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Baddcog

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Everything posted by Baddcog

  1. Didn't see a desk lamp Probably try and make a matching floor lamp. Also, skins with wood. Not sure if I like the 'steel' one above, but it was an easy skin. ----------EDIT------- We needed signs, this is only a blank skin and blacksmith for now. I figure someone else might want to do some sign skins, if so I can send the psd. I fixed the hanger, one edge needed turned. When I convert lwo's thru accutrans to 3ds I lose the uvw data. So I retexed it too.
  2. It does make it look more 3ds than normals, although the normal filter in photoshop can be bumped up pretty high. I think it looks pretty good on the rock in the cave, but it does look really bad on the city bricks. Looks like someone plananr mapped an object with alot of shape.
  3. Nice stuff, hadn't purused(?) your items yet.
  4. It's awesome, but that back tower window looks a little odd with the roofline where it is. can you just drag the bottom of the window above top of roof?
  5. Sounds funny. It would be funny to have a scene showing him losing temper at work. Backstage talking to a guard and a guard mouths off @ which time he belches on the gaurd who passes out ... You should name the host Devo ---- the vid looked pretty good, but he almost looks as if he's pushing a shopping cart. His hands are 'frozen' in one position, even when his arms 'tug' backwards. (need one more pair of verbal earings ' ' ) I think his hands need to curls some and his arms flail a little, just a little would be enough.
  6. http://www.vi-motion.de/latlong_Tutorial/ A tutorial on how to do this, found link at d3w
  7. I guess this might be about the same as a clipbrush (I suppose that's an invis brush made in editor) Maybe we could make a collision model as an ase or lwo with that data, and tie it together with the md5 as an entity? Then we could get close to correct shape for most parts at least, maybe moving parts we'd have to fudge a bit. But arrows wouldn't stick to moving metal parts anyway. wood though? Does the grandfather clock cast shadow? if not that could be with collision model. I guess the bonus of this would be havin machines with many moving parts only being md5 model collsion model Not base + 10 moving parts that all need scripted.
  8. I like those outdoor shot ascottk, very nice.
  9. Yeah, I figured frobbing while it was moving might be more complicated, and would actually be happy with one frob per direction. (not while moving). Something like a light switch would be such a quick movement anyway I don't think it would be necessary to stop it halfway.
  10. Well, that's what I mean. I can do the animations, I just figured it would take a script to trigger them. ie: player frobs lever, script turns on animation. Isn't that how it would be done?
  11. T2 Concept art posted by Digi at TTLG pretty cool, scary too. Should we 'rip' the idea and bring it to life. I notices the legs are attached to the head, and arms to body, very strange. The head couldn't rotate, but I bet this robot couls swivel around fairly quick anyway. I think it would attack with arms, which would be a cool addition to an arrow bot. I think it would also spray gas from mouth. So gas might not go to far but if player got caught in corner. It would just look cool seeing this thing get up in your face, arms flailing, and a green gas pouring from it's mouth. another concept I'm not as fond of
  12. Well, I would deffinately like to start using the rigging stuff more myself. My problem though is scripting, I can copy/paste and figure out basic stuff if I've got something to look at, but I don't know C++ or any other language. (does pig latin count?) But if someone could write up a script, or help me figure out how to get a frob to work the anims that would be most excellent.
  13. Baddcog

    New Bow Anim

    I have to say though, in Ishtvans pic (full size) http://img107.imageshack.us/img107/9074/bow3ys9.jpg the angle looks more natural. It looks like the arm is coming from the shoulder not the chest as the vertical bow does.
  14. I didn't know about reload commands, thanks. I can't seem to minimize dark radiant/doomedit anyway though. I have been using full screen, some maybe that's the prob. Even alt-tab will run thru my programs but won't let anything else come up. All in good time I guess, I'm still a newb. Anyway, since I'm such a newb-meathead maybe you can help me figure out this grey percentage (I had an inkling that colors could be used also, good for liquids ) That's what I see in Photoshop when I pick a grey, I take it H S B column is the right one? B being black, so I'd actually want the inverse of that percentage for white?
  15. Sweet, that's better than multibrush! Multi brush could be buggy with textures, if you didn't load families in correct order it could be textured wrong. I think it based textures off of tex# in original file instead of tex name.
  16. @ Pinkdot: Nope, used the anchor_d for metal and crate_01 for wood (chopped into one tex of course) But I did stretch the metal on the base a bit AFTER that screenie, so it looks closer to the lid now. Over half the polys ended up being just in the 'balls' on top of legs and the rings. the fronts and sides of the chest are actually only 2 polys each. The lid is about 150 of the total.
  17. I posted a thread at ttlg, asking what people liked/disliked about t2 bots: http://www.ttlg.com/forums/showthread.php?...340#post1594340 and got a few comments. the lockpick idea was mentioned, Digi posted a cool T2 concept bot...
  18. 99% done, needs a little tweak here and there. This took foever, I decided to try the highpoly/lowpoly normals thing. Which I found to be fairly difficult to get good results. The high poly was 25,000, but I did find a way that I'm happy with that's alot easier. I just seperated each 'face' (front, top, side), added good bevels between flat areas. and used the renderbumpflat to get a good normal map for each side, then copy/pasted that stuff in photoshop. That would've saved ALOT of work right off.
  19. That's awesome, I think with a little more texture work it would be top notch. This can be saved too so other people could import and use it? (I have just barely messed around with editor so far.)
  20. It's possible that it's an ase file thing, more than an exporter. I haven't expiremented yet, will try and do so, but I think my ase files are smoothed also. hmmm...
  21. So for machines it would actually be better, as most of the time they would just be running. I should be able to get SVN running tonight and dl newer stuff so that'll help me out some I suppose. But is it harder to define the states than it is to script the lever movements? I figure with things like levers, once we have the scripts (or whatever is needed) for one it should work for all. Say we make a script to handle the translating, it would just call up animations (on, off, ect...) so that should also work for a rotating lever too. ?.
  22. Well, I've successfully exported my first animated obj and viewed it in Der_tons model viewer. real simple, just a lever moving down. So what I'm wondering is why we don't want to use this option for small objects. Of course I have done very little with the editor so I'm curious. Wouldn't it be easy enough to have a switch, animated going down and up. Then have a script that used the anims when frobbed rather than having 2 objects, linking them as an entity? I ask mainly because I have wanted to start doing stuff this way for along time, in T2 you couldn't but you did have the options of joints. Since we don't have joints but can animate ... Anyway, I can deffinately rig/animate simple things liek this so if it's a question of taking animitors time... I just think switches, machines, chests... could be done this way to great effect. For instance a chest lid could rasie slow but slam shut...
  23. I'm not sure we really need the doom anims. That bot does behave differently than these will. I'm gonna try my hand at animating the riggin/lantern bot. I've done a bit of this stuff here and there but as I could never use it in T2 I just never got around to using it enough. Anyway, I think it'll be better to use our own anims, we can make them alot 'rougher' clumsier steambot style than the doom ones, that bot was really smooth. If I am unsuccessful with that I'll hand it off to another animator (I say another like I can be considered one )
  24. I agree Sparhawk. I'd rather have my verts all welded too. It seems slightly odd to me that such a new engine has limits on how textures can be applied. Also smoothing. But I had to do that with the treasure chest so it had some sharp edges. Alot of weird splits cause I wanted the top to be smooth and round, but not the But theoretically I guess it shouldn't matter, if those verts remain in their original locations there won't be any split or view between them
  25. anqua, thanks for doing that stuff. I did have the twosided in the pine material in my darkmod folder, but guess I uploaded the wrong mtr. whoops. The z fighting is because I had clones the leaves and reversed normals/ think that was before I got twosided working, I deleted most of the offending polys but there are probably a few left. I will update those objs. Oh, forgot about the banners, the one thing I didn't update. ---------- edit: I'll have to play with the specualr thing, how do you know how bright 0.29 is gonna be? I guess I should be more specific. is _white the same as CODE { blend specularmap map _white rgb 1.00 } (of course you wouldn't need rgb 1.00) so the higher the number the more white it is (same with black?) The reason I ask is say I have 1 obj with 2 tex. One tex uses this method to calculate a grey specular. the other tex has a specular map in grey scale, but the base is a certian shade of grey. (then it has black and white areas) How could I calcute this same shade of grey without alot of in/out of gamemode.
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