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Needed for Standalone: Master Model List


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#26 Springheel

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Posted 21 August 2012 - 07:02 AM

I can take a look at it if you like. If the uv data is there there's no reason it shouldn't be saving.

BTW, if the diffuse is just going to be fairly generic materials, it would be very helpful to just re-use existing textures. The more often we can re-use textures, the less time it takes to load maps.
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#27 Xcen

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Posted 21 August 2012 - 07:37 AM

The texture is just a placeholder.

https://rapidshare.c...3/pickaxe_3.zip

#28 Springheel

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Posted 21 August 2012 - 11:16 AM

I opened it, tripled it, and saved it as a .lwo and didn't get any error. It works fine in game.

Did you plan on working further on the textures or do you want me to point the model to an existing texture and add it to SVN?

The lightwave .lwo exporter kills it.


Did you use the "export" option or just the "save" option?
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#29 Loa4ever

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Posted 22 August 2012 - 10:06 AM

I'd be interested in helping, but I can only work in Maya.
Is there a way to convert the .lwo files so that I can work on them with Maya? If so, how, and where do I find the original objects?

#30 Radiant

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Posted 22 August 2012 - 11:36 AM

Do you also need some graphics? Or do you use none of them from D3?

#31 Springheel

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Posted 22 August 2012 - 01:01 PM

Do you also need some graphics? Or do you use none of them from D3?


There is a list of textures that we need here: http://wiki.thedarkm..._standalone_TDM

Is there a way to convert the .lwo files so that I can work on them with Maya?


There's probably a .lwo converter for Maya, but I don't really know.
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#32 Xcen

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Posted 22 August 2012 - 01:34 PM

Thanks Spring.

Got it ingame now. Fully working and with correct edge split.

Do we have a single texture that fits?

Will replace these next:

furniture/beds/mattress.lwo
models/mapobjects/caves/caverock1.ase
models/mapobjects/hell/mancroom/bars.lwo

#33 Springheel

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Posted 22 August 2012 - 01:41 PM

Do we have a single texture that fits?


It doesn't have to be a single texture...you could point the head mesh at one material and the handle at another. But there are some good candidates:

hammer_d
ship_cannon_d
smithyhammer_d
spade_d

the .dds version can be found in darkmod/dds/models/props/textures, the .jpg preview can be found in darkmod/models/props/textures.
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#34 Loa4ever

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Posted 22 August 2012 - 02:56 PM

And how and where do I find the original objects?

#35 RPGista

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Posted 22 August 2012 - 04:17 PM

If I understood correctly, you need to look for the corresponding .pk4 file (tdm_models01, etc) and unpack them.

PS: Cool that you guys are interested in helping!

Edited by RPGista, 22 August 2012 - 04:18 PM.


#36 Radiant

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Posted 23 August 2012 - 11:09 AM

There is a list of textures that we need here: http://wiki.thedarkm..._standalone_TDM

OK, thank you. One additional question: I have remade some textures from the list. But how close do you want to have them in comparison to the original? Here are some examples I made. Are they too close? (No, I don't used the copy tool, I made them from scratch.)

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#37 Springheel

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Posted 23 August 2012 - 12:12 PM

In general, the closer the better. Those above look great.
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#38 Tels

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Posted 23 August 2012 - 12:16 PM

These all look good to me, and close enough.
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

"Remember: If the game lets you do it, it's not cheating." -- Xarax

#39 New Horizon

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Posted 23 August 2012 - 04:19 PM

Those look fantastic Radiant. Thank you!

#40 Springheel

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Posted 23 August 2012 - 04:23 PM

If you want to send them to me when you're done I'll make sure they get added. At this rate I'm going to need to make a folder to keep all these in. :)
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#41 Loa4ever

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Posted 23 August 2012 - 05:33 PM

Hello guys,
I know you may not know how to use maya but I'll expuse my problem. I have your models and everything in my computer. Maya can open obj. formats however for some reason it can't open your files. (I have Lightwave to transform my modelings from maya to lwo. format).

#42 Springheel

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Posted 23 August 2012 - 05:46 PM

If you have Lightwave, you should be able to just export it as an .obj and then open it in Maya. Which part of the process is going wrong?
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#43 Loa4ever

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Posted 24 August 2012 - 10:05 AM

Well guess I made something wrong, now can open :). One question if I may, it's possible I modify the style of an object remaing the size and other important aspects?

Edited by Loa4ever, 24 August 2012 - 10:21 AM.


#44 Springheel

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Posted 24 August 2012 - 02:56 PM

it's possible I modify the style of an object remaing the size and other important aspects?


Can you be more specific?
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#45 Loa4ever

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Posted 24 August 2012 - 04:12 PM

Sure :). Take a chair as an exemple:
https://lh3.googleus...m5JsM/chair.jpg
Imagine I want to make chairs, this could be one of my ideias but I remain size and other aspects you mention. Do you mind if I change the aspect or do you prefer the way they are?

#46 Springheel

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Posted 24 August 2012 - 04:15 PM

Sorry, I still don't know what you mean. There are no chairs on the list of models needed for standalone. Are you talking about just making a chair model? If that's the case, you can make the chair however you like, though if you want AI to be able to sit on it the seat needs to be about the same height as our existing chairs.
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#47 Loa4ever

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Posted 24 August 2012 - 05:07 PM

That's right model. I just give chair an exemple. Thanks for your response :).

#48 Loa4ever

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Posted 25 August 2012 - 09:44 AM

Sorry for my second post other question, how do I present my models here?

#49 Xcen

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Posted 25 August 2012 - 11:36 AM

What do you mean by present?

You can upload a screenshot/model or link it.

#50 Loa4ever

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Posted 25 August 2012 - 11:51 AM

I mean showing the image. I know I can screenshot/model but I can't see the option here, only I see is url unless there's other options that I'm not seeing it.




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