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Aosys

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Posts posted by Aosys

  1. Got a second model in-game!

    b3yk78e.jpg

     

    With regards to the Khopesh, I'd like to get it functional as both a dynamic physics object and something that can be used as a weapon for enemy AI. To do that, would I simply copy-paste all the entity properties from something like the existing scimitar?

    • Like 1
  2. @OrbWeaver Your solution 100% worked, I'd forgotten to include smoothing in the LWO export. Thanks to both you and @HMart for the help, next step will be getting it set up as an entity, then starting on more models!

     

    ursshEs.jpg

     

    [Edit] So, a few questions. First, does TDM support ambient occlusion maps? Second, are there any A to Z-style tutorials for Blender->TDM modeling? If not, would it be useful for me to try putting one together?

    • Like 2
  3. So an update on the khopesh: I finally got it working and in-engine, but I'm now encountering an issue with the normal map (I think). For some reason I'm still seeing a lot of polys not being smooth shaded, particularly in the handle:
     

    https://imgur.com/a/tZ8MTqn

     

    I thought it might have to do with the lack of an alpha channel (Substance Painter initially didn't include one on the normal export), but manually adding one didn't really seem to help...

    • Like 1
  4. Hi all! After a hiatus from TDM (PhD program has been eating a lot of my time...) I've wanted to get back into the swing of things by trying my hand at some 3D modeling. I'm actually taking an Independent Study this semester with the express goal of generating some assets for the mod, and learning the 3D games pipeline along the way, but I'm hitting something of a snag.

     

    Currently, I'm trying to clean up my old khopesh model in an attempt to get it in-game and fuctional. Thus far, I've got both the low and high poly versions, and was able to successfully bake my model normals in Substance Painter. However, I'm not quite certain how texturing would work, nor how to get the model set for export to the engine. I've tried some experimentation with only limited success (PBR textures work flawlessly and are easy to mask in; non-PBR hasn't really worked thus far). So I guess my question is, what steps do I need to take to get this model functional, and to streamline the creation of future models? I have access to Blender (I'm using 2.9x to model, then downgrading to 2.80 with Orbweaver's import-export scripts) and Substance Painter, as well as Photoshop.

    • Like 1
  5. I think I had problems with players being able to traverse the ducts with the brush versions, which is why I switched to patches. I'm also not certain I even have the brush versions anymore. Light shining through them definitely is an issue, and one I hadn't noticed before, whoops!

    I think double-sided patches would require new versions of the metal textures (I believe there's a keyword you can add to the material file that does this?). Using this would be much nicer than using very thin brushes, as everything could align exactly to grid. I'm not certain this would solve the light problem though, I'd have to do some testing.

    One possible solution might be to create "shell" modules that would fit over the existing interior modules, though I'd have to figure out the sizing and how they'd all connect. I did a brief test with one of the straight sections, though, and it seems to work like a charm, including blocking interior lights. I might work on creating sleeves for the rest of the modular pieces (which would also be a nice excuse for me to get back into mapping, heh).

    • Like 2
  6. I don't suppose someone with SVN access could send them my way? I was hoping to plop one or two in my thesis level and I don't think I can wait until the 2.08 release :P If not that's alright, just thought it'd be a neat addition!

  7. I'm actually having weird performance issues on my Windows 10 machine right now. Just upgraded to 2.07, and the Bakery Job is running at about 12 fps when I first load in. By contrast, I get about a solid 60 fps on my Windows 7 machine. This strikes me as especially odd, since my Windows 10 machine, despite being a laptop, is more powerful (16 gigs of RAM in both, with an Nvidia 1060 in the laptop vs a 970 in the desktop). Both setups are exactly the same, with exactly the same settings. Any ideas on what's causing this and how to fix it?

     

    [Edit] Just found the issue I think, and it seems to be a case of Windows 10 stupidity. Seems like the OS by default was using the onboard CPU Intel drivers, rather than Nvidia. For anyone else with this problem, go into the Nvidia control panel > Manage 3D Settings > Preferred graphics processor, and switch to "High-performance NVIDIA processor." Now clocking well over 100 fps with uncapped on.

  8. So a quick Google search later, and it looks like to wipe the mask is to quickly tap L1? It goes without saying the mask has to be on to do this, but in my experience it's never been automatic. It's also kind of limited in utility sometimes, but still a neat detail.

     

    And yeah, there's separate watch animations for 1 and 2-handed weapons; the 2-handed one is a lot more subtle so it can be hard to spot at first...

  9. On PC, if you press and hold tab, it brings up a weapons menu. From there, you can move the mouse to switch between knives, explosives, etc. Don't know what it would be on PS4 though, you'd have to check your configs. Same thing with your gas mask: on PC, you press and hold G to put on or take off your mask, and tap G while it's on to wipe (which is a manual action). As for knowing when it's on, you just kinda have to remember to take it off :P

  10. Isn't that just with Exodus, the last game? Don't think it's in the old games.

     

    It might not be in the original version of 2033 (haven't played it yet), but it's definitely in the Redux versions of both 2033 and Last Light (there's even a special key to bring up your watch to check filter time and visibility, you'll have to check what it is in your keybindings since I forget the default):

     

     

     

    Lit up:

    73LRgIf.png

     

    Hidden:

    XmpnCfh.png

     

    In darkness, but with your flashlight on (also applies to the lighter):

    tZP8MKM.png

     

     

     

    Also, Fidcal, I'm PMing a link your way (:

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