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Rabid_Kiwi

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Posts posted by Rabid_Kiwi

  1. Hi guys, I was just procrastinating around the internet (when I should be working on my due assignment :D), 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. 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 :unsure:

  3. 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 :D

    post-2142-1200345529_thumb.png

  4. 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?

     

    :D thanks

  5. 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 :D

  6. I doubt that you need to use the image of the mask itself. Any generic goldish texture would suffice.

     

    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

  7. Sweet :D

     

    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 :D

  8. 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 :D 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?

     

    So what is your greatest area of interest then? Film work requires a much higher skill level than games. All the best people tend to move up into movies.

    Also with the current high interest in CG and the many kids learning it and more and mroe schools doing it, the general quality of your future rivals is rising all the time, so you have to be better and better to get in.

     

    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 :D no further comment

     

    You guys seem to know heaps, I think I'll hang around here more often ;)

    Anyone use Mudbox or Maya?

    post-2142-1197792876_thumb.png

  9. Hey, that's a cool task. I was always wondering how the actual texturing process of a mesh works and how to extract the normal maps from it. Does anyone know a good tutorial?

     

    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 ;)

  10. I'd call the entire university generalist CG course nothing more that an appetiser.

     

    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 ;) ).

     

     

    You cannot expect to go to school and have art forced into your head. You have to teach yourself in your own time. If you don't want it badly, if you're not almost obsessive about it, then you'll never be any good, because that's what it takes.

     

    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 :laugh: .

     

    When you start applying for jobs, all they are interested in is the quality of your portfolio, not how many courses you've done or diplomas you have.

    From my experience of talking to people in CG, I'd say the majority of them did not do a CG course of any kind.

     

    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.

  11. I don't see much on this reel that relevant to this mod. It's all cartoon stuff. Have you done any realistic modeling?

    If that's all they're teaching you at school, I'd advise you to quit and teach yourself. There are only a few good CG schools in the world, and they're not cheap.

     

    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! :laugh: 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

     

     

    I think one or two screenshots would have been just as useful as the video (though it was amusing to see one of my early pieces of concept art in the 'research' section).

     

    Ah so that was you! that stuff's really awesome, not to mention inspiration :laugh:

     

    Did you do all the textures and meshes for the backgrounds of those shots? A few screenshots of those would be helpful--the windows and trees, in particular.

     

    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.

     

    Actually, it's probably just more useful if I set you a task and see what you do with it.

     

    Pick whichever one interests you the most:

     

     

    harp

    http://www.digischool.nl/mu/leerlingen/mt/...aatjes/harp.gif

     

    or,

     

    decorative masks

    http://www.thebritishmuseum.ac.uk/world/br...eval_r01_c5.jpg

    http://www.theater-masks.com/i/masks/trage...heatre_mask.jpg

    http://www.davids-deco.com/art_files/misc/W903.jpg

     

     

    In general, we create a high-poly model to use for the normalmap, and then create a low-poly version for in-game. Less than 500 tris seems reasonable for these, though the harp could technically be more.

     

    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 :laugh: (although it is classical.... :rolleyes: )

  12. Ok, thanks to Komag the links are up;

    You can get the high res 150mb version here:

    http://www.shadowdarkkeep.com/files/Showreel.mov

     

    Or the low 30mb version here:

    http://www.shadowdarkkeep.com/files/Showreel.wmv

     

    If you want more I might be tempted to run a few renders.

    Ah I should mention that Ive done things like tables, cutlery etc before with low poly, high quality in mind. I just fragged my harddrive and lost everything when I tried to overclock my PC (*cough* noob *cough*)

     

    Big props to Komag for hosting this stuff, hopefully it was worth it ;)

     

    Btw im not getting any reaction out of recruiting@thedarkmod.com, perhaps Im too impatient?

  13. I haven't got a negative attitude. It's a neutral one, based on logic and not emotion.

    It's just that the collective brainwashing that's been going on for millennia is intentionally designed as falsely positive, and therefore, a cold and neutral attitude seems negative in comparison.

    I wish you guys could see further than the end of your noses.

     

     

    Personally..

    I think he's somewhat correct, it is a neutral perspective, based on entirely on experience gained logic and not emotion, emphasis of the non-emotive part.

    However...

     

     

    You're not as different from everyone else as you wish you were oDDity. Get over it.

     

    And there is nothing special about "choosing" to abandon aspects of your humanity. You ask what the point of being like other people is - human beings are social creatures, it's in our nature and it's healthy for us as individuals and as a species.

     

    I ask you; what is the point of being different? What do you really achieve apart from the simple fact of being different?

     

     

    Hits the nail on the head. Now I can agree that being different is good, heck its about the only thing that stops you from being a clone, problem is there’s a social boundary as to how different you can be.

    Part of being human is being emotive, its about the only thing that separates us from being logic driven robots, its the only thing that makes a human beautiful (well, and corrupt too but that’s a different note).

    When you cut off natural human emotions, such as pity, grief and the like, and then aggressively publicise you’re opinion on the net, you can only expect the kind of reaction that your getting. Now I can understand that no one wants to be pitied, but would you really rather not be? If you died, no one would come to your funeral (logically its a complete waste of time) and no one would honestly care that you died, well unless it meant a loss in personal profit (being logical here), now that’s cold.

     

    "human beings are social creatures" In some part its the emotions that we have that makes us different, to deny them and then replace them with aggressive logic really seems illogical, well unless your in the army and your job is killing people.

     

    Now someone could psycho-analyse your negative (remember its negative from natural human perspective) reaction to Pratchetts illness as being ...nah better not thats just rude, plus Im hungry anyway, BrEaKfAsT tImE!!!

     

     

     

    O + once again im half ur age so wat would i know ? :laugh:

  14. Easy lads, play nice :D

    Keep things simple, giving such things greater depth often doesn’t result in good answers.

     

     

    Everyone’s entitled to their own opinion, its all good.

    Its just when that opinion becomes psychotic and starts to directly effect others that you’ve got to crush them under your heel (ah theres no laughing smily)

     

    But of course Im almost half your age so what would I know?

  15. (until I found out that DX2 didn't make an actual distinction between killing and knocking someone out).

    ah funny, sounds like Thief 3, only you could always chuck the unconscious bodies in a fire or the sea and watch as legions of guards went in that general direction :laugh:

  16. Well my time may become rather limited around April 2008 when I start my Animation in Maya course, but until then Ill need something to keep me busy.....and I think this might just be the thing for me :D

     

    In any case I graduate 1st year in roughly 72 hours, In which time I have to produce a showreel. If you can wait till then I'll gladly send it to you, although Id suspect it'd be rather large. Any help in that area?

     

    O the sound room, not sure exactly what you'd call it but we use it for vocals, foley etc in our animations.

    We've had bands come in and use them, and the mics can pick up a door closing 2 floors below us, its actually quite annnoying. Hope that gives you an idea.

     

    Btw you probably already know this but the tutorials wiki is down.

  17. Hi, Ill make this short n sweet ;)

     

    - Ive been watching this site for about 5 months now.

    - Ive just finished a year of professional training in Lightwave 3D at the top of the class (modelling, textures, animation, lighting/shadows, volumetrics, particles etc).

    - Collossal Thief fan.

    - Also experienced in texture, normal map, foley and general sound generation.

    - (May) Have a sound room at my disposal.

     

    Want to help in anyway I can, thats assuming you guys still need anything :rolleyes:

    If I cant help Ill probably just spend the holidays using the Doom or T3 Editor to create thief campaigns :laugh:

     

    Anyway, let me know if ur interested and Ill upload some work. Chao.

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