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oofnish

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Posts posted by oofnish

  1. I don't have a texture file for the thing, If I did I don't think we'd need to skin it :)

     

    The textures are all procedural and are stored in the object file. If you can't get to them that way, let me know, I'll see what I can do about rendering the materials to a texture or something that I can pass on to you.

  2. Actually, the gem isn't translucent at all so there should be no light transmission of any kind, and I didn't have radiosity on, so I think the color you're seeing is just an illusion. The compass texture is a few different rusty type noise patterns and the combination may be causing that.

     

    But yes, I think the compass ring can be placed on the gui, and the overlay can be a more static image. We'll see if the image qualities clash. :)

  3. I've uploaded three versions of the Lightgem model (.lwo files) to the FTP site. They are in /models/lightgem. The whatis.txt file gives a basic description of what each file is.

     

    The lightgem.lwo file is the high detail model that we probably don't want to use. 2.5 k polys

    The lightgemr2.lwo file is a medium detail model that renders nearly as well as the high detail model, at 1024 polys. Still probably too high, plus there are some non-planar quads that may cause problems.

    The lightgemr3.lwo file is a lower res model that looses some visual detail and has 770 polys. Still might be too high, and the nonplanars are still there...

    The lightgemr4.lwo file is a algorithmically reduced object with 692 polys. These are all tris. The mesh is quite messy in comparison, but the model doesn't render too badly. We may want to use this.

     

    The reason I provide all these models is so we can choose which model is the best size and complexity. Also if someone is better at reducing models than I am, they can give it a crack and perhaps come up with a better result.

     

    Material definitions are all procedural and stored within the lwo files.

     

    I also changed the point colors a bit. Here is a new sample:

     

    lightgem02.jpg

  4. I'm pretty sure you can use shader parameters for conditional expressions. for instance:

     

    textures/base_door/doorlight_grn
    {
     //noShadows
     qer_editorimage   textures/base_door/doorlight_grn.tga
     bumpmap      textures/base_door/doorlight_local.tga
            diffusemap   textures/base_door/doorlight_grn.tga
     {
       if(parm4 > 0) {
        blend    add
        map      textures/base_door/doorlight_grn.tga
        colored
       }
     }
    }

  5. As I mentioned in another thread, I was extremely busy last week and I didn't get back to this just yet.

     

    Just to clarify, should I leave the model as is or add detail to it in the form of nicks scratches, workings on the tips?

     

    Initially I thought a couple people wanted extra detail, but since then most people seem to really like it the way it is. Let me know which way to go with it.

     

    If the model is good, Then all I need to do is drop the poly levels to a respectable number and send it to you. I will post a high-poly model first though if people want to play with it.

  6. Yes, details will eventually be baked to a texture, but we can perhaps simplify it by making the details and renderbumpflat-ing it. I'll darken the other three points and perhaps add color to the North point. I will also work on making this more low-poly, currently, without any optimization, it is around 2k polys. (curved surfaces and such)

     

    NH, that looks nice :) Definately a better size.

  7. Since its a model, it can be whatever size you guys want. It may also change relative to the scene depending on game resolution. I took a guess at 800x600 in the link above.

     

    I've not yet put nicks and scratches on the surface of the gem, but Ii plan to do so in addition tomaking the points a little more detailed.

  8. Yeah, the original render was large to show off detail, and the screenshot was just a quick drop in photoshop. It looks good as it gets smaller, although I'd be concerned that it will be hard to see the direction indication if it gets too small.

     

    The color of the gem itself...erm...sure I guess. A material shader with a shader parm representing the desired gem color might be possible. Getting the light color in the area might not be too difficult either. Don't really know at this point.

  9. Yeah, the spikes are pretty rough at the moment, i'm not sure what ornamentation to put on them, though.

     

    Here is a mockup from a screenshot of Renz's gallery. The lighting is even almost believeable on the model :)

     

    Lightgem mockup

     

    Modeled with Lightwave for native lwo support.

  10. Here's a work in progress image of what I have for the Lightgem.

     

    Since it differs fairly significantly from the mockup by Pakmannen, I thought I'd post the image to get opinions so I can rework it if nobody likes it :)

     

    lightgem01.jpg

     

    I chose to go with a mold-forged iron look with the ring itself which is a look I ended up liking

     

    Shrink to about 33% to see the size it would appear in the game, I believe.

  11. Well, Doom3 already does this with the zombies and scientists. There are a number of heads that are interchangeable, so if we just follow their lead with those we should have no problem with this at all.

     

    Check out heads.def to see how they defined the heads.

  12. Yeah, such as giving her some hips.... :)

     

    I didn't mean any offense in questioning whether the models were yours or not. ( I can't tell if you were joking with "the nerve" above). I was just impressed with the apparent quality of the models. I've seen people take, say, one of the Poser character model meshes and try to pass them off as their own work which got the Daz3d people upset. But victoria's hawt.:P

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