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Found 8 results

  1. Builder Compound Pack will help you create better environments for your Builder-themed map sections! The aim of this experimental package is to provide high-quality models, materials, and other assets that don't put a big strain on the idtech4 engine. This early version is slightly more bare-bones than I wished for, as some modular sets (e.g. the roof) proved to be too complex and unfit for general use. Don't worry though, the set will be updated and expanded in future releases. Version 0.46 is up Download link (80 mb) Tweaks – Arch door and arch with hinges models have been removed. They were just static models, not actual door entities, and they weren't super useful, e.g. hey couldn't act as visportal closing entity due to gaps and transparent parts. – Detail texture stage added to selected materials (mostly those you can get very close to). As you approach a surface, you should see a slightly grainy layer that enhances the details. New content – Door01 and door01_frame have been added to both models and entities. This is a basic door for this corridor section. By default, it's locked (with easy lock) and AI will notice if it's left ajar. You may want to disable the latter (set ShouldBeClosed to 0) if you have a section with many AIs and doors, as it will probably disrupt AI patrolling too much. The frame will work with walls that are 16 units thick. Both door and the frame will work with grid of 8 and smaller. You can use the grid of 4 to change the door position within the frame. Look for grooves in the frame model. First of all, launch the map to see a simple section that was made with these assets. Use the menu or type map bc in the console to start the map. Noclip though the north wall, if you want to get to the staging area and see all pieces used to make this section. General info and tips: Make sure you have Rotate func_* entities around origin (Ctrl+R) enabled (Dark Radiant top icons) to use models efficiently. All models have custom pivot / origin point placement to make them snap to grid and geometry really fast. If you have keyboard shortcuts configured for RotateSelectionX/Y/Z and FloorSelection, placing these models around the map will be a breeze. I also recommend having shortcuts for SelectNudgeUp/Down/Left/Right, so you can move models in ortho views without using a mouse. DR detects models in a weird way, e.g. if your model is one-sided, or has some faces turned back to the camera in ortho view, selecting and moving it around will be difficult. Using keyboard is often more seamless and precise. You can select a model in perspective view, and then move it around in X/Y/Z plane using keyboard. Optimal scale for tileable materials is 0.125. This provides good pixel density vs repetition. Materials are optimized to be used both with and without post-processing, and the default gamma of 1.2. In some cases, specular hotspot might look slightly overblown with post-processing enabled. Correct look without post-processing was the first priority. Same principles apply to using lamp. The main idea behind this set is that you can use simple brushes for walls and floors, and wall panels have proper offset, so you don't need to use special surrounding BSP behind them. You can place panels right where your walls are, and there will be no z-fighting or clipping. Assumed basic measure for a corridor is 192 x 192 (length / width), but you can go lower if you don't plan to use arches and metal doors. The smallest wall panel piece is 24 units long. Use brushes to create basic space, then adjust it to what you can make with wall panels (combinations of 24, 48, 96, 192 etc.). DR's measurement tool is your friend. Default grid for placing most pieces is 8, but it goes down with smaller / more complex models and setups. One special case is matching metal doors to arch with hinges, this needs grid of 2. That's a mistake on my part. I didn't think of better pivot placement until it was too late. The example map contains a "staging area" where you'll find grouped arch, hinges, and doors, so you can use that as a template. As per The Dark Mod license, you may modify this pack's contents, although I'd advise against it. Most textures are compressed in lossy DDS format and compressing them again will result in loss of image quality. If you want to make changes, need alternative versions of a model or material contact me first. I'll see what I can do. Last but not least, I hope you'll find this pack useful and fun to work with, as I had plenty of fun while making it I already have a long list of models and features to include in subsequent releases, but I'm always open to feedback and suggestions. Thanks! Credits: Springheel, Obsttorte, Spooks, nbohr1more, STiFU, Destined and other TDM Forum members: guidance, encouragement, and fruitful discussions Epifire: asset feedback and critique The Black Arrow: inscription texts Plans for upcoming releases: Corridor: - Fixing the wall panel collision model, so strafing along it isn't wobbly Done. - Roof modular set Done. - Making metal door an entity with proper sounds and open/close times. Done, made proper door instead. - Floor switch model/entity for metal doors - Window set Done. Roadmap: Modular, deco, and loot models for themes like (TBD): cellar, library, workshops/factory, high priest chambers.
  2. This is gorgeous. Be great to have a safe this good looking in the game. https://www.youtube.com/watch?v=hqfyv3exzic
  3. I created an iron grate that will be frobable, and just like Wiki says, the frob box shape is the shape of my model. The problem is that it will be pretty hard for the players to highlight it, because of the distance between the bars. Basically it looks like this: https://www.dropbox.com/s/au0k3mcvs03jspf/GrateFrob.mp4 Adjusting frob box size doesn't help much in this case. I've tried other options like frob_peer, which works as intended, but the main problem is that even if I use a brush or model to propagate frob to my grate, it still needs to be solid for the frob raytrace to detect it. Materials like nodraw, clip or playerclip don't work, and that grate looks like it should let players shoot and throw stuff through it. I think I had similar problem while playing Biker's WIP, while with frobing an iron gate, so this is a common problem with more complex interactive models. Am I missing something or it seems like we need some sort of special non-solid material like nodraw that will let everything through but collide with frob detection?
  4. Hey there, guys. I'm currently trying to finish up my map, and the last thing I need to do is decorate my 3D skybox to look like a convincing forest. Since I had prior experience using these in the Hammer editor, I didn't think that what was available to use for this feature would be radically different in Radiant. The biggest issue I'm running into right now is a lack of models that are intended for use in the 3D skybox, trees being the most pressing need. I just wanted to double-check: are there any models made for this purpose that I'm not seeing in the directory? And if not, has anyone else found a good solution for this problem? I'm currently using patches to make miniature trees, but they look almost exactly like something a kindergartener would draw. Thank you very much!
  5. Well, I was searching for some textures for my FM, And I couldn't find any, In honesty I couldn't find any textures , So I figured If you're going to post textures, you might as well link them here (Of course unless its included in the Dark mod, Then it's pointless) Hopefully this will simplify most of the problems with custom textures. Here's the format if you don't know what to use: Picture ExampleTextures - ExampleDescription URL to download here! (Doesn't need to be 18, Take your pick!)
  6. This one I got off Turbosquid (just the model - it wasn't rigged or textured): This one I did the concept myself: I'm going for a clean/simplistic aesthetic. Each species is going to have a color theme to help differentiate which kind of ship you are aboard. The top one is yellow/orange/brown/black. The bottom one is green/green-yellow/black - and their ships will have a good amount of grey I think as well (I must have been inspired by the Cardassians/Romulans for this one). http://www.midwestvideogames.com/
  7. I think that right place for my topics is here )) Ok let's start gathering info for creating good furniture set in this direction Item list: 1. Bed At first time it should be 2 type of bed with different skins, one type high rank priests , second - common builders. 2. Table I think it should be one geometry with different textures 3. Chair Chair for high priests only, with straight forms, no comfort. 4. Stool Stool for common builders 5. Comode One geometry with different skins 6. Wardrobe Only for high priests, common builders haven't such things to have their own wardrobe,imho 7. Bookshelf Only for priests 8. Bed-side table Different for these to classes 9. Cabinet Tell me your opinion, should it be or not for high priests? Know lets define number of skins and their contents High priests: 1. Old forgeted skin 2. Bronze detailed skin 3. Gold detailed skin Common 1. Same old skin 2. Good one, cheap looking skin Today I'll not open Lightwave principally... Want rest from it for one day %) I write this to share my minds with you and to know yours thoughts about this... I think that determining correct task make process of creation for me simplified
  8. Basically I'm curious who is aware of LOD models in TDM. If you guys realize we have them. If so, do you use them? Do you know where they are? Can we find a better way to manage them so authors can use them easily?
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