Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/26/21 in all areas

  1. @OrbWeaver Your solution 100% worked, I'd forgotten to include smoothing in the LWO export. Thanks to both you and @HMart for the help, next step will be getting it set up as an entity, then starting on more models! [Edit] So, a few questions. First, does TDM support ambient occlusion maps? Second, are there any A to Z-style tutorials for Blender->TDM modeling? If not, would it be useful for me to try putting one together?
    2 points
  2. Since AO primarily affects brightness, baking it into the diffuse map would be the simplest approach. You could do this as a separate material stage as per @nbohr1more's example, or you could bake it directly into the diffusemap itself (either within Blender via image compositing or in your image editing tool of choice). I've done this myself with model-based textures (e.g. making the grooves between stone tiles look darker using baked AO).
    1 point
  3. Ambient Occlusion maps are typically blend filter stages of a diffuse texture { blend diffusemap map /textures/darkmod/something } { blend filter map /textures/darkmod/something_ao } Though I believe there is a more modern technique of baking AO data into a normal map. The last time I tried to find the article I couldn't locate it. We have a few Blender wikis but I don't believe we have an A to Z one: https://wiki.thedarkmod.com/index.php?title=Category:Model_Tutorials Edit: Found the normal map AO reference: http://wiki.polycount.com/wiki/Normal_Map It won't work with TDM since we now use RGTC normal map compression. It would be cool if we could make these only respond to ambient lighting as suggested in the above reference.
    1 point
  4. Ooo, Bienie, thank you very much for that hint! I couldn't complete this one last night when happilly replaying your mission. Now I know what to do, thank you!
    1 point
  5. This looks quite nice. And thanks for just showing gameplay, instead of a fancy, doctored up trailer.
    1 point
  6. Alpha channel has nothing to do with smoothing, and will just waste space in your image file. For smoothing problems, I would check that all of the face normals are pointing in the correct direction in your chosen modelling app, and make sure you choose the correct smoothing options on export (if any). For example with the Blender->LWO export script, you can choose full smoothing, no smoothing, or smoothing based on the material Autosmooth settings.
    1 point
  7. 1 point
  8. Nice to have you back here! Welcome back!
    1 point
  9. I always liked reading your reviews. And I never really got the feeling that you were being too savage on things you didn't like.
    1 point
  10. I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progress the last days with my girlfriend helping with the readables and other stuff... It's so frustrating to relearn everything; objectives and folder structures and so on, takes so much time when you haven't mapped for some time...
    1 point
  11. So I have this gigantic scorpion, it is made out of pendulums bound together. I had an idea about dragging whole thing through a piled up crates (pretending to be stone blocks in a wall), but it looks like movable crate physics override pendulum/bobbing impulses, and animation is interrupted at impact. Any ideas how to make it smash through wall, using realtime physics?
    1 point
×
×
  • Create New...