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PinkDot

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Everything posted by PinkDot

  1. How to make arrows sticking into the curtain instead of breaking against metal surface...? This is how my materials look like now: curtain01 { description "cloth" { blend diffusemap map models/darkmod/props/textures/curtain01_d.tga alphatest 0.5 } bumpmap models/darkmod/props/textures/curtain01_local.tga specularmap models/darkmod/props/textures/curtain01_s.tga }
  2. Atti, are you going to texture them? Or machinery theme is not that urgent so you don't bother to complete them now?
  3. Please don't kill me for reviving this thread, but I'm just curious what has happened to these machines models, which pictures are posted here? Some of them were really interesting...
  4. Standing candelabra added to repository. I put it in the Lights/Extinguishable folder. I have realised that we don't have any separate candle model. I think we can make one on the basis of candlestick model. I made two materials for it, so shadows can be cast by modeled parts. _Atti_ - you can shot with an arrow through the biggest gap. But the hole is not very accurate as I wanted to keep collision model reasonably low poly... BTW: Springheel, can I also update the 'New Model Additions to CVS' thread or is only you who does it?
  5. Well without collision mesh is uploaded to CVS currently. Later I'll make the prefab version (when I learn how to... ).
  6. I had to texture it but as BT said the low poly model is missing UVW coordinates. I could make new one but then I'd need high poly version for normal map... I don't know who made it. Black Thief? Maybe when he's back he can send it to me.
  7. I think Quake 4 engine uses material maps, so each pixel can be made of diffrent material. If that's the Doom 3 feature too, that would work the best for the objects made of several materials. What a pity that prefabs can't be rotated... I can understand it in Dromed, but not in such modern editor as DoomEdit... Maybe that is something what can be fixed in Dark Radiant...? Well, it sounds quite complicated... And I would rather look for some more "user friendly" solution, if we don't want to slow down the pace of creating models...
  8. I've managed to get the well model in game eventually. (The size is not Atti's model size - model I've got was 5 times bigger...). There is just one thing that doesn't work: - when I put the model without collision mesh all three materials work fine (arrows sticks into the wood but break on the stone and metal surfaces) - when I add collision mesh (textures/common/collision) the entire object acts like made of one material (I'm not sure if it's stone or metal because the hit sound is the same for both of them). As creating diffrent collision mesh materials is not possible - I suppose - there are 2 solutions: 1) leave the model without collision mesh (actually it's not much simpler than the visible mesh because of many wooden details) 2) create 3 separate models for each type of material and making the well as a prefab. I hope that will work. What do you think? BTW: For some reason ASE model is imported in a wrong way by the doom engine. But LWO converted from that ASE works fine...
  9. Thanks for tips. Now I can make simple room with lights and put some models. But I must have changed some settings because models appear in the editor as cubes, even in camera view. Even when I set displaying mode of entities to skinned, nothing has changed... In game mode models look fine, so it should be enough to test them - it's just annoying to do something what I don't understand... (YET ! ) Oh, my sweet Dromed - everything was so simple and easy...
  10. Thanks, for some reason this was missing in my DoomEdit shortcut... I'm a bit further - thanks Sneaksie, I've managed to do this but the models stopped appearing in that black preview window... Maybe I've dragged them somewhere outside the box but there's no <Reset Posiotion> button to click... OK, but assuming that I manage to put my model on the map then where do I start the map to test it?
  11. Actually I was wondering what has happen to MRYS as well, but I have no idea... I'll try to find out something from Bukary. MRYS is not active for a long time in polish forum neither...
  12. Is there any quick tutorial how to put single model in simple one-room map? I can't even get to Dark Mod resources in DoomEdit (I've changed some paths in Project Preferences but that was not enough..) And please don't send me to Doom3World tutorial list... I'll start to learn this editor in the future but now all I want is to test how do my models look in game...
  13. Modern - I like your work very much! Also the traditional - did you make all those humanoid sculptures? It reminds me one of the most famous polish sculpturer (living in US, I think...) Abakanowicz. Have you heard about her? She also makes groups of people-like sculptures.
  14. I haven't been here for a while... Domarius - ok, I'll keep it like it is now. Springheel - I don't think I've used two layers... Sorry for that delaying - I'm just too busy recently to check what's wrong. I think the material name might be wrong - "common/collision" instead of "textures/common/collision".... ?
  15. Of course you can 264 faces. Actually I wonder if it wouldn't harm to make front sides of left and right curtain models more complex. Just triangle teeth maybe? The polycount should be still reasonable (around 700 faces) and the shadows cast on the curtains would be more believable...
  16. Here's the lowpoly model of curtains. These are two same models, rotated by 180 degrees and that should do for now, I think. Later I can do another model for some variation. Now, I'll make more skins. (All these textures are 1024 x 1024, so I suppose for the game I have to lower down them to 512 x 512...)
  17. Very, very good! If T: DS had such beautiful loot-objects they wouldn't even think of loot glint...
  18. Hmm.... I think there's no need for two people doing the same job... I'm just after installing 3DS Max 5.1 to get the Ion Storm shader. Without it it's very hard to figure out what texture is used by what object. As you said it's more than one hundread of models.... It's not T3ed engine issue. They're just grouped in max files by Str8g8 - for easier workflow. T3ed model files are .tim files and they're separate models. --- So - do you want to do this or let me continue...?
  19. I just took a look at this package. All static meshes are in .tim format (T3ed), not max... AFAIK Shadowspawn has made convertion tool between TIM adn MAX format files. I'll try to get this. Or there is another option - to contact st8g8 once for and ask him for the .max format files... I suppose they might be not in proper scale as well...
  20. As I am the only 3dsmax user on this forum (at least I think so...) I can try to do this job. Recently I have less time for modeling than I expected to have so this job may be not done for tomorrow...
  21. The reason might be that the collision mesh has not proper material (common/collision...?) and it's not recognized as a collision mesh so it's rendered and covers the actual model.
  22. I may be wrong but I think that's just how the shaders work - assuming that the light is computed on the basis of vertices. If the top of the bars is lit and the bottom is not then it's simply shaded from top to the bottom. If these bars had some additional vertices in the middle, they would catch the light in the middle as well which would produce nicer shading effect.
  23. The reason was that this model was made of four objects - 3 diffrent for diffrent materials and 1 for collision mesh. I've looked into wallcandles1.lwo model, which has collision mesh as well but it's only one mesh with diffrent materials. So did I with the new well model, and now I'm curious if it works. I read somewhere on this forum, that Multi-Sub-Objects Materials from 3Dsmax (several materials for one mesh) don't work in doom engine. Let's see...
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