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Xcen
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Posts posted by Xcen
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Should be in tdm_models01.pk4\models\darkmod\laboratory\distiller.ase
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Correct and release it with your mission.
No need to wait for the next patch.
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Just a missing bracket.
*MATERIAL 2 {
*MATERIAL_NAME "shadow"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 1.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 1.0000 0.0000 0.0000
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #1"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "//base/textures/common/shadow2"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}
*GEOMOBJECT {
*NODE_NAME "Object01"
*NODE_TM {
*NODE_NAME "Object01"
*INHERIT_POS 0 0 0
*INHERIT_ROT 0 0 0
*INHERIT_SCL 0 0 0
*TM_ROW0 0.4743 0.0000 0.0000
*TM_ROW1 0.0000 0.4743 0.0000
*TM_ROW2 0.0000 0.0000 0.4743
*TM_ROW3 -1.6627 0.0238 16.8028
*TM_POS -1.6627 0.0238 16.8028
*TM_ROTAXIS 0.0000 0.0000 0.0000
*TM_ROTANGLE 0.0000
*TM_SCALE 0.4743 0.4743 0.4743
*TM_SCALEAXIS 0.0000 0.0000 0.0000
*TM_SCALEAXISANG 0.0000
}
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- Popular Post
- Popular Post
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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
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Surface name in Lightwave:
tableolddirty
material:
tableolddirty
{
wood
qer_editorimage models/darkmod/props/textures/tableolddirty
bumpmap models/darkmod/props/textures/tableolddirty_local
diffusemap models/darkmod/props/textures/tableolddirty
specularmap models/darkmod/props/textures/tableolddirty_s
{
if ( parm11 > 0 )
blend gl_dst_color, gl_one
map _white
rgb 0.40 * parm11
}
{
if ( parm11 > 0 )
blend add
map models/darkmod/props/textures/tableolddirty
rgb 0.15 * parm11
}
{
if (global5 == 1)
blend add
map models/darkmod/props/textures/tableolddirty
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/tableolddirty_local // Bump
fragmentMap 2 models/darkmod/props/textures/tableolddirty // Diffuse
fragmentMap 3 models/darkmod/props/textures/tableolddirty_s // Specular
}
}
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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.
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Exported as lwo.
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Not sure we want exotic fruits like bananas and melons
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.
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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.
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Just the second one. The short sword is for comparison.
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320 tris, same as the shortsword on top.
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What do you mean by present?
You can upload a screenshot/model or link it.
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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
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Blender 2.63 -> export as .obj -> lightwave load object
The uvmap is definitely there. The lightwave .lwo exporter kills it.
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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.
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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?
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132 vertices
390 edges
260 tris
The original doesn't have a cm.
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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.
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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?
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$foglight.setLightParm( 3, 10000 );
$foglight.setLightParm(SHADERPARM_RED, 0.5);
$foglight.setLightParm(SHADERPARM_GREEN, 0.5);
$foglight.setLightParm(SHADERPARM_BLUE, 0.5);
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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.
So, what are you working on right now?
in TDM Editors Guild
Posted
Some of you will recognize the scene.