Static Modelling
#51
Posted 18 May 2010 - 04:41 PM
For example the garlic i modified has none. Does all models need it and it was just left out?
And on a multiple surface object if i make a one-mesh collision model, will it be able to tell an arrow if it hit a wooden part of metallic?
Any guidelines on creating collision meshes? As i see its better to keep them on models inner sides, guess its to avoid arrows sticking out of air, or colliding with other objects in that unwanted way.
#53
Posted 21 May 2010 - 04:05 AM
I've refreshed all it's components for a few times,dmapped,restarted, etc but it seems its setup just like all the others and should work.
Edited by _Atti_, 21 May 2010 - 04:05 AM.
#54
Posted 21 May 2010 - 08:13 AM
#55
Posted 21 May 2010 - 02:50 PM
#56
Posted 22 May 2010 - 03:40 PM
Altough maybe it was better in black:D It's a bit comical now with my bad uvs on the model:D well probably this will remain fm-only stuff if i dont remake it in a better fashion.
Attached Files
#57
Posted 22 May 2010 - 08:41 PM
Kinda wish I hadn't seen it until it was staring at me from in a mission.
#58
Posted 23 May 2010 - 12:38 AM
For additional information up front, I have the model and textures both in the proper folder structure, with the proper naming conventions as listed on the wiki.
Edited by Tch, 23 May 2010 - 12:41 AM.
#59
Posted 23 May 2010 - 01:42 AM
#60
Posted 23 May 2010 - 03:41 AM
#61
Posted 23 May 2010 - 04:39 AM
I upgraded to the latest version of Blender, and the model now appears in DR, but now the problem is that I can't see how to apply the MTR to it. If I have it selected, and open the shader in the surface inspector, it seems to load fine when I click OK, but doesn't apply it to the model, and when I click any of the buttons or close the inspector, the shader name disappears. Is there some "apply" button I'm missing, or is the surface inspector not the place the MTR is supposed to be applied?
#62
Posted 23 May 2010 - 05:02 AM
#64
Posted 23 May 2010 - 05:47 AM
Tch, on 23 May 2010 - 05:15 AM, said:
Tch, on 23 May 2010 - 05:15 AM, said:
#65
Posted 15 December 2010 - 06:20 AM
So if you still need these i could send them to however needs it for the pack. I sent it back then to Springheel however so maybe he did include them ,or just forgot about it.
So the models/skins are:
Onion skin for the orig. garlic model
Blue curtain skin for orig purplish curtain
Pepper long / short version model / skins in varying colour
bacon model with texture
nail models ,various size and forms +screw skins.
nailsandscrews.jpg 100.32K
45 downloads
Edited by _Atti_, 15 December 2010 - 08:00 AM.
#67
Posted 15 December 2010 - 08:12 AM
#68
Posted 15 December 2010 - 08:50 AM
I plan on doing vases and pots now, the symboled one is more like just a test.
I edited tdm_emptypot's Uwv and corrected smoothing groups and plan on remaking its original skins improwed on the new map. Then i plan to do this with the remaining vases and pots as i think it would improve maps look a lot.
at_pots.jpg 170.58K
45 downloads
at_pot.jpg 195.1K
43 downloads
#69
Posted 15 December 2010 - 09:10 AM
A number of the things are included in 1.04, however a few of the dds's and other textures that you handed over are not power-of-two dimentions. If you have higher res versions of them I'd be happy to do a 'nice reize' else I'm going to have to do a bit of lossy and 'best effort' to resize and scale them to look correct
At the moment it's possible for these non power of two textures to crash doom3 on some ATI graphics cards, they're also just generally inefficient.
#70
Posted 15 December 2010 - 09:16 AM
also there are 256*512 those are fine if i get it, right?
#71
Posted 15 December 2010 - 09:19 AM
Quote
Not sure what you mean be "remaking", but you have to make sure any changes aren't going to affect the vases already in maps...I'm not sure how you could change the uvmaps without that happening.
#72
Posted 15 December 2010 - 09:31 AM
#73
Posted 15 December 2010 - 09:33 AM
Changing the smoothing isnt changing previous map either, it just corrects the ugly smoothing.
Maybe it's just me but i think as they are now , its a bit out of the league compared to the quality of all-around tdm assets.
Edited by _Atti_, 15 December 2010 - 09:33 AM.
#74
Posted 15 December 2010 - 09:38 AM
My concern is that if you move the uvmap, then you potentially mess up existing skins. If you change the textures to fix the skin problem, then you potentially mess up other objects where those textures have been used.
Quote
In what way?
#75
Posted 15 December 2010 - 10:02 AM
I wouldnt be that much into uwving by the way.. but for example that pot had it quite inefficient and i think it showed, especially on these generic skins.
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