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bob_arctor

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Everything posted by bob_arctor

  1. There's nothing wrong with bisexuality you big homophobe/biphobe. I envy New Horizon. Twice as much fish in the sea. No seriously. It'd be cool to have it both ways. Two times the fun.
  2. Cock. I've lost my TG box! It was big and sexy! The little CD box is not the same! Hope it hasn't been thrown out!
  3. "If he has a bad day because his girlfirend didn't let him mount <spits drink over keyboard>" You guys are priceless.
  4. Ahhhhh. Yes. I came across this in my first map, with the little chapel out the back. I did what you did. Didn't really ever work properly. What I did in the end, dodging the problem, was hide a target light behind it, and project that onto the floor (no shadows were cast by the little window decal, it just was a dark blue square on the floor...), and then had a little light lighting up the window. Generally I found decal stuff like that a bit annoying, and since then I haven't bothered trying it, by using either opaque textures, or the D3 glass. Can you post more of your stuff? It looks really interesting. And when I thought about doing churches I realised they are really difficult, so I'm impressed.
  5. Um. Well I like the globes. Unless someone can give me a step by step way of doing something better it's all I can do. What it is is 4 elements: Globe, light, flame emitter, and a "lamp haze" particle emitter. It's what TII FMs used all the time around their lamps. Re: Door: It's a straight flat texture taken from the entrance door of the 19th century cathedral overlooking the old quarter of Lyon. I know it's rubbish, it doesn't have a handle, and it slides into the wall. I have no model, and although I see on Dark Wiki there is frob and rotate code for doors, it's not native D3 stuff. Re: Candles: Um. I could try making a candle. It'd be several cylinders. Yeah it could be done. Have to find a tiny flame particle in D3. I haven't started on the particle editor yet. You must understand though that I have no models, and until the guys decide I'm good enough for beta mapping I will never have any models. @ Arumakani Yep. The westcountry in fact. It's a combination of learning and realising that everything needs loads of work these days. I played Goldeneye 64 multiplayer recently. Boxes. Boxes and boxes. The demand for skill has gone sky high, especially in a game where environment is key and it provides an alternative, hard to do, setting, like TDM.
  6. I must confess that I am proud of this room.
  7. No worries. I can see the guys' points, I am new to it, and don't really have a very wide knowledge at the moment. I've downloaded some video tutorials to improve my knowledge, but if I run into any problems I'll do that. Anyway, I still enjoy using D3ed for mapping, making my own textures etc.
  8. Okay well if they convert fine I'll crack on with what I'm planning, in D3ed, and see what you think when it's all done.
  9. Um can you convert Doom 3 maps to TDM? 'Cos I want to get cracking on my next map. I've drawn it out, a middle class house, rich enough for servants etc. I can start with the resources I've got, but would it then be possible to convert it?
  10. The best thing to do for old stuff I reckon is to use photos to create textures. Which is extremely different from what you're doing, which is presumably drawing them out on a PC. Of course that's only my opinion as someone recently new to making textures.
  11. Are you going for the classic Thief gangly people then? Looming guards etc? Hope so. No squat space marines.
  12. I use the info player start box, which determines height, which leads to width. But I'll do that from now on. Hazmat suit guy. When learning I forgot to do this and created a room fit for giants by mistake. Bummer.
  13. Dram said in the "Necromancer's Tower thread : Done and done. And I really don't think I'll disappear as at the moment I don't actually play any games. All I do is the net and mapping. Bored of games at the moment. Mapping's really quite addictive. With models and all improvement'll happen easily. Are your tools really different? A whole new app? Is it more suited to TDM presumably (Light options, particles etc?) Re: Globes: I tried it. It looked worse. With an editor that doesn't crash when I ask for particles I'd fill 'em with some kind of spark thing. Unfortunately D3ed doesn't like particles, at least on my PC. Edit: Sorry for confusion. There were only speech marks to show the quote.
  14. Right. Back. Worked on what Dram said. things to note: Ceiling trim. Taken from actual ceiling trim. Plus ambient lighting throughout tower means there are no longer black shadows. things to note: no black shadows now, use of grille lighting on the grille lamp in the little storage room. things to note: ambient lighting on outside of tower. The porch lamp flickers, but you can't see that. The windows are more low key so as to appear to be lit from within as opposed to lit from outside. things to note: "necromatic shit" as someone put it, wooden poles in corners (brilliant idea Dram, works a treat!) looks better. Altar and more low key horns, with organic flesh sac. Yum. Lighting is better. Okay. So I've done all that was asked of me for that map. What do you think? Beta mapper material yet?
  15. "Astronaut, Fireman, and Racecar Drivers Guild" They've been cut!!! I'm putting them in my FM! ZOOOM! Mario Karting addon! "It's like if a bunch of graphic designers, ballet dancers and guitar players joined together and called themselves the Artist's Guild." As in what, a really good name for them? . That's a good name, it's all inclusive. "Uncle Gay's Baker's Guild. Who cares?" Me. I want a big gay cake shop. "Just wanted to add, I love how we get critisized by some people for not including a blatant copy of something in Thief like the Keepers, and then get criticism from different people for making the Builders too close to the their inspiration. I think complaints on both fronts means we're doing a good job?" I am glad the Keepers aren't there. TDS focused on the keepers, and they were rubbish. I've had enough of them. If in an FM there is a shadowy organisation then they will just be generic-cloaked-person (hopefully included in the resources) because you'd have to be a pretty stupid secret organisation to go round telling everyone. And the inventors name is fine. And you don't have to stick to the lore in FMs. No-where in the wiki does it say that lamps are organic looking things with horns but I thought lamps like that looked cool so did that.
  16. That's your lot for a while. Did the hardest bit. Outer cylindrical surface made of Bezels. I'm not doing the inside like that though! Nor am I going to have a lower section with a different texture. Too late. Also: Ceiling trim.
  17. Wow cheers Dram. I couldn't resist seeing what the replies were, and they're really helpful. I'm gunna print this page. A few things: The floorboards look okay to me because I've got massive floorboards in my house. Proper old style. From whence the images came. So for me they are about right. However I'll scale 'em down nonetheless. The "Bricks" on the outside aren't bricks. It is lumpy whitewashed render, with delicate sandstone underneath, with lines carved into it. It's the outside of my house. It still definitely needs scaling to half size though. And my normal map makes it look like bricks, it's over the top. I was considering an outside patch, but I thought it'd be hard because of the extension. It'd have to be some combo of end caps, and that 1/4 circle one. And you can't carve patches. "suitable ambient lightshader applied" Lost me there! The fact I didn't put in ceiling trim, though I considered it, is that my house doesn't have any. Skirting boards a plenty, but at the ceiling there is a join showing! I will put in small triangle trim on the ceiling joins. Not like a big skirting board. And I realise the panels are pointless and much better done with good wood textures and normal mapping. I just set myself a challenge with them. Will be away from Sunday (tomorrow) to August 2nd though in France, so don't expect much soon. Edit: Yay scale now works! You have to press enter! Sorted the outside, scaled textures, trimmings on the lower bit, reduced the lights on the windows, hopefully will look better. How the hell would doing an endcap to make it round work? It'd stick through the level in my doors and stuff wouldn't it? Tried using a cylinder made spherical with an opaque texture for the globes. Looks rubbish I think. All I need for the globes is a particle in the inside, a little glowing thing. However when I load the particles media D3ed crashes, so I have no idea how to do it.
  18. "More trim, less flat lighting" Hmm. Trim. What in particular would you suggest, an example please? I can't think of much beyond skirting boards, above window/door work, and cornering. Flat lighting? Sorry I don't understand what you mean. "as if you set them to fit the brush instead of tiling." Urm. They are all on natural pretty much. All the ones that need to match up are, as it makes it way easier. [is probably committing crimes against texturing] "Yeah, I would recommend using ambient lights a little bit, just to soften up the shadows." Welll... that involves creating material files for all my textures with the ambient light tutorial I have. An alternative "ambient" material file with custom shader for each texture. It's kicking around somewhere... "everything in shadow is black" I thought that was the Doom 3 engine. I thought that went without saying. Better start doing them material files sometime. "More of a coherent visual impression, less ad-hoc placement of random objects and brushes with no overriding style." Someone hits the nail on the head of how I do things...
  19. No slanted ladders???? Bugger. Will TDM be able to fix that? How are we gunna have ladders leant on walls like they do in real life? Will redo the top (red) floor, maybe tomorrow. I'm not happy with it. Also could you tell me what to improve? Because you say "It's better" each time, however I never really set out to do better, and don't really know what I'm doing better. If you say "More X, less Y", then I'll know where I went wrong/right. I know at the moment that some of the previous textures and texture choices have been off.
  20. Gotcha. Yeah I kind of regret chosing that one now. I just wanted something that's not brick. I thought you meant like the floor mosaic in the posh house, which is a "pattern". Yeah. I agree with you now. That house has rubbish texturing.
  21. One problem: Ladders? Where is func_ladder? I have an invisible nodraw box in front of my ladder to be climbed, but there is no func_ladder.
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