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PinkDot

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Everything posted by PinkDot

  1. OK, I'm uploading missing textures and also corrected material file. Thanks! But at this moment I have nothing really to show - just a bunch of individual, often unfinished props. I want to make some full locations, with proper lights, textures and composition, which I could show in my environment modeling portfolio.
  2. sorry about that - I'll correct it soon. (although I don't know why red and white textures are missing... )
  3. OK, so the mushrooms are on SVN now. Sorry about that delay. I can't spend much time on the mod recently... and I feel that I lost some enthusiasm for it as well... I'm going to work on some other, more serious things for my portfolio. I'll still be around and most of the things I'll be working on will fit into the mod's universe, but I won't be available for requests for some time.
  4. Mushrooms, mushrooms, we need more mushrooms!
  5. especially that lantern in Bonehoard cause serious problems and should not be used...
  6. Put three candles close to each other - each candle would cast two shadows, wouldn't it? The above image is obviously simplified situation, cause there's only one shadow per mushroom, instead of two. And again - if you don't like it, just turn off shadowcasting for mushrooms in your map. edit: the reason why mushroom shadows wouldn't be that noticeable in RL is because they're not point light sources, so they would produce very blurred shadows (so called area shadows). And then the shadows would be lit by the mushrooms itselfs... OK, maybe you're right that lack of shadows would be closer to realism than those sharp shadows, but still... I like it... maybe because it helps identify their location in 3D space? Objects without shadows seem to float under the ground. I've checked that too. Without diffuse stage, add stage draws "ghost" mushrooms on the background. In other words - mushrooms were transparent.
  7. Yes, the material has already "noselfshadow" keyword. But I'm talking about something else. I think there's a word for that - chiaroscuro. Diffuse stage computes which polygons are lit by the light and which are not. But I wanted them to be completely flat (no chiaroscuro) so I put black map for diffuse stage. Otherwise they would be light by their own light source... Orb- I know - but I like it with the shadow. Since it's not set in material but on entity, it's entirely up to mapper if he want's that shadow or not. And please mind that it's triple sources light. If it was just single mushroom I wouldn't do that.
  8. Finally I managed to get a piece of spare time to do it... Currently they have only green and red skins - you can make whatever colours you like simply by changing red, green and blue components in ADD stage map. (it's white by default). You can have two or more add stages, depending on the shining intensity you want. Their diffuse stage uses _black.tga map to avoid any shadowing on them coming from directional light (cause they're selflit). Maybe there's more elegant way to do that? If you like them, I'll make some single models as well, or other small groups. But anyway - I don't think they suit caves very well. I'm going to make something like this for mushrooms growing on rocks: http://rze.pl/firmy/grzyby/gr/f/02.jpg http://www.biol.uni.wroc.pl/obuwr/archiwum/4/image/48.jpg http://www.biol.uni.wroc.pl/obuwr/archiwum/4/image/49.jpg
  9. What about Start At Camera Position feature? Is it possible?
  10. I'll upload flat versions as well - for those who would like to grow their ivy on every wall in the city and for those who would like to put some flat, darker ivy at the back to fake shadowing. (that's "cheaper" version of your global occlusion simulation using vertex blending, which you showed in some other thread, I think).
  11. I think those extra polys make diffrence when you stay close to the wall and you're looking at a side - ivy has some volume, which looks realistic. Flat polys wouldn't look good, especially with such realistic texture. And they don't cast shadows, so we don't have to count each polygon of ivy, I think.
  12. Here are couple of screens with ivy seen from various distances in sample map. That was done quite quickly (let's say 10 min. (ivy, not map... )) and using only few of ivy parts. I've changed alphatest to 0.1 (instead of 0.5), which gives it a bit of dark border. That helps ivy to distinguish more from the wall. With 0.5 it was too subtle for that wall (would look better against the plastered wall, I think). If you think it looks too cartonish we might change the background to green above leafs and leave black under leafs, so it looks like subtle shadow. I can make also flat versions with darker texture for the bottom layer, to make ivy look more 3D. But I think at this moment it looks very good anyway - it's really hard to do something looking bad with such a texture.
  13. Poison arrow - I was thinking about that as a weapon of pagans'. If player gets hit with that the view gets green, everything is blurred or waving (like heat haze effect) and player moves slowly, so he has to run away if he can or just hide for a while, until he gets back to normal. Then we could have some antidote potion, to fasten the healing time.
  14. Thanks for your trust in me Surely, I'll make some with pleasure (have some already on my mind). Just give me a couple of days for that, cause I'm also working on other stuff at the moment, OK? I was going to ask you for the colour you wish them to be, when I realised that if I make the texture white (well, not pure white, you know), then we can make several skins using red, green and blue keywords in material definition to get any colour we want. That should be more versatile, I think. And we like word "versatile" in this mod...
  15. How to make ivy models nonsolid, so player doesn't raise up when goes into it? Nonsolid key on ivy entity doesn't make any diffrence. Material has nonsolid and noimpact keys set already.... Any more ideas?
  16. That problem (and many more...) would be solved if there was some grouping system, but I suppose, that's too complicated for now...
  17. I like the idea of vine twisting around the cloths . I'd add some shreded edges and maybe some shadowing under the vine (on diffuse map), so it doesn't look like painted on the cloth but has some thickness.
  18. I'm itching to make his forehead covered with wrinkles... as another - old man character skin.
  19. I like the idea of Insert Prefab option in right click menu. I haven't tried it yet, but are there any chances to have them sorted in folder tree structure similar to the models' one (plus some extra, probably)? No doubts the list will be pretty long with time... Same applies also to entity list, actually...
  20. Thanks mikebart for explanation! I've done some models for them so far but haven't got chance to test them ingame yet. The texture looks great, I'm pretty sure they will make plenty of walls and dark streets of city more alive and atomspheric. The models I've made are usually divided into several parts, so they can be bent a little bit - that's to give ivy some volume. I want them to look interesting also from small angles. I'll post effect of my work as soon as I can (not sooner than tomorrow...)
  21. @mikebart - I'm making ivy models using your textures. Just one question - what way is that biggest part of ivy intended to be used? It starts in the middle and grows upwards and downwards. Is the bottom part intended to creep on the ground? I thought I could make also another two parts out of them as separate models - for more versatility.
  22. I posted some on one CG forum (in Game Art department) to get some feedback. As for now I don't feel ready for starting for a job in game industry - I need more experience to feel confident enough. Thanks for asking anyway And what about you? Do you show your work somewhere? Which forum would you recommend?
  23. That's exactly what I thought as well. This model will be redone after we know how to make working locks. I think froblighting the lid is better. It wasn't possible in Thief 1/2 cause chest was just one model.
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