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Arcturus

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Everything posted by Arcturus

  1. I know what you mean but I would rather keep it marble. Diffusemap ideally should me make specifically for one model, like St Lucia but I want to use one diffuse for all my sculptures (if I make more) so there can't be details to emphasize the normals. Perhaps low poly model should be more detailed or highpoly less (or more clean), I don't know. I changed the texture a bit and renamed it to smooth_marble_greenish.
  2. Ok, I uploaded the statue as bust_01_male. Also added new marble texture: smooth_marble_white_shiny02. Movable is set to frobable. Mass is 50. Snd_bounce is for now tdm_impact_clayvase_01. Visible mesh has 594 polys, shadowmesh has 280.
  3. Really nice. And you joined year after me
  4. Don't we have a stone impact sound? All moveable stone objects have tdm_impact_clayvase_01 in def file which doesn't sound like stone.
  5. 16 poly collision mesh works, thanks.
  6. What's that on it's back? I'm trying to make a moveable statue, but game can't load the collision model. I made definition: entityDef atdm:moveable_bust_01_male { "inherit" "atdm:moveable_heavy_base" "editor_displayFolder" "Moveables/Decorative" "model" "models/darkmod/decorative/statues/bust_01_male.ase" "mass" "50" "friction" "0.1" "bouncyness" "0.1" "snd_bounce" "tdm_impact_clayvase_01" } First I made cm in Blender as a part of .ase model but it didn't work (worked with static object). Then I made it in darkradiant as a separate file and I still see "cannot load collision model". Is there something I could miss?
  7. You're welcome.
  8. I start with low poly model, but I don't spend much time on it because it's boring. Of course the more detailed the easier and more clean the sculpting will be. Then I use "multris" option in Blender. Adding 1 level of multirs devides each poly into four. This model has 7 levels: The rest is only sculpting. Multirs is a cool option cause you can go back and forth from one level to another. Working with milion polys on my machine is a little difficult so I sculpted the basic shape on level 6 (222720 quads in this case) and only face details on highest level. As for final low poly version. I could simply use level 1 (430 polys after converting to tris): but it has too little polys on face and too much on larger, flat surfaces. That's why I'm going to use poly reducer script. It takes vertex weights into account, so you can paint for example the face and after conversion it will have more polys than other areas. You can of course set level of reduce.
  9. Final high poly model - 890880 quads:
  10. This is one file: smooth_5panels02.dds. Different colour was added via RGB filter in material file. It can be tweaked. I wouldn't miss other textures. The oak should definitely go.
  11. My idea was that horse should not imediately go from slow walk to full gallop cause it doesn't look very natural. It doesn't look that bad either so it's not a big problem. Riding a horse is different thing cause currently when walk animation is speeding up the footsteps don't sound properly so there should be other animation between. On the other hand troting between walk and gallop is not realistic, it would be rather slower gallop (canter). Those things are not that important. I think horse can wait until after the 1.0.
  12. Is it possible to make 3 different animations for non player ridden horses? I swapped the trot animation with gallop in def file if anyone wants to check it. Currently I'm working on some sculpture:
  13. I only wonder why nobody noticed that when SL was being made.
  14. Ironically Saint Lucia had them too.
  15. I uploaded the gallop animation.
  16. Some of it is my work so let me speak. geometric02_red and ornate_red_white share the same normalmap - ornate_red_white_local. Ornate_red_white_end and geometric02_red_end use separate normals (because of fringe). It is very subtle "noise". You have to remember that sometimes it will be lit by a fireplace at a very sharp angle: Normalmap on this carpet was made out of diffusemap so it looks like porcelain. geometric_02_red: Most of carpets are rotated differently than ornate_red_white_local, otherwise I would asign it to them (to save few MB). As to different colour variations of ornate_red_white - they are not my work and aren't very good. Atomic green one should be deleted in my opinion. They are also not dds but tga and sit in \darkmod\textures\darkmod\carpet\runners
  17. Arcturus

    flag

    I'll just leave it as is. Ambient light is usually non shadowcasting anyway.
  18. Arcturus

    flag

    I put the flag on the mast in test/galleon.map. Iron rings are made using textures with alpha channel. They look good, only inaccurate shadow looks bad: I wanted to use as small amount of polys as possible. I think it's ok for this type of model. What do you think?
  19. Arcturus

    flag

    Yes, it's rendered properly. But each side has to be on diffderent layer in file e.g.: mesh { // meshes: flag shader "flag_pirate" numverts 21 vert 0 ( 0.250000 0.000003 ) 0 2 vert 1 ( 0.000003 0.000000 ) 2 1 } mesh { // meshes: flag_back shader "flag_pirate" numverts 21 vert 0 ( 0.250000 0.000003 ) 0 2 vert 1 ( 0.000001 0.499996 ) 2 2 }
  20. Arcturus

    flag

    I wasn't aware of that, thanks.
  21. Arcturus

    flag

    There is z-fighting if polys are on the same sub-mesh (or whatever it's called). Each side needs to be separate with it's own material definition in md5mesh. I put flag_pirate1.tga and flag_pirate1_local files some time ago. Now there's only _local and editor images. I don't see what happened in the log.
  22. Arcturus

    flag

    Yes, there's no z-fight if I put the planes on separate submeshes. By the way, does anyone know what happened to models/darkmod/props/textures/flag_pirate1.tga?
  23. Arcturus

    flag

    There will need to be a gap between polys to avoid the z-fighting.
  24. Arcturus

    flag

    I've been making animated flag and I've been disappointed that "twosided" keyword doesn't work on md5mesh. Is there no way to make a 2D plane visible from both sides?
  25. Yep, they look really good.
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