Jump to content
The Dark Mod Forums

Rabid_Kiwi

Member
  • Posts

    24
  • Joined

  • Last visited

Reputation

0 Neutral

About Rabid_Kiwi

  • Birthday 07/04/1988

Profile Information

  • Gender
    Male
  • Location
    NZ

Recent Profile Visitors

806 profile views
  1. Hi guys, I was just procrastinating around the internet (when I should be working on my due assignment ), anyway I came back here just to check things out and say: Keep it up! I downloaded the , I think it was the beta? a long time ago but only just tested it out now, Unfortunately it didnt work, but I still managed to check out some of the cool work you guys had done in the files. Speaking of which Id love to know who made the ambient menu music, I think its called: amb_nocturne_menu ? Its insanely cool And I still intend to help out if I can....next holidays.....whichll be next year lol (lucky) Thanks and laters, support!
  2. sweet, thanks heaps, I'll check it out.
  3. And still no reply, o well. Im teaching myself Mudbox and Maya now with me new Wacom so its ok lol. Still, if somebody ever so graciously desceded from heaven and decided to answer my Noobish question, Id love to get back to working on the mod
  4. Arrrg ....its still not working lol, cant render a normal map using Doom Ok so here's how it is: All the following files are in this directory:"D:\My Games\Doom 3\base\darkmod\" Brnz_Msk.tga Brnz_Msk.lwo Brnz_Msk_High.lwo Brnz_Msk.mtr The Brnz_Msk.mtr file contains the following: darkmod/Brnz_Msk { renderbump -size 256 256 -aa 2 -trace 0.5 -colorMap darkmod/Brnz_Msk_High.lwo } The Brnz_Msk.tga is just a grey box (havent properly textured it yet) Both .lwo files have materials named the following: darkmod/Brnz_Msk.tga (the path of the texture) Anyway I type the following into the Doom 3 (Expansion) Console: renderbump darkmod/Brnz_Msk.lwo And I get the below image. Heres hoping Im just a really big n00b
  5. Right so Ive been back for a few days now and finally managed to jump back into it Heres a question: How do I get the renderbump command to reference the objects UV map? Whenever I run the command I get the default 1-sided map (which isnt even registered as a UVmap) O Ive been tinkering a bit and learning more about the engine through various forums so Ive got the model in game, just really the normal maps that are causing the only issues. Ive already got a basic .mtr file that should work fine, soooo.. Hints, tips, tricks? thanks
  6. Cool, discovered sometime back that the material file determines the uvmap, havent had a chance to try it yet tho. Sorry, right now Im on a summer holiday and Ive just managed to find a computer. You should expect me to be back here in about 2 weeks Enjoy your christmas all
  7. Still It'd be nice to retain some original textural quality. Dont worry about it, I'll figure something out Still need the UV command line for Doom tho
  8. Sweet Out of curiousity Im rendering the normal maps in Doom, simply because Ive never done it that way before. The results are very nice, but I dont know the command for referencing a UV map to be normalmapped. Hints, tips? thanks. O, and the texture is pretty low res. I dont suppose you have a pic of that mask in a higher res? This might not matter as long as the mask itself remains small. Still, its looking pretty choppy and I dont really want to tablet-paint a new one
  9. Bah, simply put heres the mask you wanted. 50 mins, 474 Trigons. The lightwave file itself is 2.5 megs, so i'll find another way to stick it up. Included are 2 higher res versions. The first I gave a diseased look, more appropriate for the thief world Id say good for old grey metal textures in haunted buildings The 2nd is just the norm, would look nice in pagan wood. Ah, I should also mention that it has a back, so you can blast it with a fire arrow or whatever and youll find no nasty see-through polys. Wasnt sure if you wanted me to texture it, so I stopped early. The reason being: How does Doom 3 handle multiple UV maps for one model? Id like to avoid an atlas map as they show seams. Hints? Tips? Id like to start in games and then move into movies. Of course in truth I dont mind either way as long as I get the chance to gain mad-as skills and experience As for the many kids learning it, thats what the assassins-core is for no further comment You guys seem to know heaps, I think I'll hang around here more often Anyone use Mudbox or Maya?
  10. What the hell?!?! I just typed out this massive message and it didnt load properly!?!?!
  11. Youll need these plugins first. TB_NormalMap(2004/11/10) and http://developer.nvidia.com/object/photoshop_dds_plugins.html#downloads The first for creating maps within lightwave, the latter to do so in Photoshop. You apply them via Uv mapping (well or planar for the photoshoped ones but I dont know if thatll work in the doom3 engine). Sorry i dont know of any tutourials, ask my good friend google
  12. lol havnt played it, I think I'll steer even further from it now
  13. Yep, thats exactly what it was. If I do a bit of everything, and then discover that I enjoy say webdesign more than modelling etc, at least I dont have to discover that later in life. However, now that Ive had a taste, Ive reassured myself that I want to work in the industry + Now Id love to work in film ( so much so that Im already writing scripts ). Your absolutely correct. And thats how I got to the top of my class, learn outside school. I would had loved to had pushed myself further but once you do that you risk cutting off family and friends. lol Yeah I know your not the sentimental type oDDity but thats how I tick, besides its always nice to have support. Interesting point here, Im being taught animation in Maya next year. Of course I want to get ahead of the class so I'll be studying these holidays. Problem is the Darkmod might interfer. Bah, I'll give it a try and see how it works out . Yep your right here too, Weve had heaps of Industry professionals come in and talk to us about what they like to see. (Keep in mind this is within NZ, weve got Weta workshops Lord of the Rings and King Kong baby!!) Anyway one of the things they always mention is an individuals ability to work within a team. Thats why I dont teach myself without also having tutoring. Plus the school rigs us up with jobs, gets us known within the industry, and gives us a qualification that grabs attention, of course without a good portfolio to follow its useless.
  14. I agree, 1 vote for Gangster Oddity Personally I cant believe this threads still going, yet i suppose everyone enjoys a good argument every now and then.
  15. Ah, I'll post up some shots soon I am a 1st year, and as such learnt all the modelling, uv mapping, texturing, normal mapping, rigging, and animation in 5 month period (1st year is primarily film work, which btw is a different showreel ). Of course 5 months isnt very long so you can expect my work to be below the standards of one who works in the industry. As for teaching myself, come on! Im a uni student!! there are waaaay too many distractions at home! besides teaching myself would only further isolate me from those in the same industry area. At school I can pick up specialist skills from guest speakers, and I get to socialise with others heading in the same direction, and these friends can come handy in future endevours I dont see a downside, I just need to push myself harder is all Ah so that was you! that stuff's really awesome, not to mention inspiration Aye, I uv mapped everything and created all the normal maps. But as for the textures the only ones that i personally made compramised about 50% of the ones you see in the normal mapped animation, the one with the little black monster with big eyes. These were photos I took myself, and then corrected, made seamless etc etc. Awesome, I'll take the theatre mask, the more experience i get in organic modelling the better. I'll make it, and upload pics sometime tonight or tomorrow morning. In the meantime Im going to a concert (although it is classical.... )
×
×
  • Create New...