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Coinstack


BlackThief

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Maybe the ugliest coinstack you've ever seen, but at least there's some progress.

Can you upload the modelfile and textures to FTP? I would like to try it in-game.

 

As Path I would suggest models/props/misc/coinstack1_gold

Edited by sparhawk

Gerhard

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Does look good enough to me.

nah, it doesn't look good. the top and the sides don't fit together, because of the colour.

there's still a lot of work to do.

 

edit:

 

Can you upload the modelfile and textures to FTP? I would like to try it in-game.

 

As Path I would suggest models/props/misc/coinstack1_gold

 

give me a few hours. I'll upload it tonight. (still have to do some RL stuff this afternoon)

Edited by BlackThief
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BT, that kicks ass! :) Now, if we made a short video of frobbing a door, entering the bedroom map, and collecting a couple of these off the top of the fireplace, now THAT would be a good bit of PR. :)

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BT, that kicks ass!  :)  Now, if we made a short video of frobbing a door, entering the bedroom map, and collecting a couple of these off the top of the fireplace, now THAT would be a good bit of PR. :)

Whcih bedromm map was that? Did I miss something? :)

 

Before we do that I want at least to implement that the stack of coin at least vanishes. :)

Edited by sparhawk

Gerhard

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I was only half-serious, Spar. :) The bedroom map is the one that's the backdrop of our website. I don't think it's finished enough to go in-game though.

 

I just tend to think about what kinds of things would be impressive to show the outside. What we're excited about doesn't always impress people not involved. I have a pretty good sense about what appeals to outsiders, having been one on most mods. :)

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Excellent work BT. That's totally awesome! This WILL make great PR. I'll gladly do up the video once everything is ready. :) Just let me know...I anxiously await!!!

Hold the horses. :) I don't want to see the same effect as we did when posting our doorfrob. And be realstic. All we can show off for now is a doorfrob and a coinfrob. Exciting!

 

I can already hear Aja's (or whats his name) and ZylonBane's responses. ;)

 

What we can do though, is to do the movie anyways. Then when we have more, we can make other movies and cut them in a way that it looks as if we were much farther along then we really are. :)

 

I'm pretty sure that we can fake the lightgem once it is in-game, and we probably can fake some AI as well if the need be.

Gerhard

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Slow down, NH. :) See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above.

 

In all seriousness, if we had the following:

 

The bedroom map (in-game, with fire going),

The ability for objects to vanish when frobbed

At the very least, removing the D3 HUD and crosshairs

 

THEN, I think it might be worth releasing a new video. But not until then.

 

IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"

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Well, I hope I'm not stealing your thunder, but the prodigal son has returned. Attached is the stack I made, the UV map for it, the normal map for it, etc. I recommend you use the same rez as the normal map, but it's your call. The colors should map the normaling, naturally, but other than that, it's all good. I've come to grips with the fact that my computer is out of commission for a week more at least, so now I've returned this one to its former, old-but-working state. Expect more models soonish.

 

There are three stacks included - a tall, a medium, and a short. They all use the same normal map, and should be able to use the same diffuse/specular as well.

 

~Christian

COINS.zip

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B) DO, good to have you back.

 

The timing sucks, as BT spent hours learning how to make those coins....

 

Anyway, are you back in business for the time being?

Edited by Springheel
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There are three stacks included - a tall, a medium, and a short. They all use the same normal map, and should be able to use the same diffuse/specular as well.

I don't habe a texture for it. Only the normal and UV map. I don't know that I need to use the UV map though.

Gerhard

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You can use the UV map for a temporary texture, but it does need a diffuse texture - BT should be able to hook you up eventually.

I hope I get one soon. I want to make my first campaign. :)

 

Edit: BT uploaded his as CoinsUV2.tga.

Edited by sparhawk

Gerhard

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Slow down, NH. :) See above post. We should be very careful about not letting our own enthusiasm dictate what we show the public. We could post something like this in our own public forums, but I wouldn't make it a public release, UNLESS it was combined with some other things, like mentioned above.

 

In all seriousness, if we had the following:

 

The bedroom map (in-game, with fire going),

The ability for objects to vanish when frobbed

At the very least, removing the D3 HUD and crosshairs

 

THEN, I think it might be worth releasing a new video. But not until then.

 

IMO, it's better to have people wondering what we're up to than it is to release things that make people (who know nothing about how hard things are) say, "THAT's all you've got so far??"

:lol: Don't worry, I wasn't chomping at the bitt. My enthusiam may have been misleading. I'm anxious to do up the video...when it's ready. ;) That includes the little details. I'm on the same page, I don't want to see a repeat either.

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There are three stacks included - a tall, a medium, and a short. They all use the same normal map, and should be able to use the same diffuse/specular as well.

I tried your CoinsA.ASE in-game and it is quite big. I can post a screenshot. It also looks rather crappy with the texture. Not like sparkling gold at all, but that may well be because I only used the texture and nothing else. So this means the textures and materials will have to be tweaked to make it look right.

 

NH already got good experience with that sort of tweaking. :)

Gerhard

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We can add all the normal shaders we could add to regular textures, right? So a specular map should probably be added to make it gleam in the light?

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