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Baddcog

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Posts posted by Baddcog

  1. It's short for "ASCII Scene Export", it may be listed under something similar to this.

     

     

    Oh of course :D 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?

  2. 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.

  3. Schwaa! I'll have to get used to Baddcog (even though I know it's been that way a long time)

     

    I don't know anything about poly counts, but I'm positive that anything you contributed would be high quality, as it always is. We can ALWAYS use more objects of every kind! :D

     

    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 :wacko: , 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.

  4. Glad to know folks like you are there. I wonder how many others lurk around, thinking positive thoughts but never sharing them?

     

     

    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.

  5. In the T family games, there was a light gem that showed how much light was falling on the character.

     

    In T3, I noticed that because I could see who the light was falling on the character, I needed the light gem less, and the gem itself became another 2D element to distract me from an otherwise 3D world. In minimalist, I cold always tell what I was wielding by just looking the character's hand. I never needed a 2D icon to tell me that I was using--they just lowered the immersion.

     

    As an option, it would be interesting to make the light sensitive gem--in a heavy ring that the character wears outside his glove, or perhaps as an amulet. When you need it, you can just look at it.

     

    Also, I hope beyond hope that in TDM, you can see your character body character in first person mode. Player shadows added immeasurably to presence in the game.

     

    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.

  6. 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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