Jump to content
The Dark Mod Forums

PinkDot

Member
  • Posts

    1171
  • Joined

  • Last visited

Everything posted by PinkDot

  1. Only 16 polygons?!? Well, that's not good news... I'll change it cause it has more... But to make sure - we're talking about polygons - not triangle faces, so that means it can have more triangles than polygons, can't it? OK, I'll fix this as well. I have mentioned it before. That's the result of exporting through Deep Exploration probably (although DE displays it correctly - it just looks wrong in Doom 3). I have no idea why... I'll try to get some version of Lightwave to convert models properly. (I work in 3dsmax)
  2. I have updated candle_holder model with changed collision mesh as you wanted.
  3. Sorry about my lack of creativity recently... I'm very busy in my real life and all my spare time (if there is any...) I spend on making some models for my friend's Dromed contest mission (what I have promised him long time ago...) It may take a while before I'll be back with some models here...
  4. Oh, yeah - those bottles! What are they? I mean, I know them but I never knew what were they supposed to be?! I was really puzzled when I saw bottle flying onto me for the first time!
  5. Yes, I made collision meshes as well (models - whatever you call it...)
  6. I uploaded two models with collision meshes to CVS: candle1 and candle_holder. They are separated candlestick1 model. As I've mentioned before, candle doesn't look properly but that should be enough for coding and testing purposes. I'll change it when I figure out how to. Do you want candlestick2 separated as well?
  7. Very clever Will this effect be visible for player? (some animation?) --- about candles: for some reason candle model in game has incorrect smoothing groups. It displays properly in Deep Exploration so I don't know what's wrong. Has anybody idea how to convert models and preserve proper smoothing groups? DE tends to make a mess with smoothing groups...
  8. I know that - but I've read in their posts that lantern might be not going to implemented in first release, which would be a pity, IMO. Anyway - going back to main topic - I've already separated these models and I've made collision models as well. If it works fine in engine then I'll let you know.
  9. Personally I would miss the lantern... Imagine professional Thief going for a serious job with a candle instead of lantern... Candles are too vulnerable (wind, rain, shaking while running etc...) If it's really just a model of lantern to be done then maybe I could use the one I've made for my dark engine mission? With some texture improvments it could work fine, I think...
  10. I also like no 7. But IMO it still looks like you're stopping him in half way. His right hand with arm should go forward as far as it could and the hand should be fully straightened. He could even tilt his torso forward a bit (turning his head up a bit at the same time, so he would be still looking at the target). Could you make a shot from player's perspective as well?
  11. Ah, that's great. I thought it was around the middle of August...
  12. OK, I'll try that. Give me a bit of time to do that, cause recently I'm quite busy in RL... But yeah, of course I know it's urgent thing... When is the deadline for your map?
  13. 934 for visible model and 300 for collision mesh.
  14. You're right Atti, bumps were made too quickly. I think they need some hand touch as well... I'll post changes later.
  15. Mounted antlers. I think it could work for mansions and castles as well. (reference picture taken in Donegal Castle, Ireland)
  16. I like the texture of saltpot but the shape... why just 6 sides cylinder? That was the standard in Thief 1/2 times...
  17. Here's the link to my post with your drawings (My nick is 'Juliusz'). The post is in the main thread dedicated to The Dark Mod. http://thief-forum.ehost.pl/viewtopic.php?p=61986#61986 If for some reason you have problems with understanding polish language , I can translate people's opinions.
  18. Thanks! As far as I'm up-to-date, that mission will take place in mansion and builder's forge. (which concepts I've seen and admired as well ). So I would like to put some of city concepts (for example first four from this thread). Is that OK? the purpose is at least to eliminate all doubting Thomases...
  19. I like the idea of rough sketch in diffrent, subtle colour. I just wonder what would your drawings look like if you used dark red or some kind of brown colour instead of blue... Have you ever tried to change this colour? BTW: Could I post some of your sketches in polish Thief-Forum, in the thread dedicated to Dark Mod?
  20. Another question - how to add selfillumination map into material definition? I would like to add some subtle illumination from windows for curtains. BTW: I wonder nobody's using them or am I missing something...? I think that wooden logs in fireplace, candles and all kind of lights should have them...
  21. Thanks! I had copied it from banner meterial but when I saw that it didn't work I removed it cause I simply didn't understand the meaning of it... It doesn't work now anyway but this material must be not implemented yet, I suppose cause it doesn't work with banners neither...
×
×
  • Create New...