. I love the Thief series and The Dark Mod, and it would be a honour to contribute. Here's some of my past work(in chronological order): https://skfb.ly/6oO6r https://skfb.ly/67MJO https://skfb.ly/6rAFT http://steamcommunity.com/sharedfiles/filedetails/?id=934510200 https://skfb.ly/68Txx https://skfb.ly/6sJUB Here are some more images: I mainly use Blender for the modeling, and GIMP for texture work. Currently, I'm learning to use the Substance Painter and Designer tools.