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Arcturus

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Everything posted by Arcturus

  1. https://www.reddit.com/r/europe/comments/8o6uyx/hannover_in_1920/
  2. As mentioned by rich_is_bored in this thread md3 format hasn't been really used much in Doom 3 engine. One drawback is there's no interpolation between frames like there is in skeletal animation. I set water in my example to be 30 fps so it looks a bit choppy. You can bind it to game's FPS which should be smoother but then you may need more frames in the md3 file. BTW did you increase resolution of real time reflection?
  3. Changing post processing in the menu doesn't seem to matter on my end. Does turning lantern on cause problems? Did you try swimming with lantern on? I just noticed btw that my md3 water tests don't work at all in x64 version. It would be nice to have some kind of vertex animation working. It's not animated by a skeleton. It's a md3 model where each frame is stored as separate meshes.
  4. I had trouble with disappearing md3 water models as you can see in my video. Have you not experienced anything like that?
  5. Like this: It's explained well here.
  6. Did anyone manage to get custom normals working in TDM?
  7. This forum needs Sketchfab support. https://skfb.ly/6yJuZ
  8. https://www.reddit.com/r/interestingasfuck/comments/8f1oe2/a_manhole_cover_in_weisbaden_germany/
  9. https://i.imgur.com/pg8eYHp.gifv
  10. Sure, def file is: model tree_anim_test2a1exp1 { mesh models/md5/nature/tree_anim_test2a1exp1.md5mesh anim idle models/md5/nature/tree_anim_test2a1exp1.md5anim } entityDef atdm:tree_anim_test2a1exp1 { "editor_displayFolder" "Nature" "spawnclass" "idAnimated" "model" "tree_anim_test2a1exp1" "start_anim" "idle" }
  11. I exported model and animation using this plugin (Blender 2.79b): It works fine in game. Here are md5 files.
  12. Could you attach the .blend file?
  13. Thanks! Since I don't have a band, not anytime soon
  14. I recently recorded a tune that me and my friend wrote over 10 years ago. I've been learning drums since December. It took me many attempts to get it somewhat right.
  15. There's another project that tries to do the same thing as Thorrows:
  16. One section is about 160 000 tris at a base level of detail. So the whole radiator is about 1300 000 tris. That's before subdivision however. I have 2 levels of subdivision, which means 16 time increase, so about 21 000 000 tris. Plus hair strands, so you can double that.
  17. I made a render of the radiator in Cycles.
  18. http://www.cc0textures.com/home
  19. French miniature staircases from XVIII and XIX century.
  20. The plan is to eventually release it as free open source program.
  21. Company I work for makes radiators. We have a cast-iron model called Kaszub which has a detailed, hand sculpted ornaments. I took over 500 closeup pictures and made a 3d scan of the radiator. Since it's symmetrical, only a quarter was needed. Scan came up fairly good. Then I did a retopo in Blender Then I had to make a low poly version for Sketchfab. Textures were made in Substance Painter. Link to model on Sketchfab.
  22. Very detailed 3d scans of a swedish museum: https://sketchfab.com/TheHallwylMuseum
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