Jump to content
The Dark Mod Forums

XendroX

Member
  • Posts

    180
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by XendroX

  1. https://drive.google.com/open?id=0B1LoiCZj4rIXbk1jbnQzQVpna3M First time use google disk for share files. Check please can you download by link?
  2. I've made small update for nautical group, only geometry, all textures left like it were before. Compare with old ones and tell me if something wrong, pls http://www.ex.ua/580439381481
  3. Guys, maybe someone of you have stored updated model of armchair I made before? I want to fix problem with antimacassar on it but can't find my one...
  4. This topic was about static and moveable stuff, that is ,actually, what I can redone quick and easy. Can you tell me main requestments for this? Like I understand new models need to be the same size and coordinates. About polycount - new models will heavier about 20-30% then old ones, can it be so or not?
  5. Hi guys! I wasn't here a year maybe... Are you interested in updating old models? I still can done this task, but I want to know is it neseccary?
  6. @Springheel. Hmm, you didn't answer the question%) Do you accepted new model of armchair or not?
  7. About bucket. There are two ways with extended texture. 1st like i've done. 2nd to leave inside part like it was, because in other cases image stretches too much that look horrible ( . What about ase format, should i convert lwo back to ase or not?
  8. If existing models was in *.ase format, should I convert my *.lwo version to *.ase back?
  9. Updated Armchair without floating points at UV map http://www.ex.ua/115014340331 Screen of upgraded bucket Files http://www.ex.ua/921282302204 FIle http://www.ex.ua/917475197156 Smooth rope for wine crate
  10. Yes. In armchair I used Band Saw Pro, in other objects I use subdivide. I ask on lightwave forum how to heal'em quick, should answer. What problem can cause this floating points? In game I walk around armchair with lantern and didn't see any trouble with texture
  11. I'm thinking about models and want to post list with images of models, which I decided could look better. After wait for reply, what other says about this and only then renew what will be needed? @ Springheel. Is that be wright?
  12. About dirty skins - there is another one problem, some objects had texture only on half model (armchair for example), which apllied for right and left part of model - in this case any dirt will look symmetry and unnatural. I don't know how this can be fixxed, like only creating new full UV map for model.
  13. @Springheel. Have you load models I posted? Are they ok? About cups, I didn't saw that its were unattractive, for me they looks like bad-round %) Sorry
  14. I had similar problem half-year ago, when I left any tries to done with existing models. Broken notebook, 5 monthes of waitng from Service Center, working on low one, result - buying new one, but burn out and can't handle myself to turn back to this process. 1.5 week I spent to found all staff and seting up all like it was before, but today I remeber almost all I had known when I stoped last time ))).
  15. Wow )) How much letters I found)) Don't worry about replacing - all I do is adding polys by spliting existing one and moving points, except of very poor items, like legs in armchair. I don't try to create absolutely new model, just upgrade existed one. Problems can be, but chances are very small. I want to save all texture maps and skins 100% working on upgraded models. New staff is much more huge work, and doing it after RL work is hard enough. Instead of upgrading existing models. Plus I agree with Springheel - today there are almost all needed objects in TDM build and I decide that more usefull to redone them. After playing few missions I saw that there are models look like from quake 3, when all another is looking pretty well. And big role in replacing old one with upgraded is to involve more users in this project.
  16. Pillow was untoched since spring 2014 %) Bed cover I use custom not-mine texture founded in internet. I want to find tdm texture and model for this both positions. Gold... I like polished shiny gold, that's what kind of gold prefered to me %)) Thanks for your comment. I planned, how I said higher, to make corrections on weekend, because there is a chance that I should make new UV maps for some of the models About help - I think would be great to male some modeller's group in community, where every member can have access to work models and fix some issues
  17. For tdm - maximum or minimum...?
  18. Sorry, graphic setting I meant.. %)
  19. What maximum resolution for texture I can use? 1024x1024? On what graphic options I should orient? These models I'll review on weekend, because it needs several hours to fix all this issues
  20. For example. From kitchen subdir. http://www.ex.ua/784573508057 Armchair http://www.ex.ua/115014340331
  21. And how can it be implemented to existed maps? When I change models, I just replace them in *.pk4. I understand that if I want to make them "LODable", I need to correct every entity in map or not? @Springheel. Can you share for me some directory where I can drop remaked models? I think it must be more comfortable...
  22. I've read another topic and found about developer build. Think that in that way maps'll load faster, to not to wait about 30-60 sec for each test load. That's all)
  23. About LOD system, I've read something half year ago, but understand that it is not very useful. Maybe I'm wrong about it for today @Melan - Good question, if I can have access to hi-poly models with texture, this make work much easy Question from me: I always can't understand why round objects ingames can't be with 16 or 32 vertices to look almost like real? My version of it. Cost additional 80 triangles (40 ontop and 40 onbottom. Old 160 triangles, renewed - 240 triangles) I think this difference doesn't cost too much to leave models like on left screen...
×
×
  • Create New...