Static Modelling
#151
Posted 02 July 2012 - 11:42 AM
#152
Posted 02 July 2012 - 04:26 PM
Textures are .png and .tga.
They are in 1024*1024 currently, so will need to scale down a bit for ingame.
I've saved the ornaments in Inkscape too, vector format, so those or elements of those could be reused.
#153
Posted 06 July 2012 - 09:33 AM
Here are the files.
textures are 512x512. converted to .DDS . (except of course normal maps)
models are in .ASE
Material file , and a problem also included. For some reason the ornament part of the table is not working, Shader not found.
I couldnt figure out why..It was made the same way as everything else, and everything else works.
When i assigned an other material to it, it worked. But if i just changed the material file to point to other textures it didn't..
I wouldnt hate importing stuff to D3, but every damn time..some smallish problem appears , and the hours just fly by
Edited by _Atti_, 06 July 2012 - 09:40 AM.
#155
Posted 06 July 2012 - 11:39 AM
I've redirected the table ornament material to use the same material as the chair and it worked..so i guess its either something with the mtr or the textures.
#156
Posted 06 July 2012 - 12:12 PM
spent another half hour trying to root out the problem with no luck
Well.. until somehow it gets figured out here is a version that uses the same generic wood texture on that part. This works.
Edited by _Atti_, 06 July 2012 - 12:13 PM.
#159
Posted 09 July 2012 - 01:24 PM
#160
Posted 14 July 2012 - 07:49 PM
The chair symbol is way too small on the model to need a full 512x512 normalmap...it should be shrunk and merged into the same normalmap as the chair cushion. In fact, you could probably add the table design in there too. And if you mirrored the uvmap of the cushion, you could gain even more space, though that's probably not necessary.
At the very least, only one normalmap per model should be needed.
Example:
Attached Files
#161
Posted 17 July 2012 - 04:25 AM
I thought it would be good idea to make it that way so that ornaments can be swapped/skinned easily, and could be used on multiple pieces of furniture, or maybe even on brushes.
Wouldnt it be better if i kept it separate but reduced size to 128 or 256 ? maybe normals 128 diffuse 256?
Mirroring needs a cut in the mesh but yeah it might be a good idea.
Thanks for the look and directions
Edited by _Atti_, 17 July 2012 - 04:25 AM.
#162
Posted 17 July 2012 - 09:09 AM
Quote
Unfortunately, no.
Quote
It's definitely good to reuse textures where you can, especially on models. But breaking them into different images doesn't really save you anything. Every time you load the chair you're loading two images and every time you load the table that adds two more. If you combine them like above, then you only load one for the chair and one extra for the table. Half the load.
You could use one image like above, and just create different shaders that point to it. By turning them on and off you can still have multiple skins without any extra memory load.
#163
Posted 04 August 2012 - 04:08 PM
#164
Posted 06 August 2012 - 11:44 AM
Here it is. I've fooled around a bit more as the table_ornament still does not seem to work here. Even as its on the same map as the cushion and the other ornament. So something is definately wrong with either the material. I cant find out what's wrong.
I dont think it's a problem with the model as any other shader pops up just fine on those planes.
Materials: (moment) edit: https://www.dropbox....rianset_mat.txt
Cushion material updated with 'twosided' as it was just a plane so it could be seen through from the bottom
Edited by _Atti_, 06 August 2012 - 12:43 PM.
#165
Posted 17 August 2012 - 11:34 AM
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )
Edited by _Atti_, 17 August 2012 - 11:37 AM.
#166
Posted 17 August 2012 - 11:50 AM
Co FMs: Return to the city v2, Lockdown, Let sleeping thief's Lie, Winter harvest v2, Closemouthed shadows v1.2, Quake4 map, The Crystal Grave,
Wip FMs: Winter Harvest v3, The Elixir, The Crucible of Omens. The kiss, Alberic's Curse v2, Nhat v2.
#167
Posted 17 August 2012 - 08:42 PM
#168
Posted 18 August 2012 - 01:46 AM
_Atti_, on 17 August 2012 - 11:34 AM, said:
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )
Nice lamb, mista!
Would you consider making some of the models we miss to make TDM go standalone? See here
http://wiki.thedarkm...lone_TDM#Models
and here: http://forums.thedar...ter-model-list/
"Remember: If the game lets you do it, it's not cheating." -- Xarax
#169
Posted 18 August 2012 - 02:13 AM
_Atti_, on 17 August 2012 - 11:34 AM, said:
https://www.dropbox....a/shot00006.jpg
Did the lamb from the list. 62 tris. I've skinned it roasted, i guess that's more useful for a start than raw.
Also an ingame shot, its just an old testmap from this computer so it doesnt really fit and the lighting is strange:D but it shows it works. ( The bottom part of the table is still a 'no-show. )
Mmh, that got me hungry.
You seem to have a knack with fleshy models, howsabout some brains and gibs next, please. TDM standalone certainly needs those as some FMs use body parts and stuff.
-The mapper's best friend.
#170
Posted 18 August 2012 - 03:27 AM
Thanks for the comments:)
Edited by _Atti_, 18 August 2012 - 03:29 AM.
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