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Everything posted by Baddcog

  1. here's a pic of a lantern I ported from my T2 stuff last night the textures are 256x256, but there are 5 all together with speculars, bumps, ect...) thats an old max shot without specualr..
  2. Well, mine look quite different than the T2 ones as they have clear glass and lightbulbs with electric current. So for T2 that was the main distinction. I was thinking about replacing T2 models, but I'd rather work on DarkMod instead. So the problem with DarkMod distinctions: I have yet to figure out transpareor if it even works. So the current lamp I have that works seems to have solid glass, whether or not that will change in game I'm not sure. But it did decrease the polys from 600ish to about 450 since I got rid of 2 sided glass light bulb and parts. I do have a MAJOR question about lights. Can an object be a light or do you need to place a lightsource near the obj? And Illumination on textures. I saw selfillum in the ase file, and it says 1.00 (100% in max) but in the editor it doesn't seem to glow. ------------------------------ Springheel or sparhawk, Can I send one of you an email with a zip file, a few objects for you to examine...
  3. Hey, sorry, my badd. First time I've seen this post. Happy to be aboard.I wanted to join up earlier but not having a machine that could run Doom3... Anywya, just decided to sign up as Baddcog since that was the name I was originally going to go with at TTLG, although I had posted 10-20 already I just stayed with Schwaa. It was a quick, not really thought out name at the time, not that it really matters. (Baddcog came from hearing the mechanists asking "Is that you good cog?") when they get spooked. More trivial info... Glad you guys like the lamps, that's my latest to be released T2 object pack. With the help of NV''s scripting they can be slashed/bashed or shot to be broken and 'extinguished'. But water and gas have no effect. When broken they shower sparx and glass. Unfortunately they probably won't see much use in T2, but I have succesfully got one of them into D3 so far. I had to combine all 3 textures into one, I have also got a 3 tex model almost done but need to comb over more tex info I found at DarkWiki to get the 3 tex model to not be black. I would like to see them breakable in the Dark Mod also. Still finding info /Dling files on what you guys have/can do. If not breakable that's cool too, maybe later. I know that could possibly cause issues with all the other lamps you guys have so far... I did read also in the Wiki Technology page about the lights being remote by generators which I think is a pretty cool idea. However it states that antanea are used. I suppose I should add them to the lamps. The lamps come in street lamp, double street lamp, wall lamp, hanging lamp and I'm getting ready to make a street spot lamp. Times up...
  4. Oh of course I do have ASC II as an option. I'll probably have loads of Q's eventually but this helps alot for now, thanks Alright, exported ascII, placed it in the proper folders and it came up in the obj list. Although it is all blue right now, using .tga and .dds textures which seems to be the norm, believe I've got all the path names and whatnot correct. I got a lamp zipped up, anyone care to take a look and tell me what's wrong?
  5. hmm, I didnt see it in the export list, will have to look again.
  6. Crispy, that would be awesome. Last night I got as far as improting and exporting a dm5 mesh and anim(no keyframes). Had to add 2 bones to my lamp to export (like the wrench has) I also noticed that all the objects seem to be ase and lwo format. Unfortunately I have Max5 which doesn't export LWo and I've never heard of ASE files. Accutrans will import LWO but not export. Anyone know of a freeware conversion program from 3ds to lwo? I've been DLing pages of the Wiki and will keep at it, I have limited time so I'm sure it'll be a few weeks before I get much done. I did play with Dark Radiant, but have yet to get an obj to show, haven't got a map to load (can't find em) and have no idea how to play test a map. Also, I installed Doom3 editor, but I have no Icon to start I know, silly newb Q's for now. But i can model, really. I'll upload and send a few pics... ----- Oh yeah, i understand the bump map thing and it does make a huge difference for sure.
  7. Awesome, I'm down. I've been doing a bit of stuff for T2 lately- high poly- that I'm about to release. But I don't see it getting much use. I'll package some stuff up and send it to you guys, you can check it out in T2 for now I guess, I still have to successfully port something to D3 before I make any promises , got the exporter though so it shouldn't be hard. If you want or need anything specific let me know, at the very least I could model/texture and send a 3ds file. I'd love to work off some comcept art as most of my stuff is just ground up in max with just a foggy idea of what I want.
  8. Hey Komag, wondering where you've been. (Schwaa here-time for a name change) I haven't been lurking, just waiting until I had a computer that could actually run D3, just got the game and imported a few models and anims into Max last night to play around. My first mod is going to be a Doom one, gotta get rid of those 6 sided pop cans, they look like Crisn@p. Then I'll start working on other stuff.
  9. Sorry I only read the first few posts... Although I like the light gem I think the ring idea is very cool. I'm just now playing D3 and the one thing I think is really cool is similar. The fact that you have to use the flashlight as a seperate tool to see into places where you need to shoot. Same idea somewhat, if you are busy looking at your gem it'll take a moment to ready a weapon.
  10. Hey guys, new to the forum. I didn't think it would lead me to DLing an Oblivion Mod. Although my new machine runs Oblivion pretty darn good. Anyway, the reason I did sign up is that I just dropped $10 on Doom3 now that I can it, my system handles it great and I am bored with Dromed. I was interested in polycounts so... Interesting that Dram says object polys should be about 250, hopefully this engine runs higher polys than that. I'm installing the SDK today, unfortunately I put Doom3 in the default Program Files folder and have to reinstal. I have been pushing upwards of 1500 polys on my latest Thief2 objs and was hoping Doom3 will run closer to Morrowind or Oblivion poly counts. I think my Morrowing bottles were at least 400 polys. (Schwaa's Potion Upgrade) Anyway, I'm going to roound up some screenies and e-mail the team, but I do have most of my objects here, some screens of my Morrwind stuff too, on Schwaa's Morrowind page. http://thiefmissions.com/lpg
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