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mangrove

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  1. Yeah, I came up with quite a few maimed mice in search for photo refs
  2. Well, if I'm still here in a month or two I might, but for now I'm happy just to contribute. Post the list then
  3. http://i270.photobucket.com/albums/jj114/m...m/mousetrap.jpg Mousetrap, available in one different sizes. (Cheese sold seperately) Do you people have a list of models/ needed models?
  4. Yeah it's stilton I'm not too keen on it either, but it was in the fridge. Thought I might as well get a snap of it. Sure you can have it. Just gimme somewhere to dump it.
  5. Just made some sexy cheese btw. http://i270.photobucket.com/albums/jj114/m...vedm/cheese.jpg
  6. Yeah I suppose it isn't such a good idea for objects. For it to be convincing you'd have to create an envshot for every room in the map and then come up with some way to fade between cubemaps and switch off when the lights go out. That and the fact that the thief world tends to be quite filthy and run down, so a lot of buff reflective stuff would take away from that I guess.
  7. Are you planning on using cubemaps for metal objects etc? Not sure that I saw any in the demo.
  8. Just slapped penumbra on. When you're walking around there is a general low ambient light. But when you go into stealth mode, there's a small ambient light that follows you. Quite effective. Maybe this is something you could have kick in when the lightgem reaches zilch?
  9. Yeah, you could be right there. Would have to fire it up again to be sure, though. Great game btw
  10. I wonder what the visual effect of having a faint light attached to the player, like the lantern, only non shadow casting and a lot darker, would be like? You ever try this?
  11. Yeah, been reading up on vertex maps. Just managed to get it working. http://i270.photobucket.com/albums/jj114/m...m/shot00008.jpg Bit of pissing around, but I guess it adds quite a bit to the visuals (well with better texture choices it would anyway) Here's some good reading on it. http://www.doom3world.org/phpbb2/viewtopic...f=25&t=9288 http://www.katsbits.com/htm/tutorials/doom...re_blending.htm Basically, export mesh from d3 into lightwave, subdivide, uv map, create a vertex map and paint it white/black. Maybe a long shot but do you think there's any chance we will be able to vertex paint in darkradiant?
  12. Is there any way to get a texture to fade into another? Like grass fading to dirt?
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