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Posts
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Everything posted by OrbWeaver
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I've checked in the irongatesegment.ase as well as the latest version of architecture.mtr which contains all of the materials for these objects.
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I suppose the idea is that once someone's application is successful they become a contributor/beta mapper and no longer need access to the applicant forum.
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It works ok in my local workspace, I'll check the CVS version as soon as the CVS server starts responding again.
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As a European it is typically difficult to empathise with a culture that holds the possession of a deadly weapon to be a constitutional right. Nevertheless, I have tended to become more sympathetic as I read about the constant slide towards fascism that is happening in the United States. Guns may not make for a civilised culture, but when the Thought Police come knocking on my door I'd sure as hell rather go out in a blaze of glory than sit in some jail cell wondering whatever happened to that thing called "freedom".
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Sure, I'll have a look at it. Presumably it can use the same texture anyway.
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Not so taken with the people myself. At least here you can have a mature disagreement, on TTLG it doesn't get far before "omg stfu j00 suck l0l!!!!"
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I tend to agree. It's a long time since I remember there being any interesting dicussion on TTLG, either in the Thief forums or the general ones.
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Yup, I'll do this tonight. I think we should have a rule that non-UV-mapped unskinned models should not be committed into the models/darkmod tree. Perhaps there could be an extra repository for WIP/untextured models, but having them in the main tree is confusing and useless to mappers.
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As I recall, there is a key you have to set to tell Doom 3 to actually start playing the animation. I don't remember the name but it should be documented in the editor help for func_animate.
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I have fixed the model and added a basic rusty metal texture. I cannot claim to be much of a skinner but the model is now UV-mapped so is free to receive a better texture if required. The UV-map is non-unique which means it will only accept tileable textures, but there are 4 submeshes which may be given independent materials - the main gate, the spikes on the top, the rings at the bottom and the curly thing.
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Just don't let a modeller hear you say that - it is a very good way to completely wreck a model from the point of view of symmetry, smoothing and UV-mapping (in Blender at least the UV data is erased by using this function).
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Successfully imported and again - no UV map. Is something wrong with my Blender setup or do half of these models not have a UV map? EDIT: Just opened the ASE in notepad and yup, there is no UV map for this object, I'll have to create one myself in order to solve this problem.
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I have tried importing the candlestick1.lwo and it imports fine, however there do not seem to be any UVs on the object (the material names are ok). Can anyone with LightWave confirm whether there is supposed to be a UV map on this object? If so, then there is a problem with the LWO import script.
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You don't require a Python installation to use Blender itself, but it is required by some scripts. I recommend installing ActivePython, and making sure that you can run "python" from a command prompt before using these scripts.
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I don't think you should be seeing that message, I certainly don't get it. Can you open up a command prompt and type "python"? Do you have Python installed? I've never touched that field, I didn't even know it existed. I'm pretty sure that if that needs to be set, it should be set to your Python installation not the scripts folder, but in my experience having Python in your Windows path (and possibly setting the PYTHONPATH variable as well) should be sufficient to run these scripts.
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I often get python errors, usually cause by having the wrong version of Python, PYTHONPATH set incorrectly or something like that. I know the export script does work but I haven't tried the import script yet. You think that's annoying, wait until you find a thread that asks about your exact problem, followed up by a response from the original poster saying "never mind, sorted it" with NO SOLUTION POSTED AT ALL.
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Look at the spiral - there's some quite obvious incorrect Gouraud-shading going on there.
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I'll see if I can take a look at it, there is an ASE importer for Blender (which I haven't tried yet, but feedback is positive).
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OK, I think that's a problem with the mesh smoothing. This would need to be checked in a modelling app, and vertices unwelded if necessary.
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Do you mean you have switched textures to one with low or no specular, and still see the effect? Have you tried disabling specular with r_skipSpecular?
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OK, things to watch out for: 1) The Blender LWO import does not support UVs for some reason. There is a LWO script which imports UVs which I cannot currently find on Google, hopefully it is somewhere on my hard drive however. 2) When it comes to export, using ASE is better than LWO from Blender due to limitations on the length of material names (which have to specify the complete name of the Doom 3 material). Provided I can dig up the LWO import script it should be relatively easy to do what you need. EDIT: This seems to be the LWO import script: http://uaraus.altervista.org/index.php?fil...O_importer.html
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There seems to be some confusion here between the disk space and the video ram issues. These are not the same. Supplying TGA textures will have a definite impact on disk space, but it will not impact memory because Doom 3 compresses the TGA images dynamically if the requisite cvars are set. I don't see why we couldn't use TGA images in the master development repository, and then perhaps strip them out and go to exclusively DDS versions when the non-hires version of the mod is due for release.
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It is the specular, try "r_skipSpecular 1" and watch the strange lighting revert to a simple black mesh. Essentially you are seeing a physically-invalid effect because the diffusemap says "reflects no light" but the midgrey specular map says "reflects quite a lot of light". That's very strange - it implies that the texture for an architectural mesh is a type of "prop".
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Could you be a little more specific as to what you are attempting? Blender should be able to process both LWO and ASE but I'd need to know exactly what you are trying to do in order to give any advice.
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I wonder if its possible to specify a DDS file directly as part of a map stage in a texture, rather than using a dummy TGA path which is replicated with a DDS in the dds/ folder.