Momoderator
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Momoderator last won the day on August 7 2017
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https://skfb.ly/6sPMx Here's a nice Sketchfab preview. Anyway, I made a collision model and exported it as an ASE, then in DarkRadiant added a clipmodel spawnarg thing to the func_static pointing to the collision model. And it didn't work, the console kept complaining it can't open it.
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So, here's my current progress: Optimized the model Tried to improve the blade, failed miserably, still more to do Added wood grain Made some basic normal and specular maps (and realized that the normal map I had baked before is broken) Here's an image of just the basic diffuse map inside Blender: And here are some images from in-game: As you can see, I've messed up my baked normal map, I'll have to re-do it.
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Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Done! -
Good to hear Blender units translate nicely. So you're suggesting I should split the sickle into 2 meshes with separate materials so that mappers can re-texture it? Will do!
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As @RPGista suggested, here I am, making a topic dedicated to my stuff. Firstly on our spotlight we have my attempt at making a sickle. Here's my original post:
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Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Here's some of my progress on the base diffuse map. No proper normal map or specular map, just baked normals + diffuse. Feedback is, as always, very appreciated. -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
I guess it's just the sickle and the screen then. -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Well, I tried to reproduce the reference images from the list, but you are right, these do look better. I'll re-do the hand saw and the screen. Thank you for your feedback! -
Master 'Models Needed' list-- post requests here
Momoderator replied to Springheel's topic in I want to Help
Here are some early photos of my progress on some of the props on the list: Sickle Handsaw Making the theeth part of the model ups the poly count too much, so I think it would be better to replace it with an alpha texture. Privacy screen Feedback is appreciated. -
Is there an SVN for the game assets? There seems to be one for the source code, but that's it.
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So I guess it really is something wrong with my mesh then. I made a simple cube with a simple texture all inside 3DS Max and exported it, and it worked fine. EDIT: Huzzah, I somehow fixed all the crates! The first 2 times I imported my crates in Max and then exported to ase didn't work, but now on the third try, it worked. Thank you very much for all your help! I guess it was all the Blender plugin's fault... Anyway, now that I'm relatively familiar with the whole process, I want to get to work. What models are needed currently?
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The export plugin I'm using triangulates them automatically.
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Sent you a PM.
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Ah, I somehow had missed the very important step of actually installing my "project". Now after I installed it, the model isn't showing up at all, nor is the console giving any errors about it. I re-exported from an empty scene, double checked all materials, still shows everything fine inside DarkRadiant, but doesn't show anything (not even the black cube) in-game.
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It definitely was extremely helpful, thanks a lot! Now the problem is, the model and textures show inside DarkRadiant, but are still pitch black in game. EDIT: It's actually not even showing the model in-game, just a pitch-black cube.