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Xcen

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Everything posted by Xcen

  1. Should be in tdm_models01.pk4\models\darkmod\laboratory\distiller.ase
  2. http://www.youtube.com/watch?v=r0d7lWjecLM
  3. Correct and release it with your mission. No need to wait for the next patch.
  4. https://rapidshare.c..._dirty_test.pk4 Still have a problem with the texture path: http://forums.thedar...post__p__296763 edit: new: https://rapidshare.com/files/3589800665/Table_old_dirty_test_002.pk4
  5. Surface name in Lightwave: tableolddirty material:
  6. g[shaders] ShaderLibrary: definition not found: tableolddirty It works when I put 'textures/' before the name of the texture both in the model and in the material file. It's really annoying. Every other model works without it.
  7. The melon is on the Model Wishlist in the wiki. @RPGista and Spring: That was a joke. I know that texturing is a lot of work and takes much more time than modelling. Not even sure if I could give up control over my work and let someone else finish it. But sometimes you wish there is someone who can texturing them for you.
  8. Zucchini 214 tris Cucumber 154 tris Leek 66 tris Banana 136 tris Egg 264 tris Sausage 216 tris Also made a melon and a bar of soap. Can't believe there wasn't one. Texture artist needed.
  9. Just the second one. The short sword is for comparison.
  10. What do you mean by present? You can upload a screenshot/model or link it.
  11. Thanks Spring. Got it ingame now. Fully working and with correct edge split. Do we have a single texture that fits? Will replace these next: furniture/beds/mattress.lwo models/mapobjects/caves/caverock1.ase models/mapobjects/hell/mancroom/bars.lwo
  12. The texture is just a placeholder. https://rapidshare.c...3/pickaxe_3.zip
  13. Blender 2.63 -> export as .obj -> lightwave load object The uvmap is definitely there. The lightwave .lwo exporter kills it.
  14. Tried a different exporter, assimp and lightwave. Both assimp and the exporter killed the edge split and the model is fully smoothed ingame. Lightwave worked fine. No flipped normals or missing texture problems ingame. Except this error message: WARNING: ConvertLWOtoModelSurface: model 'models/darkmod/tools/pickaxe_3' has bad or missing uv data The texture is there but distorted. Before exporting the uvmap looked normal. When I reload the exported model in lightwave the texture is tiled and the uvmap just isn't there.
  15. Add modifier -> edge split -> split angle 90 -> apply In Blender everything looks fine. Ingame the bottom of the head is reversed and two tris are distorted. Already tried flip direction, recalculate normals and splitting manually. Any ideas?
  16. 132 vertices 390 edges 260 tris The original doesn't have a cm.
  17. Both models ingame without normal and specularmap. Noselfshadow activated for the first two. The artifacts with the 2nd one are DR related. They don't appear ingame.
  18. WIP Replacement: 108 vertices 318 edges 212 tris Original: 68 vertices 198 edges 136 tris Don't panic, the texture isn't final. Origin, overall size and orientation are the same. Got ugly artifacts with the first one. Is the topology ok or do I need to get rid of the tris at the cost of a higher polycount?
  19. $foglight.setLightParm( 3, 10000 ); $foglight.setLightParm(SHADERPARM_RED, 0.5); $foglight.setLightParm(SHADERPARM_GREEN, 0.5); $foglight.setLightParm(SHADERPARM_BLUE, 0.5);
  20. I exported it with assimp and now it works. Thanks RPGista. Looks so much better in assimp. How can I get rid of the hard edges? I smoothed it already in Blender.
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