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PinkDot

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Everything posted by PinkDot

  1. Chair and winerack looks very nice. But If I were you I would change the textures directions so they match the planks directions. It breaks the illusion if the tree rings are perpendicular to the ones on the other side of plank - they should go at the same directions. And wouldn't you like to try making the normal maps a bit stronger? They're hardly visible...
  2. Thanks Springheel, lots of work to do! Yes, I've read this thread but never finished... (when I see these code lines I automatically press BACK... ) So it looks like simple model of door is available for mappers. What about the bars gate, like kind of small one to the garden etc... ? I think it might be useful as well...
  3. I couldn't see any doors in the Object Gallery. Are we really missing such important things? Maybe I'll model some...? Is there anybody modelling in 3DS Max? What are the proper units? As I can't still test my models ingame I should know the common dimensions (AI, door width and height etc...) What are they? BTW: The Atti's well model is more than 5 metres tall in my 3DS Max.... Atti - what was your intended size? And coming back to models-to-make: is there a kind of Object Request Thread? I think it would be better to make models which people need for their missions rather than producing random stuff...
  4. For example: simple table a ) 5 separate elements = 4 legs + 1 top (but still one object though) or b ) just 1 element wrapping the table. This will produce more polygons. If option "a" is OK then should I make all elements closed or can I delete not visible polygons?
  5. In TDS collision meshes for more complex models (concave) should be built with many separate convex objects. Is this the same with D3 engine? And general question: is that OK for the engine if some polygons go into other? AFAIK in dark engine this caused some additional mesh divisions... And collision mesh should be slightly bigger, shouldn't it?
  6. Model is nice although I think it could be a bit wider in the bottom part. Does this model uses self-ilumination map? Did you think about transparent glass? I'm just curious cause I suppose it might be too hard to make it convincing... Especially the flame inside. BTW: do you need any other models of lamp posts or you're taking them so I can start modeling something else?
  7. Do these models have normal maps as well?
  8. The fungus was too big - that's right. That made him unrealistic and whole roof (object) too unique. If there's only one well with such distinguishable fungus on the roof there will be OK but if there are many of them in the city mission or in many fanmissions that would look bad. It's like these monsters in Doom 3 - they all look like clones of each other because all theirs characteristic things like scars, vains, wrinkles are exactly the same. I think that's one of the main issues with good texturing - to make object very realistic but not too much. Unless we want to use diiffrent texture for all instances... Anyway - I'll probably make roof with fungus in the other skin for this model but maybe not now. As far as I can see this mod needs more diffrent objects rather than diffrent skins for one object, at this moment. I'll repeat my question - what about the collision mesh?
  9. Slavatrumpevitch - I do believe it's the amazing game. I have even tried this game once (not finished first level), but as you can read in my post above - I just don't have time for everything. And I don't like monsters... But I've heard about some mission in Constantine's House or something like this which is quite unusual (floor turned to ceiling) and maybe this will motivate me some day to go back to this game.
  10. "to play or to create? - that is a queston..." - do you know that dilemma?
  11. Maybe I'll sound like a heretic but I didn't play Thief 1... Well, actually I can even imagine thief-like game without not only snow but also without water and rope arrow... But I would miss something for sure...
  12. Nobody likes my bubbles... Well, I'm not convinced to them as well... (author always needs some time for the fresh look) - I'll get rid off them. OK, but then what's next? What about collision mesh? Is it generated automatically or manually? Did Atti made it or not? I can't test this model in game yet. Could anybody do it for me? And also uploading to CVS - I have no acces for this misterious repository (I think Sparhawk lost all his patience trying to install my password...). @Black Thief - for me this wood looks fine but I can try to make it darker. But wood outside is always nearly grey (because of the weather) - not dark brown, in my opinion. EDIT: Here's 512x512 diffuse map version without any fungus on the roof.
  13. Kind of fungus or I don't know how to call it. In general: some result of moisture. Actually I was looking for a texture with moss, but I found this one and I liked it at the first glance. It might be too big - that's why it looks so oddly... Anyway - I can try something else.
  14. Here's the version with normal maps. What do you think about it?
  15. 1) OK, I'll change it. BTW: I can see on your picture that this middle cylinder beam is smoothed in my object but not in yours. That's also wrong, I suppose? (I'll correct it as well...) 2) yes, that's much better idea.
  16. I'm glad that you like it. 3DS Max and its built in UVW Unwrap modifier. I've heard that Blender has powerful UVW unwrapper. It took me... one, two hours...? I don't know cause something still was breaking my work. BTW: Atti - nice well . I would have few questions for you, as an author. 1) the crank is not smoothed - is it intentional? 2) I would make the middle beam wrapped around with some rope. Adding hanging one would be optional for the mapper (cause its length will depend on actual well depth). What would you think? --- about the normal maps - I'll do it with the Nvidia plugin. IMO this object is too complex for projecting cause it has too many "holes". (f.e. it catches crank polygons on the vertical beam) I'll use Atti's hipoly version as a reference for height map.
  17. Well with just diffuse map. (1024x1024) Bricks are replaced with stones. Suits better in my opinion but if you want bricks there won't be a problem to make another one as well. Variety was what many fanmission were lack of...
  18. That Renderbump command must not like me... if I only knew why....? It doesn't work again. Now the error message is "Couldn't load the image models/renderbump/well". But what image is he talking about?!? The diffuse texture is at textures folder.... I'm skipping to diffuse map...
  19. Thanks Dram - it works with lwo. Don't know why not with ase... ??? But I'm not happy with the final results: 1) The flat surfaces (like roof etc.) seems to be shaded, which can cause displaying them as rounded surfaces. 2) Renderbump added a lot of colourful rubbish around every piece of geometry. Why? Shouldn't the background be black? 3) I've slightly modified the UVW mapping but it wasn't recognized.... Does Doom3 need to be restarted or something to "forget" the old version of model and its UVW mapping? 4) Bricks will be changed - I will make them on the basis of brick texture which I'll use for the wall.
  20. All right, I'm one step further Now the message I get is "Shader _emptyname" and "Renderbump = no action" I found this: http://www.doom3world.org/phpbb2/viewtopic...ight=renderbump This guy had similar problem but I can't find any bitmap path to correct it in .ase file (I know - you don't use ase files...) But the other thing is that the sample material file has diiffrent paths then yours: textures/renderbump/supportborder { renderbump -size 128 512 -aa 2 textures/renderbump/supportborder_local.tga models/renderbump/supportborder_hi.ase } "textures" instead of "models" for the name of material and place for normal map And next thing - name of material file is renderbump - not the model name... ?
  21. Thanks BT, it's more clear now but still I'm missing something (the same message..) I have folder doom3/darkmod/models/renderbump And there are files: well.ase well_hi.ase well.mtr material file looks like yours except the paths and filenames changed. Is it the right extension? shouldn't the path be "darkmod/models/yourfolder....". The same is in material file - the paths start with "models" not "darkmod/models...."? The LP model has UVW mapping but I didn't create any maps yet. Is it important at this stage?
  22. I'm afraid this first model will takes me ages to make... I'm trying to use renderbump on low poly well model but all I get is the error message "Can't load model well.ase". Could somebody explain me how exactly should I make it: 1) Do I need to set up all the names of models, meterials, textures and folder paths before using the Renderbump command? 2) I heard that names of LP model is important and it must be the same as texture (or material?) path... What paths exactly should I use? Where can I find the folder tree I need for Dark Mod to run? 3) Does Renderbump looks for HP version of LP model automatically or we have to specify it? What should be the name of it? ...and few other things. If somebody could clarify it for me I will greatly appreciate it!
  23. Thanks BlackThief - this link works. Eventually I've got that well model - looks very well . (the problem was passive mode in accesing to ftp). Few questions: 1) The high poly version has modeled bricks on the outer side but not inside. Wouldn't it look better to make bricks inside too? 2) If I'm going to reuse some UVW coordinates (I mean - the same part of texture on diffrent polys) - should I map them before baking the normal map or after? 3) There is something strange - when I use UVW Mapping modifier (just for rough mapping), whatever kind of mapping I use (sphere, box, cylindrical...) it's always stretched in Y axis? I Reset them, Fit, set equal dimensions by numbers but it's always stretched. I can correct it manually but it won't let me sleep tonight... Does anybody know what's going on? (maybe author..?) 4) General question - should I make new thread for each object/texture I make? Are there any guidelines or rules of posting on this forum? Thanks in advance!
  24. It might take me a while before I start and sort out all this things.... BlackThief: The downloaded file is corrupted... (unexpected end of archive error...) --- Springheel: I managed to open the PUMP.ASE file using the method from the NH's link (asciiimp plugin for 3dsmax) but the model looks weird... It looks like all vertices are snapped to some grid (with 1 cm density I think). No snapping function was turned on while importing and changing the grid size did not matter... Other two models: bookshelf and city well are not available for me. I can't get acces to ftp and access to CVS is not set up yet. (I'm waiting for Sparhawk's confirmation). What might be the problem with accesing the ftp? I found some information on it (ID and password) but it hangs up while trying to open anything... ---- Anyway - I'll start on the lamp post's which BlackThief mentioned.
  25. All right - thanks everybody for answers. Now I know, what to do. I have quite decent knowledge about normal maps - at least I think so (compared to the one demanded by dark engine... ) - but all I need is just a little more practice. But I should get it quickly. @BlackThief - nVidia's NormalMapFilter - I know this. I've just checked it with some bump map and that waterpump normal map. The Overlay mode for the layer blending mode seems to work fine. I'm not sure if that's the one you've mentioned, cause I couldn't find it (the fifth in my version is Color Burn (not good...)) Well, today we're in the same team, but tomorrow evening... (Wednesday)... Anyway - it's just football
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