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PinkDot

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Posts posted by PinkDot

  1. Thanks!

     

    And for the marriage - it's not really the marriage itself which is going to change my life. We're long enough together (7 years....) to know how to share time between us and our own hobbys. The thing that will shake my life is actually the next step - children. :) We don't want to be "modern" and we're going to have a "team" - not just only one. :) That will be time consuming for sure...

  2. Thanks for both: feedback and advice! :)

     

    Nice! I assume they can be joined together to for longer/more complex piers?

    Yes, that's what I had in my mind while doing them. You can see there one model at the beginnig and one other multiplied 3 times. Length to width of a module is 2/1, so you can easily add some branches on the left and right.

     

     

    It is so un-like thief, as opposed to un-thief like.

     

    That's a good thing! Exactly the kindof thing you'd see in Oblivion or Morrowind. Gonna take some time getting used to what can be accomplished in this engine.

    My intention is to build some city docks environment, but I'm not at that stage yet. :) But we could try some open areas as well...

  3. Some new models to show: two pier platforms (can be also used for scaffolding etc.) and 6 poles. Poles are quite long, for deeper water than the example one.

     

    pier2.jpg

     

    I wish I could show you some more models, but I'm getting more and more busy in RL. In next two months I'm getting married, so you understand what I mean... :) Any advice from those of you who are married already on how to share a time between the mod and family would be much appreciated :);)

  4. All three below use the shader tdm_grave_chain1. I could fix the diffuse, but bump and specular textures are missing.

    models\darkmod\props\graveyard\grave_chain_broken.lwo

    models\darkmod\props\graveyard\grave_chain_long.lwo

    models\darkmod\props\graveyard\grave_chain_short.lwo

     

    Shader problem: tdm_grave_fence1 (used by graveyard models):

    both models/darkmod/props/textures/fence1_d.tga and fence1_local.tga are missing.

    As soon as I'm synched I'll upload them. I will also change back chain_d to chain1_d in material shader cause it's diffrent kind of chain.

    BTW: chain texture exists only as diffuse one, there's no chain_local nor chain_s - I can make them - I'm currently using that texture for one of my models.

  5. Sneaksie - I'm not sure if the projected light is a good approach for this. What about just decal patch on a wall on which you want to have caustic effects with animated translucent map with ADD stage only. It would require more work for non-flat walls (f.e. with some beams) but should be possible I think. That's just from the top of my head, never tried this. And I'm not sure what way Dram has made his caustics in his mansion map...

     

    That cloudy texture was for testing purposes, I suppose, so with more caustic-like texture it would look even more believable.

     

    http://www.rit.edu/~photo/IFS/index-photos...er_caustic2.jpg

     

    http://www.sfu.ca/~elfreda/film/caustic.gif

  6. Hmmm. Doesn't say much, does it? An engine where you can change the colour of anything? WOW! That sounds impressive. tongue.gif

     

    No, really, what's so exciting about this?

    Unique texture for every surface - that is something new for sure. If it's exciting, I don't know.... It will take decades to make a game in the future if it goes in that direction...

  7. Awesome! How can one become thy padawan ?

    Ha ha! Good joke! :) I'm still learning and getting experience.

    (BTW: I had to look for the meaning of that word, cause I'm not that familiar with Star Wars... :) )

  8. Thanks, I'm glad you like it. :)

     

    I think such broken stuff always adds a great sense of atmosphere as it makes the world much more believable.

    Yes, that's true. I'd say even that dead objects add a life into a map...

  9. I've just finished boat models. There are three of them sharing two skins. The last one took me a while... plenty of f*** (read: lovely) UV unwrapping and mesh optimization. It has 930 tris (the other ones have: 278 and 318).

     

    boats.jpg

     

    boats2.jpg

  10. That raises a good point - if it is going to be in water, better to make the bottom quite thick, trying to create the illusion of water displacement, because of course the water brush will pass right through the model and sink it.

    Yep, thought about it already :)

     

    It's hard to add wires, ect... to a lights tex and make it look good since the whole tex is lit.

    not necessarily. You can make a map for ADD stage, where only glass is lit leaving the wires black. Actually I prefer to make it on one texture, so the effect is more subtle. I'm at work now, so I can't post screenshot, but you know what I mean - when you see something thin against strongly lit surface it partially disapears. You can't achieve that effect with separate layers. (not in real-time engines, I mean... ;) )

  11. Thanks, I'm glad you like it. I've spent a bit of time on it... ;)

     

    The only thing I have agianst it is the lit version's glass - it looks a bit strange, too low contrast imo between the metal wires and the glass.

    Yes, you're right. I wanted to make wires overlit (is this a right word? ) by light, but that wasn't convincing. Texture is already improved, but I'll post a screenshot later. Now, before I go to bed, here's some small boat plus oar. Another variation is modeled already but not textured yet. And some other skins are on the way as well.

     

    boat1.jpg

     

    This makes me want to see more ship-type models, in the hopes of eventually seeing a pirate ship from a betamapper.

    That's what I'm currently working on :)

  12. I haven't posted any stuff for a long time, so I decided to break the silence. Most of the models and textures I work on are at not_to_show stage, but I decided to post that one prop, which I've just finished. Just to show you, that I'm still active :)

     

    OK, here's kind of ship lamp - the one that usually goes at the end of the ship. There are: hipoly model, low poly model (1002 tris) and two versions (lit and unlit) taken from game. Hope you like it :)

     

    ship_lamp_hipoly.jpg

     

    ship_lamp_mesh.jpg

     

    shot00018_small.jpg

     

    shot00022_small.jpg

  13. Resized and retextured Pinkdot's religious symbol model to make a few gold relics for cathedral loot.

    They must be floating over the table (on the screenshot), aren't they? I didn't include polys for the bottom of statues, cause they're never visible when slightly hidden under the ground level but for small models like those, we might want to have them. Since doomengine computes shadows only for backfaced polys, there's very often visible gap between model and its shadow, which for some reason happens very often. Not to mention, if we want to have them moveable.

  14. I'm not sure but it looks like you're applying dromed's units for doom editing. I'm not very familiar with inches and feet units system but our AI are about 70-80 units of some kind, not around 6, as it was in Dromed.

    I also work with Max and from my experience 1 cm in Max is 1 unit in Radiant.

     

    And BTW it's good to make all models which you can put some other models on them (like tables, chairs etc.) with dimensions snapped to the grid in 3d application, since all models have to be snapped to the grid in Radiant as well. If they're not, then any models placed on other models will float over or clip into them.

  15. Yeah, really good work, Ozi! I love those details. I'm eagerly waiting for some environment and/or furnished interior! :)

     

    P.S. the only thing that keeps nagging me is the scale of textures - especially bricks and roof tiles. I think they're too large, which makes the building looks smaller than it actually is.

     

    P.S.2 - and don't hesitate to apply for betamapper position :) (unless you know you don't have really time for this)

  16. I'd say H S B stands for Hue, Saturation and Brightness. So 65% would be rgb 0.65 of _white.tga...

     

    I can't seem to minimize dark radiant/doomedit anyway though. I have been using full screen, some maybe that's the prob.

    Right - you can't minimize Doom3 while in fullscreen. Does your shortcut to Doom3.exe look something like that? E:\Doom3\DOOM3.exe com_allowConsole 1+disconnect +set r_gamma 1 +set r_brightness 1 +set r_mode 6 +set r_fullscreen 0 +set r_multiSamples 0 +set fs_game darkmod.

     

    And don't worry - there's plenty to discover yet :)

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