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Baddcog

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Everything posted by Baddcog

  1. Umm, how do you do anything without a MMB? Slightly retorical as I'm not doing much more than checking objects in editor right now. But the 'button' in my mouse wheel doesn't work for anything that says MMB, I figured it would.
  2. Thanks. I've tried that though. Doesn't seem to work. I've got Dark Radiant 9.1 (is that right?, the one just released) and I've got the 1.3.1 patch for Doom3. I've added that to my shortcut path, Doomedit comes up but if I want to add a darkmod model I have to go to Add New Object. (My dark mod stuff is here: doom3\fs_darkmod is that wrong? I know the rars had everything in a darkmod folder (not fs_darkmod) and I can't say why I changed it, but at the time it was only way to get editor to work (dark radiant 8.01? -last version) Sorry, it's hard to explain things at home from library ya know, I can't directly reference anything. Anyway, I can load a Darkmod map when running Doomedit with that info in shortcut, but everything Darkmod is missing, black textures and boxes where objs should be. I've tried path names in Doom window: fs_darkmod/maps/city_area ect... but always get Can't find maps/fs_darkmod/maps/city_area.... Can only load a map if I place it in Doom3/base/maps
  3. Awesome, thanks for the help everyone. the pine tree puzzles me though, I looked at the max file and it was seperate meshes. Unless I combined to export but didn't save (which isn't likely, maybe) Just to let everyone know. I did manage to get in game, the Bass is now good and I'm gonna send greebo the treasure chest today. I still need to rexport all models, but they should be done in a week or so. Problems I still am having though: Getting into game, Darkmod style: I can open a map, put in an object, check it out in Doom3. But I'm having to move all files into Doom3/base and edit the material files. When I load doomedit I don't see any resources from Darkmod. If I save from Dark Radiant I can't seem to open map in Doom3. Guess I'm missing some crucial step in between. Shadow boxes. OK, the shadow box itself isn't rendered but the shadow is, all good. But I thought the shadow box would completely take over for the objects shadow. What I'm getting is a combo bass AND shadow box shadow. I can clearly see details of both shadows, which seems to defeat the purpose. Springheel. I'll get you the photoshop file. I went to change the numbers to roman... I don't know that system very well anymore, didn't know what to type I'd still like to leave mine (I'll get rid of Dark Radiant though) as optional textures in a skin. I did make a roman numeral clockface out of it too.
  4. Looks like a great tut, I'm gonna read thru at home. Maybe it'll give me an idea waht to do in Max. Domarius, are you using Max to rig?
  5. Cool, glad you like it. I'll start working on a real version. That was after a couple rum and cokes I suppose that there are no limits as far as joints and whatnot are concerened. Anything goes as long as it gets rigged properly. I guess I'll need to talk to one of the animators. I can rig a skeleton and do basic animations. And I would like to get more involved in that too. But I havn't figured out how these rigs are yet. I've noticed alot of small bones in the meshes, but haven't looked into how they are connected yet... all in due time.
  6. I wouldn't say modelling for Dromed was easier... Custom Ai were a pain. Plus in Dromed you had axles, alot of my newer objects were starting to get a bit complex due to that. figuring out which objects could have axles where, my telescope was something like 7 objects, with 3-5 joints per. Then scripting to get it to work... I don't mind working on my skills, I'll try and make a normal using a high poly model. Of course I'm still working on getting in game. I know I've said that alot. I think I have the info, just have to piece it all together... I just know I'm very unhappy with the photoshop filter.
  7. Woah, holy cow, crap... Thanks for posting those pics, I really gotta figure out how to get in game... I see alot of texture probs there that don't show in the model viewer, what a bummer. My apologies, I thought they were all ready to go. Oh well, I'm not gonna run off, just have more to figure out I guess. --------- Let's see, the branch texture on the pine has bark tex. One of the street lamps is just grey. gauges, bass ect... I think I exported as one mesh because they were fine in material browser that way. Although I do have an external model viewer by der)ton in which they don't show correctly, guess I'll use that to check. Ceramic pots, that's the inside tex outside, same prob as others... The small lantern, I have NO idea why it looks like that. Really odd. As far as the gauges, I have no prob chaning, making more versions whatever. I've got a photoshop file with about 20 layers going, easy fix. I was questioning how the Dark Radiant thing would go over I thought that was better than Dark Mod though. I just thought they needed a little more detail. Somebody have a better name to put there. I'd like some detail there, doesn't matter what to me. Whoops, didn't realize I uploaded broom. never did make a shader for that yet. ----------------- angua, thanks for the help. the whole material thing has taken a bit for me to get the hang of. I did read that tut (Dled it actually) for skins and I'm not sure exactly where I went wrong. I think I was close... Anyway, would you mind emailing the skin and material files for anything you changed, that way I can examine everything closely, it would help alot. Guess I'll be rexporting alot of stuff. I also have a question about materials in objects. Since the shader has the specular and bump info, can I just export using the diffuse, change the ase to use the shader name and the shader will take care of bump and specular? That'll only leave one shader per obj in an ase, less editting smaller file size. ------------------- Anyway, heres a quick mock-up of my idea for a robot. About 2 feet tall. The Lantern Bot Could be something like a sentinel, except it lights up the player. The inventors would open top and pour in boiling water, close top and steam would run it for awhile. It would wonder around either following the Ai's or looking for player and following him. What do you guys think?
  8. OK, thanks and I can zip them up too. Here's a great site of instruments, ect... unfortunately I can't right-click any pics or print screen to get any textures. if someone wants to grab some cool images I'll use em to make some cool gadgets for the inventors. http://brunelleschi.imss.fi.it/museum/esim.asp?c=500142 we need one of these http://brunelleschi.imss.fi.it/museum/esim.asp?c=412007 Brassgoggles.com has some cool steampunk links too, I can save alot of those webpages though Does anyone have some cool stainglass for lamps?
  9. hmmm, imageshack was being a little weird when I uploaded. Actually, there is a seperate needle for each type of gauge. So the gauges have no needle. I figure that can be setup somehow as an entity so the authors can set the rotation,ect... Have one needle twitching in the red and smoke blowing out of nearby machine...whatever.
  10. Well, I thought this would be the easiest way to discuss stuff I'm working on instead of hijacking everyone elses threads, got quite a bit of stuff in the pipeline. I'm going to be emailing this stuff to (greebo I think, have to chweck that thread again), if I can spread out the load and email to others it would probably be a good thing. I can't instal SVN on these computers so... I also have yet to get in game so I can't take pics to upload to model page. I can however use shots from Max if that's OK. Here are some more recent objs: Gauges Lockbox (this is on a chest but could be a wall/door model) Improved Bass, didn't add alot of polys, left F holes the same (didn't want to redo tex) and switches: Other finished uploaded items include streetlamps, lantern, ceramic pots, urns, ceramic flinders, keys, pintree, trees in pots, bushes, bags of gems...
  11. Well, I'm still doing things the old way. Modelling the model I want and texturing it. It just seems like an extrodanary waste of time to me to make a low and highpoly model, then only make a texture out of the highpoly and discard it when the texture can just be made in photoshop. Currently I have a few chests that were already modeled and I just used a few textures to slap on to save resources instead of making a new tex. So the tex doesn't have hinges. Also,
  12. Hmmm... guess I'll have to look up automaton on google... I agree though, as different from T2 as possible
  13. Baddcog

    tree model

    thanks mikebart, I don't think your first tree there looks too bad at all. I've seen alot worse in commercail releases. But your new ones are better overall. I have been looking at alot of trees(not taking pics), when I sit in a drivethru or something, trying to study the overall shapes, trying to figure out where polys will go... If we could only use 5 million polys per tree
  14. Baddcog

    tree model

    Hs anyone checked out the trees in Oblivion. They look pretty good and use foward facing particles for small groupings of leaves all over the trees. I'm sure that's possible with DR too, but at what cost on performance, how to attach 100 particles to tree? Not perfect but it does help give the trees a more rounded look.
  15. This is what confused me. Of course we may be thinking of a different type of lockbar. I was refering to the T2 style, rotating bar that is on the lock which shows the player progress unlocking. Maybe you are refering to a bar that would look like it is what actually locks the lid down? not a moving piece?
  16. yeah, I think all the beakers and flasks are easy and good for several situations. Maybe I'll do some quick models and if someone can get the textures going...have yet to play with glass/transparencies. We should brainstorm on some leonardo type devices. I was thinking of a Penyyfarthing You know, the 'big wheel' bicycle also known as a skull cracker. Maybe we could come up with a few and a texture artist could make some cool drawings like the one for the steambot. I searched for 'Steampunk' awhile back and saw some cool stuff, although alot didn't fit into T2 as much as I think it could DarkMod. Ah, freedom from LGS at long last eh? Which brings me to, Has anyone worked on steambots yet?
  17. So we actually will export the lock bar with the lid? even if its 'part' of the lockbox on the lower part of chest? (I understand it needs to be associated with the lid, I had supposed it would be an entirely different obj) Sorry, I have yet to get in game to be able to play with things. Should we model the hinges? 98% of the time they won't be seen anyway...
  18. Baddcog

    tree model

    That one has no trunk Just kiddin, looks good. Trees and bushes are by far the hardest objs to make IMO. I've been working on a few lately too so I guess I'll hijack the thread... I wanted to get the teams opinion before I go any further. I'm fairly happy with the pine, it's as close as I've been able to get so far to something realistic, and I'm kindof out of ideas on how to make it any better. The bush is OK I think, kindof built it around the texture. The one in orange is just a quick z plane stretch to see if it might be better taller, it would need more tweaking. This is the T2 tex used on that pine, if someone could upgrade it to a custom 512x512 but basically the same thing, I could try it on the pine.
  19. Didn't notice these in the models needed thread. I do have that list and will work on it. These would be mechanical? equiptment? Anyway, stuff like beakers, bunsen burners, ect... Anway, just asking for thoughts, maybe some links to pics? Ideas you've had, concepts.
  20. That's fine, probably better here anyway. So I have a bit more time... reading thru the posts quickly, from waht i understand this is the current situation. i figure this is a biggie so we should probably try and pin it down. Chests will be at least 2 objs, probably 3, maybe 4. Bottom half, static unmoving. I think best unhighlighteable to frob. Probably one of the biggest complaints of T2 is looking at a fair sized object and the whole thing highlights. I was making new objects (or remaking- drawers, ect that had opening drawers, instead of old school, unopen props) and I recieved several complaints that the whole obj lit up. I wanted to take advantage of the joint features so that is life eh? The only other option was to do wwhat we will be doing here: Seperate drawers/doors/lids. So I vote on only the opening part being frobbable. Lid, this obviously will rotate, not be jointed. So the question is mostly positioning. As I have yet to do much of anything with editor all I can do is speculate. We can either, export the lid in its location to the base, which is probably preferable. That way the authors can create a base, click the exact same spot and create the lid and they will be aligned right off the bat. The issue I see with this is that the rotation (x,y) for the lid will be it's center, (where on the z plane I am not sure). If this is easy enough to change in an entity so it's in the gamesys and the player doesn't have to mess with it fine. Otherwise it might be best to align the rotation axis with the center of world (x,y and possibly z) instead of having the chest centered (x and y) Lockbar, This will obviously be the 3rd piece, which brings me to another question about frob highlight. Should we have the lock bar highlight instead of lid on locked boxes? obviously you wont unlock the lid. Or should the lockbox itself highlight, in which case it might need to be seperate from the container giving us" bottom, lid, lockbox and lock bar? seems complicated. although preferable from a frob highlight standpoint. Less highlight = better. Also, should lockbars rotate, slide, or both.
  21. Running out of time, itll be short. Just thought we could use this to pin down how models open, ect...
  22. Very nice work PinkDot, love your models.
  23. Right on, just found an ase importer to, so I should be good there.
  24. Sorry, kindof posting back and forth between this and another thread. I have all the files set up, if you could just take an in game look for asthetics. I'll resize and whatnot later. I've been trying to add transparencies but not having luck seeing it in editor or modelviewer. I thought maybe it might show in game? That's an old shot too, I redid the textures last year, after that pic was taken. The transparent version of that is in my last T2 FM TTLG(Thru the Looking Glass), available at thiefmissions.com.
  25. 5- diffuse,specular and bump for lantern. diffuse and specular for glass. Of course that was only 2 in Dromed, but it helped alot with the small textures (these are all 256) Also, the glass has an alpha layer for transparency, or did... Right now they gotta be ASE files. I've looked at Blender a bit, but probably won't use it much, not sure if it even exports lwo. Unfortunately I just tried importing and ase into Max to look at some texture stuff from D3 obj, can't do it. That really suprised me, can't open with Accutrans either.
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