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PinkDot

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Posts posted by PinkDot

  1. How could I calcute this same shade of grey without alot of in/out of gamemode.

    in case you don't know yet - you don't have to go out of game each time to reload resources. There are already console commands for that: reloadmodels, reloaddecls (text files), reloadimages and so on. Just type "reload" and press TAB.

  2. Looks cosmic! :)

     

    And yes - it's better way for doing normal maps for geometric models since there's no vertex shading in the normalmap (which is the result of smoothing low poly model, I believe).

     

    I just took another look - is the base made of diffrent metal than the lid?

  3. I don't know how this editor looks like now but it was my first real 3D game editor I gave a try long while ago (after playing some time with Doom 2 and Hexen editors :) ) and I really liked it. In one or two days with no experience with similar map editors I was able to make some multistorey building with complex staircase and some ruined and flooded cellar area. It was very intuitive, shortly speaking. The thing I liked most was brush grouping system - it worked exactly like folder tree structure on HDD. You were also able to name every brush and group (AFAIR) and easily select whole group, drag one group into another or copy and so on. That's the thing you could take a look when you'll be ready to try implementing grouping system for DR.

  4. What Baddcog said is a way for going around that problem. Smoothing can be done obviously only for continuous mesh. If you detach one element and leave the vertices where they are, the result will be sharp edge.

    It might seem to be not very elegant, but since diffrent game engines handle smoothing issue in diffrent ways sometimes it's the only way to go. For instance .lwo format can store only one smoothing group which might be not enough for some models.

  5. textures/common/collision gives just default sound and collision effects. Actually I've already answered this question in my very first reply to your posts. If you want proper collision effect (sticking arrows + sound) you have to make custom collision material and specify surface type in it. Or just use the one I've made already. Instead of textures/common/collision write tdm_collision_SURFACE TYPE NAME - there's individual material for all currently declared material types. (in collision.mtr file, if you want to take a look).

     

    surftype15

    "ceramic" (I know that's incorrect-off top of my head)

    I think it should be:

    surftype15
    description "ceramic"

  6. Wow! That bot is perfect! Fits exactly into thiefy style. Maybe even better than original T2 bots. Feets could be more defined but that's minor problem. I would just make the texture overlayed with some dirt/rust - but not too much - it should look like working bot, not broken years before :)

     

    I can see these bots patrolling together with some guards (as kind of "dogs") in dark and dangerous parts of city.

     

    I'm glad that eventually we have somebody in team who'll push engineers' environment and make darkmod's world more uniqe and interesting! Great job!

  7. Oh, right - forgot about that one... ;)

     

    That kind of humour is tempting - I know it cause I am inclined to do such things as well in my maps, but it's true that it breaks immersion, so I always fight with these tendencies in my mind :).

  8. Well, I'm still doing things the old way. Modelling the model I want and texturing it. It just seems like an extrodanary waste of time to me to make a low and highpoly model, then only make a texture out of the highpoly and discard it when the texture can just be made in photoshop.

    Well, it's a (quite) modern engine after all, so why not using its capabilities? I know that it was much easier making models for Dromed, but why wouldn't you like at least try doing some normal maps from hipoly model? This is all about improving your skills, isn't it?

    With normal maps you can fake not only small bumps but whole lot of geometry. It takes more time - that's true, but you don't always have to make entire hipoly model. When you have UV layout for low poly model, you can simply model small geometry on top of that flat texture and bake it. It's faster, easier and works better for geometric models (cause you don't get kind of vertex shading in normal map, which looks good for organic stuff but not for geometric).

  9. Wheel model looks good. But as you said - texture is the weakest point. I'd give something like on mikebart's screenshot. Texture on those support beams are too repeatable. Try vary the UV coordinates, so each beam gets diffrent part of texture. And I think the planks on the main circular part are too narrow. Such wheel requires bigger (=stronger) pieces of wood.

     

    And for me there's too many of those beams - about 8 up to 12 would do, but this may be just esthetic thing.

     

    BTW: I have to get back to programming... ;)

  10. Very nice and useful models! I like gauges and levers. Have you thought about making gauges animated? Animated texture would do, but we could also think about rotating hands' models as well.

     

    I couldn't open bass picture... :(

  11. I thought inventores were creating some Leonardo type machines... Alchemist's stuff suit more magicians IMHO. Anyway - it would be cool to have another theme in the mod. I was also thinking about alchemists equipment but they're far down on my TO DO list (too far probably...). Doom engine have very nice refraction faking shaders which would work fine with all that glass stuff.

  12. Pinkdot, I just noticed that the texture of grave_fence_pole is missing (should be models/darkmod/props/textures/brown_rust_d.tga and models/darkmod/props/textures/brown_rust_local.tga). Looks like you forgot to upload them.

    They're on SVN now. Thanks for spotting that!

  13. in Max make a plane, increase the segments, use the displace modifier. Then make a normal and optimize your mesh.

    I'd say it will give you the same results as making normal map with Nvidia plugin. Unless you're actually modelling hipoly model, there's no point in complicating your workflow.

     

    I would use the method, which mikebart uses for his textures - make several models of stones (you can put the photo in the background and trace the shapes), then build the whole wall out of them, give some rough plane as mortar where needed and make a low poly texture out of that.

  14. How many violent attacks "against immigrants" are also committed by immigrants? If one were only to look at the victims, not the aggressors, this might give the impression that they were racist attacks when in fact it could be that immigrant communities have a higher crime rate in general.

    You seem to speak in general, while I have heard the facts - aggressors were British. There was not only a number of attacks against Poles (including setting on fire house with sleeping Polish people). It's permanent hostile atmosphere - signs on the shops with written "Poles out" etc... Recently there were established some institution supporting Poles in Ulster.

     

    I don't think it's "two many cultures" problem. It's basically religion based problem. Northern Irish people are afraid that Poles - mostly catholics might want to support Irish catholics in the old catholics vs. protestansts conflict. That seems to me imaginary fear, cause those Poles are not interested in any way in being involved in political situation of the country they're living.

  15. There's so many of you it's almost an invasion, so people feel threatened

    Well, your land is separated from our by the sea so we're definitely not interested in any kind of invading you... ;)

     

    Seriously - I'm not blind and I can see some problems growing when there are too many imigrants. But what about more civilized methods? It was decision made by politicians to let us work there, so let politicians look after that issue, if it goes out of control. Vote for those who wants to close borders for us.

     

    And why it's only Ulster fighting with us - a part of big and strong state. Why people in smaller Republic of Ireland are way more friendly towards other imigrants?

  16. The amazing thing is that people continue to fall for it. In my experience, when somebody is clearly winding you up, the correct response is generally not "Why can't you just be nice?".

    Well, among plenty of artists I've met in my life (mostly while studying Arts), Oddity seems to be somewhere on the top of The Most Toffee-Nosed Ones, and such behaviour basically drives me crazy... But OK, I'll try to switch IGNORE button from now on.

     

    (and BTW:acts of aggresion towards polish people in Northern Ireland are a fact, not just my conjucture based on Odd's words)

  17. I'm surprised we can't have this chat in person actually, everyone else from Poland seems to have moved into my town in the last few years. It must be getting pretty lonely over there.

    It would be easier than you think, cause currently I live not that far away from you (Dublin). But don't even count on that - I'm not happy to go to the country where I could get beaten just for my origin... Very backward way of solving problems... And by looking at your style of being, aggresion and contempt is quite a normal thing there...

  18. I've already done more than my fair share on this mod, so I won't have any of that shit from the likes of you.

    Oh, I see - you've done enough to act like a sacred cow here... great...

  19. At least I wasted your time as well though.

    Not only mine, I think. People try to do something constructive here, you know... No need for demoralizing with your insults...

  20. I'd prefer TDM to do some new shit, rather than reheat the old one.

    Don't you have a feeling sometimes that you waste plenty of your precious time visiting this forum...?

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