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PinkDot

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Posts posted by PinkDot

  1. Sails have currently some volume cause they're rolled up - flat polys would work with unrolled sails, I think. Well... it all depends on performance - if it's really bad then I'll think about some optimization... 5000 polys is not that bad - especially that it's static.

     

    It's going to need a very cool dockside map to show it off.

    If it inspires some mapper to do such then it'll be worth making it... :)

  2. Thanks for nice comments!

     

    I was wondering, how hard would it be to have it hollow on the inside so that mappers could put whatever ship's quarters they want in it?

     

    Also, what if a mapper made standard ship's quarters including monsterclip where appropriate and floor brushes, then made a prefab out of the entire thing. Would that make it possible to quickly place in a walkable, explorable ship?

    Yeah, I was thinking about leaving ship hollow inside so even with the same outside it could be diffrent inside in each FM. Making one prefab with interior could be a good idea as well, so people could just modify it instead of putting dozens of brushes from scratch.

     

    Are the AI models really the size of our AI models???

    Of course. :)

     

    Isn't it better to make something like that out of brushes, for collision purposes?

    I'm sure you can build a ship using brushes and patches, but models give greater control over shape and uv coordinates, which is very important for me.

    Surely that will be a good lesson of monster clip brushing...

  3. I took a look into Oddity's pack - there are two versions of galleon but I don't know what's the diffrence between them. Maybe one is textured or uvmapped? If not - I can try texturing it so we could have two galleons for variety.

    And it's true that it's big - bigger than mine I think. It has also some interiors - I'm not sure how difficult would it be to make it walkable for AI.

  4. OK, I feel like doing something BIG at this time :) What about a ship? Docks theme is another neglected one but very attractive in maps, so that's the way I'd like to go now. Besides the model below I'd like to make of course whole set of docks models like wooden piers, boats and all that sea port stuff and ship equipment.

     

    Here's very early stage of my galleon. The reference image isn't very detailed thus leaves some space for imagination.

    I aim at 3000 polys for this ship. It could be walkable, not only for decorating purposes, I think.

    galleon0a1.jpg

  5. Squill - I like it! Nice touch with the footstep!

     

    You probably will need to take a look at a couple of our chair models to see exactly how high the character should sit. There's no exact measurement, but generally speaking it's better if he clips into the chairs a bit rather than floating above them.

     

    Just for the reference:

    drchairssu7.th.jpg

    As for now AI won't be able to sit on every chair/sofa without noticeable clipping or floating. Are we going to decide for some standard chair height? (I'm asking for the future reference, as a modeller).

  6. We've already got plans to create simplified shadowmeshes for them

    Does it mean rerigging models and reexporting animations? Isn't it better to make all new characters with shadow meshes already in?

     

    Also, by the time this is released, which will be 2008, you'd imagine any gamer will have a computer far exceeding the standards of dooms original recommended system specs.

    But Doom recomended system specs are obsolete in relation to our mod... Doom3 works smoothly for me - our unfinshed and small maps not... (or nearly not)

  7. The best option is to save whenever you want:

    1) it is prevents from frustration after accidents and bugs,

    2) lets you finish game whenever you want or need (f.e. in case your wife is starting to give birth and you have to quickly go to hospital...)

    3) and the most important - it doesn't force you to use this feature. You can save your game each 5 minutes (just in case) but after you die you can restart the whole level or even whole game (or even uninstall the game if you identify with the character in 100%... ;) ). Don't forget about self discipline. It's up to you how ambitious you want to be. But for some reason most of the players seem to take the line of least resistance....

  8. Another thing - sometimes while free models in two axes models which were previously rotated using that 90 deg. rotation button, rotation reverts back to 90 degree. I mean - all changes done with free rotating tool become canceled.

    Any idea about that?

     

    Also - is there a way to rotate group of selected models according to one shared point, instead of separate points for every model?

  9. The dark mod and other games seek to directly simulate both the unpredictable nature of reality, and the logical consequences of it. Therefore, it's pointless to clamour for more realism and more difficulty when all paths lead to the ultimate unreality.

    We need a new paradigm. The current one is a contradiction of purpose.

    That's why there are thousands of computer games, one passing by after another, with only few of them still glowing like embers in doused campfire. The inconsistency which computer games can offer nowadays makes them so short-lived human's creations. Hopefully it's only because computer games are so new medium and didn't shaped their classic form yet.

    My favourite game is board game GO - the oldest board game known (about 4000 years), which has only one main, very simple rule, which tells when stone (pawn) is alive or not. As a result of that rule with relation to the board (which is the environment for the stones) are hundreds more complex rules and strategies, for studing which you can dedicate your whole life.

    I wish computer games had such consistency and simplicity. Nowadays computer games are like narcotic visions, which take you to other reality but works imperfectly, cause still reminds you that it's "only a game" - f.e. you see the door, which you want to open, but you realizes that it's only flat texture imitating door. The direction that current games go (or try to go) is some Matrix-like reality probably, which is a questionable worth.

  10. Try it now. I moved the origin two units up and moved the candle in XY so it matches the candleholder.

    The smoothing problem is probably UV coordinates problem - it gets screwed up while converting from .lwo do .3ds in Deep Explorer.
    Anyway - this candle model could look better, as Spring has mentioned before, so I'll do another texture plus new UV later. I hope it's OK for now for your physics tests.
  11. As we know, there was an issue with detecting material type for statics using texture/common/collision materials. Arrows break on this type of material which makes it useless for using on f.e. wooden models. (like trees, which need collision meshes to prevent floating in leaves effect). Dram has reported this several weeks ago.

     

    I've solved this problem in very simple way - I added surface declaration for collision material. Instead of using texture/common/collision I used my tdm_collision_wood, which looks like this:

     

    tdm_collision_wood
    {
    wood
    
    qer_editorimage textures/common/collision.tga
    noshadows
    collision
    }

     

    This way arrows stick into this material, as they should.

     

    I've created new material file - collision.mtr, where we can put material declarations for all other surface types, like tdm_collision_straw, tdm_collision_foliage etc...

  12. I'm just uploading candle model with modified CM. (candle2.lwo) Does it look right?

    Also - I'm not sure about the origin where it should be - at this moment candle and candle holder have the same origin point (at the bottom of candleholder). I just thought it might be easier for you so you don't have to adjust any offset for the candle...

     

    candleholder.jpg

  13. Thanks Pink...are those images in the architecture folder there by accident?

    Oh, I overlooked your post, but I deleted them already anyway. I doubled some of them in architecture folder by accident cause sometime it resets the destination folder field while uploading.

     

    ---

    The Hammers are in the gallery as well.

     

    Currently I'm improving boar head model and making variation to model and skin: we will have black boar with closed snout also. (the skin matches both models)

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