Jump to content
The Dark Mod Forums

Springheel

Admin
  • Posts

    37683
  • Joined

  • Last visited

  • Days Won

    357

Everything posted by Springheel

  1. I don't remember where we were talking about this, but this looks like it might do exactly what we need: http://www.doom3world.org/phpbb2/viewtopic...ht=random+sound
  2. It was me. The font is called Dark11, and it's in the package NH mentioned, along with Carleton, which is used on the website as well. What have you got planned? I plan on making another banner as soon as I finish the new piece of art I'm working on. I would really, REALLY like to get one at the top of the forum display. I've been cruising around the administrative options for that kind of thing, but haven't had the time to really figure out what is and isn't possible.
  3. Well, I managed to get it into the editor, but as you can see there are a few problems...
  4. Is that a coin issue or a lighting issue? The only light source is directly over top of the coins, so it doesn't look that off to me.
  5. Well, I tried creating one manually, but somehow ran into problems getting everything to be the correct size. I somehow have also lost the webpage tutorial about how to import them into the editor, so that has knocked me off schedule, somewhat.
  6. I think it would be just as easy to use the blender premade figures as starting points and work from there. Would save us the same amount of work, more or less, and no copyright issues.
  7. Take a look at the screenshot on the previous page. Compared to the table and books, they look like plates.
  8. Deep Omega, hear that? I have no idea what it means, but the coins are your model, right? BTW, any progress on identifying units of measure for the various modelling programs so we can get the size right the first time?
  9. Let's go ahead and normal-map everything. Might as well aim to have it look awesome...the technology will be catching up while we work anyway. But the first thing that should be done is *resizing* the coins so they aren't so gigantic! Btw, Deep Omega, speaking of resizing, did you ever have any luck with that fancy wall-light you were working on?
  10. We won't be using a flashlight, so does it matter? The flashlight in D3 isn't actually a 'light'. It uses some kind of texture-shader cheat. The player's flare and and lanterns/torches carried by guards will be true dynamic lights, so they probably won't have the same problem. Still would be interesting to know why though....
  11. Honestly, once those coins are shrunk down to the right size, I don't think they'll need a normalmap. The books look fine to me too. Regarding textures, who sets whether an object is loot or not? If it is locked into the object properties, then there is no problem, we can just make shiny, expensive-looking textures.
  12. I realized that as I started working on it. I'll have something finished for tomorrow, but I don't know what it will look like once it's put together.
  13. The coins might not look as good because they seem to be the size of dinner plates. The probably could use a specular map to make them look shinier in the light...we may have to reopen the topic of loot textures. Also, isn't that table still a little low? It looks about the same height as the trim along the wall....about 1' high.
  14. I think it's in a museum. BT: That looks great! Have you uploaded these? I'd love to check off books as complete on our master list.
  15. Looks good. You almost duplicated what I had in mind.
  16. Awesome! How difficult is it to stretch or modify the basic model? I'd like to have a thicker, tome-like book, as well as a few different skins. Do you feel like doing a few more? I have some reference pics I can send you if so.
  17. I'm excited to see all the models everyone is working on. In the interest of project management, please let me know as soon as you have finishd and uploaded them to the ftp site. It gets me all warm and tingly to be able to mark things "Complete" on the master list. As far as I know, only the coins are done so far. Would it be useful to have a separate list for skinining?
  18. It's the top and bottom of the box that give me the most grief...I'm not entirely sure how to make sure they mesh properly at the edges. Hmm, though I might be able to just use someone else's sky as a base. I'll try making a primitive one this weekend and see how it goes.
  19. So, Tom, are you still with us? Haven't seen you post anywhere yet. Are you seeing the developer's forums now?
  20. I've had no reply to my email and he hasn't posted. I guess we should close that account down.
  21. Spar: The idea is that we might use a 2d image of the gem and put it on top of the compass. It wouldn't look any different (theoretically) and would take less rendering power. Then, to change the colour, we could just transition between several different .jpg versions of the gem. The compass itself has to stay 3d so it can spin.
  22. Do you know of one for Photoshop? Actually, if I could just get my hands on one that had a cityscape of any kind, I could then modify it to look like ours. But I can't seem to find one anywhere. I know there is one in D3 itself, but I can't find the file.
  23. Do you know the team well enough to talk to them about it, NH?
  24. Anyone familiar with this team? I was wondering if we could recruit some people now that they seem like they're nearing completion. http://www.ttlg.com/forums/showthread.php?t=91246
×
×
  • Create New...