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PinkDot

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Everything posted by PinkDot

  1. mikebart - your ivy looks more interesting now. I'm not that advanced in materials in Doom yet but I'll definitely will take a closer look into that in near future.
  2. Oh, I haven't read that article completely yet. I thought it was the starting quantity, which I wanted to give for testing purposes...
  3. Thanks folks! OK, I'll leave it like that. But I was just going to learn it anyway sooner or later, just for my own purposes. (I found some sparhawk's article on WIKI, which covers this topic, I think). Do you want this icon or you prefer to make your own. (I'm not sure if that's the style for inventory you want to keep) I'm going to synch at the beginning of March - I'm afraid of exceeding the bandwith limit this month...
  4. How to make this gas mine goes into equipment while frobbed? Is this system working already? Should I bind some keys for using inventory? It' already defined as moveable and works fine. I made also def for inventory and icon as well, but I don't know what to do next... It has alpha channel as well. entityDef atdm:equipment_gasmine { "inherit" "atdm:inventory_base" "spawnclass" "idMoveableItem" "model" "models/darkmod/player_equipment/gas_mine.lwo" //"toolclass" "gas_mine" //"type" "t" "inv_name" "Gas mine" "inv_category" "Mines" "inv_map_start" "3" // 1 if the player should get an object on mapstart (default) "inv_icon" "guis/assets/hud/inventory_icons/gasmine_icon" "inv_target" "player1" // default owner "inv_stackable" "1" "inv_loot_type" "0" // 0 = No loot, 1 = Jewels, 2 = Gold, 3 = Goods "inv_dropable" "1" }
  5. If he has decided not to contribute anymore for this mod then he didn't succeed it!
  6. IMHO they look a bit abstract or even psychodelic as for the foliage... They might look a bit strange with the rest of textures (walls, floors, other models) looking quite realistic. I think hedge made this way (with layers) could look more believable than tree. Most of tree models in current games follow the structure of tree - your way would suit more for arch viz type of tree model. But let's see - I'm curious about your results.
  7. Gas mine: and the mesh 280 tris. Next ones are coming...
  8. Where would the vine start to grow and which direction if an arrow hit the middle of a wall. Would it grow upwards or downwards?
  9. Are we going to have a gas mine as well? It's not on the above list (I've just noticed that... ) but it was among other concepts and I have just modeled it... Vents are meant to be on those three hollow parts and I'll make normal maps for them from texture. So... please give me positive answer...
  10. Thanks Spring for your help - I'll try making texture on my own first - I feel it more than the model itself. I would see the cover made of metal and that big hole made of glass - that's where the flash would go out. Just diffrent idea, but if you prefer I can make it something like focus in a camera. Well, whatever way we try to explain the way it works it'll be still kind of magic anyway...
  11. I meant the latter. Well, it's not that I'm unhappy to do it - it's just that my mind is not very creative for things like mechanical tools and I prefer to follow some concepts rather then making up my own ones.
  12. I recreated flashbomb model basing less or more on our concepts: Before I make a texture I prefer you accept that model or suggest some changes. I'm not sure what are that round things inside those small tubes supposed to be made of. Glass..? I can put some nice metal texture on the rest. But to be honest with you - it's not really the thing I feel - I'm doing it mostly for the sake of my love to this mod...
  13. I was rahter thinking about solution for mappers who are not familiar with 3d app. I think if you scale and translate texture on the patch, you can have only desired part of texture on the patch - same result as slicing plane in 3d app. I don't know if those uv coordinates would stay the same after manipulating copied patches. Alternatively we can make simple - 1 rectangle models with those fragments, and then mapper could convert them to worldspawn geometry, so they don't break entities limit. But you don't have to worry about that - we will look after your ivy...
  14. That ivy looks very good! And it's interesting idea to build it with pieces. Can mappers do that as well using small patches (just like polygons in 3d app), so they could grow some ivy around their arhitecture made of brushes? And that arch - I can't believe those details were modeled! How long did it take you?
  15. Is there somewhere hipoly version of flashbomb or do I have to make it from scratch?
  16. Looks like urgent thing... I'll start doing them now. EDIT: Blackjack: I've done some minor tweaks - completed some missing geometry and corrected uv layout. That big seam is visible only from one side, cause it has no normal map info on the other side (as Spring mentioned). I can do that manually in Photoshop if you feel need for that, but I think it's not worth spending time on it - it looks OK as it is, cause it's dark and you can't see much details on that. Besides that, blackjack is the model which will "disappear" from the screen as soon as player can see it... General question - do we want all equipment to be moveable?
  17. I'm working on some docks location currently, testing my galleon model and some others - it would be fine to have some proper sounds for that theme as well. Sounds FX/ambients I can think of at this moment: - waving sea plus some wind - seagulls - ship's creaking - any others...? Variations are welcome.
  18. MB animation is colour unlike Maya one, which is just in greyscale - so it is better indeed... Seriously - there's subtle diffrence between them and the right one looks more natural. BTW: I have some question about animation in general - can we do some several variations of one action so computer would choose one randomly, instead of playing the same one each time? I know it's just esthetic thing and we prefer to work on new stuff instead of polishing existing ones, but I'm just asking if it's possible.
  19. Icons have advantage of artistic possibilities over models - because they don't have to look exactly like model does - you can customize them according to your needs. That surely won't be the first thing that people start doing after the mod is released, but I'm pretty sure that after years, people will want to play with such esthetic things of second importance. For example for my mission in dromed I was going to use 2 colour icons instead of models.
  20. Model is getting better and better. Ascott - are you happy with his shoulders and arms? I think they're making the model looks a bit cartoonish (lack of anatomy). Especially that the head looks much more realistic. Also - apron looks too short comparing with the concept.
  21. Just give the light texture lights/ambientlightnfo and you'll get what you want. You can extend its dimensions so it covers entire map or give diffrent ambient lights in diffrent parts of the map.
  22. "Docks" - I was thinking about that as well, but it's mostly architecture, which makes docks diffrent - piers, lighthouse - they can go to architecture folder. "Nautical" is fine, even better then "Ship".
  23. I have some organizational question (mainly to Springheel, I suppose) - where should I put that ship model? To misc folder? What about creating new folder called "ship" with all relevant models? I was thinking about uploading masts, steer and some others as separate models, so people can build their own ships' hulls with brushes and patches and then finish it with models - that would be the most versatile way of making missions taking place on the ships. At this moment I can think of about 10-15 ship related models, which I've made already or I'm going to make. We have also anchor and rope_coil model in misc folder, which could be moved there as well. Not to mention people producing some more in the future. That's just to avoid mess in misc folder.
  24. It's easy to find an excuse for that in thiefy-style game - it's just a nighttime...
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