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Nosslak

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Everything posted by Nosslak

  1. It might have had to do with the fact that I tried using NoSelfShadow to remedy the problem with nothing showing though the alpha. I'm not sure but after disabling that and changing some other stuff it suddenly worked. I've just put all my files in the darkmod folder as that is what I thought you were supposed to. Haha, yeah. I outsmarted the beast this time, though. Yeah, I had put off trying to get it in-game to a couple hours before I was going to bed for this reason. I knew I would rage, just as last time, but I didn't want to ruin the whole day so I waited till the evening where I could then sleep and take a look at it with fresh eyes. I'm sorry that I raged, everything just stopped working for me. Thanks! This helped, thanks. Apperantly Dark Radiant had saved the settings that I had used for the model viewer when I tried to filter away the collision mesh. Thanks, but it seems to be working now. Thanks, this will come in handy. I'll try to use it with future models. Here's how it looks in the game: It is a tad bit too monochrome, but hopefully someone can help me remedy that (I want to be able to change the colors in DR). Also, Serpentine, how is it going with the normal map? I'm sure you have realized this a long time ago as it probably is pretty obvious, but I'm using padding on all my textures (to ensure that they'll look good when mip-mapped) so that might be what looked weird on the normalmap? Do anyone know how to fix the normal error on the circle at the top of the screen (without re-mapping the model)? In Blender it looked like I had solved it when I just moved all the pieces inside the same 1:1 UV-space but it doesn't seem to have worked here. EDIT: When I'm done with this one I think I'll go revisit a sexy carriage model I've made (but abandoned as I wasn't completely satisfied with it ). Do you want a carriage?
  2. OK, so today I have been trying to import my model into the game and, as expected, I have encountered many setbacks. 1. For starters the lighting doesn't work anymore, the upper part of my mesh gets shrouded in complete darkness I can't see anything (even though I have 2 lamps very close to it). 2. I cannot take any screenshots of my problem. Not only have The Dark Mod and Dark Radiant fucked me over today, no, Fraps and Windows decided to join in and refuse to make a screenshot of it, too. 3. The model turns completely black if I use the alpha-mapped diffuse even though I use this: { blend diffusemap alphatest 0.2 map models/darkmod/props/texture/privacy_screen_frame } It doesn't help to invert the alpha-channel either. I can use the diffuse with this but the alpha won't work: diffusemap models/darkmod/props/textures/privacy_screen_frame 4. The testmodel command doesn't seem to work on .ASE's. I tried with "testmodel privacy_screen", "testmodel privacy_screen.ase", "testmodel furniture/privacy_screen" and "testmodel [privacy_screen]", but of course none of it works. 5. I cannot believe it but every fucking time I start Dark Radiant it has removed my brushes but kept all my model/lights/whatever. This makes no sense. I have spent hours trying to get the model in-game and am honestly getting sick of this BS. All I wanted to do was to make some models for a game and then everything comes crashing down on me and refuses to work. Why does it have to be like this?
  3. This seems to be a pretty awesome extension and I would like to try it, but the download link doesn't work (as the file haven't been downloaded in a long time). So can someone upload it somewhere?
  4. Thanks, I look forward to seeing it. Yeah, if I hadn't known where the key was supposed to be in Thiefs Den I would've never found it. EDIT: Should I make a normal map for the 'body' of the screen or should I just use a diffuse as I do now? I'm not giving it any specularity and without that it would probably be very hard to see any small details of the normal map anyway. What do you think? EDIT2: Is it possible to import a map that would tell the 'hardness'/'spread' value of the specularity in Doom 3? I'm trying to make a specmap for one of the first times ever but I can't seem to be able to control the spread enough, so it doesn't look very good. EDIT3: Should I make two separate meshes for the collision for my screen? I mean preferably arrows shouldn't go through the metal part of it and on the metal part there should preferably be a metal sound if hit it. What do you say?
  5. Yeah, thanks! Alright, I'll try that later when I'll import it then. Are you trying to say it's too highpoly? Yeah, sounds good, but someone will probably have to help me with that. Also I posted some alternate versions in the other post (just to keep them together). Which texture resolution would you recommend, lads?
  6. Awesome! I've finished my privacy screen now. Here it is alongside the highpoly: Yeah, it's pretty epic. The textures aren't resized yet, because I don't know what size would be appropriate, right now they're all 1024x2048 px and the models are 36+220 tris. I'll try to make some more skins for it later. Also here's two other versions: Plain Another wallpaper base
  7. Always nice to hear! Yeah, I was suspecting this as it have been like this for all programs I have ever heard of mentioning vertex painting. Quick question: Can Doom handle non-square textures (f.i 256x512 px)? I think it does but I'm not sure.
  8. I was under the impression that as long as I used different floating parts of the same mesh I would be able to keep the metal from being non-translucent because I think you were talking about vertex painting and I thought you could do that on a part of a mesh. Nice. Would you mind telling me what settings you used, because both Blender and Xnormal is trying to screw me over again on this new model that I'm making? Alright, I'll make the materials separately then. Also of note is that I seem to have solved this old mystery: Apparently, the problem was that I was keeping all tiled textures (except one of them) outside the 1:1 space of texture (or whatever it's called) for the sake of baking and because I never moved it back I got these weird artifacts, that's how I solved the problem on this new model anyways. I just thought this might help someone else out there.
  9. Well I tried hitting it with my sword and blackjack several times and if you were lucky it would move maybe 3 cm if it'd move at all, but I'll try it again. I'm not very fond of dumbing down games either, but I could barely see it even though I was looking right at it and when it is like that with something that important then something's wrong IMO. I'm not sure about the Doom engine but AFAIK texture calls are one of the things that slow down the framerates the most, so those should probably be limited as much as possible. Besides it will be pretty easy to skin this version too. Nah, nothing changed. When I look at the picture on the wiki that you showed me for normal map correction, I think my normal map looks pretty good, but I don't have any real experience with it so I wouldn't really know. Here you go! Yeah, I'd like to call myself that, but truth to be told, I have barely finished anything that I've started working on. The problem for me have been that I lose my motivation as I've mostly just modeled my stuff for training and/or portfolio, but now I've got a real reason to finish stuff, all thanks to you, guys. On another note; the only thing I need any real help with would be to make/bake normal maps as I've barely done it at all and Blender keeps screwing me over. Hopefully Xnormal won't crash with my other models.
  10. Thanks a lot! Nah, I haven't played all that much yet, though it has been pretty fun and unfortunately a little frustrating. I was playing Saint Lucia the other day which was a really nice mission, at least up until you have to destroy the statue. I also played Thiefs Den which was pretty good, even if it was short. It haven't all been fun, but I still like the mod. Here's an update on the privacy screen: It landed on 272 polygons. I think I'll try to make 2048 texture for this as well and then I'll just scale it down.
  11. You seem to have misunderstood. Alpha mapping works without any problems whatsoever (for me at least). I was talking about this: But I realize now that I should think things through a bit more, before I post. I understood it as you said that I should make UV-seams all over the planes, but realize now that you just meant regular subdivides. I blame it on the fact that I posted that at 2 AM in the morning. Yes, I know! I was just saying it was a good a idea to use an alpha map for the metal parts as they wouldn't be translucent then, I was trying to compliment you on that idea. I blame sleep deprivation.
  12. Thanks! I was thinking that this would be a great model to utilize Rich's translucency method for and was trying to figure out a good method to make only the wood/paper/whatever shine through, this seems like the best method for that, thanks. I think I'll do a couple different skins myself for this one. Should be extremely easy to do and that way I can also preserve the AO. Also about that splitting of the plane that you're talking about; I don't know if that really is such a good idea as that is what caused shading artifacts on the bottom of my lamps. That's what I was going to do. I just used three of them on the render to show it off better. Yeah, you might be right. I was struggling myself to find a way to make hinges that would be user-friendly in the editor later, but couldn't really come up with a good solution. So I might just skip those or paint them on the texture.
  13. The lamp is practically done, just need to get a working normal map. So I started work on another model: There you've got the highpoly, I'll just need to add some hinges in-between them and then it's done (as long as you don't think there's anything that needs changing). I made it because I saw it was up on the wanted models list and it's heavily based on the reference that Springheel provided in said thread. What do you think?
  14. No worries. If you just merged the vertices together that is easily done in Blender too. I tried baking some new maps in Blender 2.53 but the results where pretty much same as the one I sent off to you. I also tried to bake my normal in Xnormal like three times or something but it crashed every single time (I didn't even make any fancy settings). If you think it'd help I can send you my normal maps psd file where the arms and the swirls on the pole are separated. Would you like that?
  15. That do look very good. And yeah, you're right, I was trying to make hard edges. I guess I didn't trust the normal map enough and just wanted to make sure it'd look good in-game, but your version without any hard edges looks good. I don't know if it makes any real difference but your version should be a little better performance wise as well. I'll try to generate a new one tomorrow and try to find some new tutorials for Xnormal as well.
  16. I'll go and try make a new normal map with xnormal then. Though I should probably tell you that I've never gotten a good result out of that program.
  17. I've uploaded it all here: http://www.mediafire.com/?cz9hv0822yxlmql
  18. Oh, I was under the impression you used DXT5 as that is what Baddcog told me. Also is that colour weighting important? Because I don't think I can adjust that in Nvidia photoshop plug-in and I couldn't get the Compressonator to work, it just resulted in one of those black textures you were talking about. Baddcog said that he had to invert my normals and Arcturus says I should need to as well but strangely enough it seems to work without any modification. Apparently photoshop won't keep the alpha channel if I am working from a jpeg file (which I had assigned an alpha channel) and saves it to DDS, so I failed again. Also I am noticing some kind of shading error or something: Do you know how to fix it?
  19. Yeah, I'll test that the next time. Nice! Seems like it would save a lot of time for me then. I can't believe I actually missed the part about selecting stuff in that tutorial. Failed. The streetlamp is finished now. Should I upload it as an attachment or how do this work? EDIT: After making some adjustments and trying to save the diffuse with my alpha map as a DDS DXT5 texture it seems that Photoshop doesn't want to save my alpha-channel anymore. When I try to just open the .DDS file in photoshop I can see a totally blank channel named Alpha 1 and I have checked many times just to be sure that the alpha channel is on there when I save it. What should I do, lads? EDIT2: I heard I will need to invert my normal maps green channel (or Y if you want), but how do I do this? I assumed you'd just open it up in photoshop, select the green channel and use CTRL+I, that is what the tutorials on the internets say I should do, but my normal map turns cyan if I do. So how do you do it?
  20. I really appreciate that. It was not particularly fun trying to figure out how to do the material file and everything else and I don't expect this to be much more fun. I actually considered making it smaller, but I'll try to make it bigger and see how that looks. I'll try that. I know you told me before but I wasn't sure, but as it is now it looks pretty crappy so I'll try it. I'm open to suggestions if someone wants to request me to model something for them. Otherwise I have started some work on a privacy screen as that is one of the items on the required models list.
  21. There is an additive blend on the lamps from the in-game screenshot, but not on the two latest images because they are just renders from blender with a simple diffuse texture without anything fancy.
  22. There's some small stuff left. For instance I will have to bake all the textures to a slightly altered UV-map as the bottoms don't light up correctly, because I made UV-seams on a flat surface apparently and I will also have to make a definitions file where all the lights and other stuff needed to be packed with the will be stored. Could someone help me make such a file? I will also make a wall and ceiling (hanging) version but those are practically done, I just need to bake the textures from the regular one. I thought that was strange as well, but if you make shadows for the lamps themselves, then there would be some shadow for the player to hide in. It was all pretty fuzzy and I didn't really understand it but it's better this way, or so I hear. Here's the other two:
  23. Thanks, it works now. The problem seems to have been that I assumed that if I pressed the Make Room button it would make the next room that I created a room, instead of making the room and then pressing the button. Thanks to you I created this pretty picture: Thanks! I'm using Blender 2.49 (as Blender 2.53 isn't entirely bug-free) and the .ASE exporter for that works quite well, it's just that I have to configure the material section manually and I'd hope to skip that step, but that doesn't really seem possible.
  24. To take the screenshots above I obviously used DarkRadiant, it was very frustrating and hard for me (as I'm new to it, and there was no tutorial telling me how to select or delete stuff) but when I created the level I made a regular cubic brush (think that's what it's called), accidentally made a couple more brushes that intersected the main one and placed my lightpost and player start and it just worked. Now I'm trying to do the same thing but when I try to compile it or whatever ("dmap name") Doom reports leaks in it and I cannot start it. What should I do about it? Also Baddcog mentioned that someone here might know how to make Blender create a game-ready ASE file (no editing needed to import it into the game). So can anyone help me with this?
  25. Thanks! And yeah, I was happily surprised at how it didn't look all that lowpoly too.
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