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Gestas

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Everything posted by Gestas

  1. But you don't fall and get hurt or make a ton of noise when you fail to open a non-frobable door. Have you ever jumped at a hanging door just to see if you'd go through?
  2. 1: read Melan's Post 2: Why do you assume I'm bitter? I just think it's funny one person calling out another while inconsistencies like this are so obvious. And even calling out a player for not 'knowing' better. Did that player MAKE the mission? How would they know the mapper decided to be inconsistent. Generally I try not to mantle or jump onto everything because IT MAKES NOISE when you fall back to the ground. Should players wander entire map making noise to find that one ivy? Or make death defying leaps HOPING the author made that one ivy grabable so they don't hit the ground, make a ton of noise, lose half their health and have to reload? Am I bitter because I point that out?
  3. tee hee. In the first 10 seconds a major flaw in map design is exposed yet you give Fen crap about it. (tongue in cheek or not) So I try and mantle 2 pillars and can't, so the player should try the 3rd anyway? And the ivy hanging from the ledge is very inconspicuous, the pillars are covered in ivy and cac't be climbs but a thin little strand hanging from a window ledge can be jumped onto?
  4. Amnesia is free on steam right now: they said 'hurry', not sure how long it will be http://store.steampowered.com/app/57300/
  5. I can see that thing chasing you around and snapping so you can't get his treasure I may have to start a mission "Otto's Treasure'
  6. they are looking pretty good but you have smoothing issues. The cucumber, yellow mellow and banana are easy to see. I think you need to give the models a smoothing group, right now it appears there is none, so you see all the faces.
  7. It probably needs to be at 0,0,0. What kind of module is it? If you export as a model and use that instead, then later you can update it and the models you've already placed would change to the upgrade. If you use a prefab the changes wouldn't carry across.
  8. looks great. Found another cool object, really nice scan too. However I noticed something weird with the shadows. I have a really basic shadow mesh and if I use 'shadow' texture I get lines on his face. With shadow 2 I don't but he doesn't cast shadow on stand. I noticed this with the bust too, he gets some weird shading on his face with 'shadow'.
  9. OK, resize is easy. Maybe a small gold bust too. I actually meant to ask what sizes people thought the sphinx would be good at. It's broken (due to the scan not having that part) so it seems more like just a stone statue than a gold one. I tried to change the scale in the .ase file but that doesn't seem to work. @Capela, looks great.
  10. Ok, thanks. Working on this one, good retopo practice, getting faster.
  11. Well when you can't run around on a murderous rampage you've got to find other ways to subjugate.
  12. I figure I can add a shadow mesh to that that's about 300 tris , but I don't think I'll do a lower version of the main mesh. I made an LOD for the bust, but looking at the wiki I can't tell how it's used. The mapper has to set info on the model?
  13. I think the stone looks better too, but it was actually a carved wood piece originally. The scan does leave it a little soft though.
  14. Ah OK, I grabbed that off a random model. The stand is almost there, some touch ups and a shadow model. I'll probably do an lod too, it's at 3000 tris right now.
  15. Thanks, https://sketchfab.com/geoffreymarchal did the 3d scanning info about that particular bust: Bust of Charles-Joseph Tissot (1863), made by Jean-Baptiste Carpeaux (1827-1875), Nye Carlsberg Glyptotek (Copenhagen, Denmark). Made with Memento Beta.(3d scan) Started working on the base of this one https://sketchfab.com/models/55d4a8e6df96478aa5ab50ac43213451 Figure it would be good in wood and stone. Main issue with these is the 3d scan doesn't get all sides , and he tends to have them at a good angle for viewing. So I have to rotate them and try to get them square (but they never are). I can get two good sides on the base then copy and rotated the other side. Just too many polys for my computer to handle moving them around much. The surfaces are a little rough but they do bake pretty well. Not perfect but pretty fast considering, trying to sculpt that bust would take me forever.
  16. Can't you just make a directional light and size it over the entire map. It adds a draw count to everything, but if it is a strong part of the visual theme then the performance hit should be worth it.
  17. Looks like a proper gate. I like. http://www.filehosting.org/file/details/502004/Gestas_TMD_Bust%20Tissot.zip Alright, that was fun. 2 lods, high is the left 3 models, low in on right. 3 skins and shadow mesh included. Is there a TDM repository for stuff like this? Feel free to use in missions or add to mod.
  18. Thanks Looks much better. It was the missing map keyword.
  19. Found some great 3d scans of museum models Big question on useability: http://creativecommons.org/licenses/by/4.0/ That's the license it is tagged with, free to use with TDM? I'm just using the 3d model to bake, so it's not actually going in game itself. Downloaded the cave bear skull model. Unfortunately the models have no bottoms. It would be easy to add a basic bottom to busts, but would be hard to get a normal map looking good for a moveable skull. ======= Decided I'd try to retopo one. Just using the normal map, a tdm stone. Tried to overlay ao with a blend filter. Just get a black model. (blend is at bottom) The AO would really help details pop since I'm using base tdm stone. (forgive the harsh lighting) bust_tissot_ao { stone description "vine_friendly" Noselfshadow //blend filter - need this stage to add ao : bust_tissot_ao.tga qer_editorimage textures/darkmod/stone/natural/light_grey_rough_ed diffusemap textures/darkmod/stone/natural/light_grey_rough // diffusemap models/darkmod/props/textures/corner_stones_light_grey bumpmap models/darkmod/props/textures/bust_tissot_local { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map textures/darkmod/stone/natural/light_grey_rough rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map textures/darkmod/stone/natural/light_grey_rough scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/bust_tissot_local // Bump fragmentMap 2 textures/darkmod/stone/natural/light_grey_rough // Diffuse fragmentMap 3 _black // Specular } { blend filter models/darkmod/props/textures/bust_tissot_ao } }
  20. Sounds like you want HDR? (High Dynamic Range). Source uses it for similar situations to the picture posted. In a dark room walk out a door into the light and it blinds you for a second then fades. Lightshafts aren't really the same though. As stated above they are just dust particles lit up by a faint moonlight. Moon isn't bright enough to blind you. Could be good for daylight missions though.
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