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PinkDot

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Everything posted by PinkDot

  1. If the normals were flipped then you would see the back sides of polygons which you wouldn't see normally. That doesn't cause the whole mesh to dissapear. Must be something else... It looks like doom engine recognize only first object from the file. I'll try to make them as one mesh but with several materials.
  2. Hmm... I have no idea why... Maybe something's wrong with materials' names? In 3dsmax they were: tdm_well_stone tdm_well_wood tdm_well_metal but tags in misc.mtr are without the "tdm_" prefix. Is that OK? --- Tommorow I should get Doom3 (eventually...) so soon I'll be able to test my models by myself before I upload them to CVS...
  3. Something like this?: well_stone { stone diffusemap models/darkmod/props/textures/well.tga bumpmap models/darkmod/props/textures/well_local.tga } well_wood { wood diffusemap models/darkmod/props/textures/well.tga bumpmap models/darkmod/props/textures/well_local.tga } well_metal { metal diffusemap models/darkmod/props/textures/well.tga bumpmap models/darkmod/props/textures/well_local.tga } I added metal as well. OK, It was just for myself - the original well.tga is 1024x1024 but it's probably too large file (3 MB). BTW: Can we make .DDS format images for models as well or just for brushes?
  4. It's my first time, when I'm going to commit something to CVS, so could you just tell me if it's right or wrong? Atti's model: well.lwo -----> models/darkmod/props/misc textures: well_512.tga -----> models/darkmod/props/textures well_local.tga -----> models/darkmod/props/textures material: added lines in misc.mtr well { diffusemap models/darkmod/props/textures/well_512.tga bumpmap models/darkmod/props/textures/well_local.tga } Model has collision mesh which is slightly less complex, because it's made mostly of wood. Correct me if I'm wrong but I think that wooden parts of model should be wrapped by collision mesh more accurately than the stone or metal ones. That's because arrow will stick into the wood and we don't want to see it stuck in the air, while it will break when hitting the harder materials so it will look OK anyway... I found some material names (wood, metal) in material files for other models. Which one should I write for the well? It's made of three materials and at least two of them (wood, stone) should be recognized by engine. I'm not sure but doesn't the doom engine use the material maps?
  5. I thought that the light on this screenshot came from the lantern(s). The colour of the light seems to be white but the texture of the light is very saturate orange. It would look more believably if the light was yellowish/orange too. But it's just a test, I suppose... BTW: In Dromed you had something like "gamesys" where all objects, particles and other stuff was ready prepared to put in the mission with all theirs properties. Is there something similar in Radiant? For example if you put the street lamp will it have the light attached already? If so, then who's going to make it?
  6. Lamps are too small, in my opinion. Should be at least 2 times taller than human. 2,5 times would be even better. And the colour of texture doesn't match the colour of the light. I suppose it's possible to do it by mapper but wouldn't it be better to set the proper light colour for the final release version?
  7. Ah, now I know what you mean . I know it will look ugly... (well, maybe it won't be that bad - we have to test it in a room full of other objects...) But basically that's why I have modeled all these curvy things at first version. We have to accept the performance limits of nowadays computers or just model simpler design version of candelabra (what I'm going to do anyway...). Or follow Atti's suggestion. That's the job of collision mesh's, which can be diffrent to the visible one. But I hope you don't expect to be able to shoot an arrow through these narrow gaps, do you...? Collision mesh should be simpler...
  8. There are two solutions for that: - double sided material (does Doom engine supports that...?) - double polygons with inverted normals - that will work for sure.
  9. If _s stands for specular, then what stands for "selfillumination"? I don't see any particular reason for changing this although I'm still new to D3 standards so I can quickly learn new suffixes. But it might be annoying for many other Doom 3 mappers, texturers and model makers who are used to D3 suffixes and would like to create for Dark Mod some maps in the future... If you find it's necessary to change than it should be announced in the public section before release, I think...
  10. Thanks once more. Springheel: of course, they will be seperate objects. EDIT: Well, I won't be able to do anything in this week, but next one should be more abundant...
  11. Currently I'm working on curtains. I'm going to make diffrent ones (with diffrent folds) for the left and right side. Early stage:
  12. I like them too, especially the first one. The stonefans are too clean IMHO. I would suggest mixing diffuse map with some dirt texture. That's just 5 minutes job but this should make them more believable and realistic.
  13. And if I want to put them in my 3D modelling program to compare the sizes of objects I'm making...? Deep Exploration doesn't recognize it as a 3D model so it can't convert to any other format...
  14. Well, yes - probably you're right. Sorry about that - I'm still new to this mod...
  15. I'm just downloading textures from CVS. They're sorted according to theme, not material. Isn't it the "old order"? Should I download them once more later?
  16. Sorry - my mistake - actually it was around 380 Mb... Currently downloading the rest... BTW: Where can I find character models? They're not in models/darkmod/chars/ where I expected them to be...
  17. Thanks. Well, you're right - I don't know yet... But I'm going to make it about 150 cm. Is that OK? CVS... I downloaded about 1 Gb of diffrent stuff but it looks like that's not everything. I don't have any characters model yet (I assume they should be in models/darkmod/chars/...) - just characters textures. And I don't have any textures for the brushes yet. I actually was going to ask something about usiage of CVS but I'll do it in appropriate thread.
  18. Model with alpha maps (656 faces). Legs are still modeled - I think it's kind of reasonable compromise of quality and performance unless we want it to look like model for dark engine...
  19. Shadow might be cast by another source of light (lamp, guard with lantern etc...) But if it's to hard for the engine I'll do it with alpha map anyway...
  20. Well, I still need some good lesson on this... I thought that this was to prevent objects beeing displayed as black...
  21. Springheel - OK, I hope I helped a bit... (details at that thread)
  22. OK, I did that (first I had to convert to 3ds format - .ase was not recognized by MAX...). I've scaled them to 70% - right? I don't know why but material doesn't have the same name as a path to texture? Just - Material 1 and Map #1... And I still can't test anything in game to see if it's OK. EDIT: I uploaded the file onto FTP (at models/wearables/spectales2.ase). After converting to .lwo it looks like it looses the smoothing information...
  23. Yes, I thought about this solution as well but I left it as a last one to consider... I don't like to fake geometry with flat polygons... I'm not sure what you mean - does the shadow will be one flat solid polygon or it includes the transparency map while computing shadows?
  24. I'm working currently on standing candelabra, but the model I've made seemed to me a bit too complex (1673 faces, 4 sides cylinders). So then I've made lower poly version (962 faces, 3 sides cylinders). What range of polycount would be fine for this type of objects?
  25. I was thinking about something like that: http://img.photobucket.com/albums/v305/TodKnip/rings.jpg
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