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Magnesius

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Everything posted by Magnesius

  1. I started and sticked with Blender, and did not seriously use other modeling tools. One certainly needs a bit of ambition and a good tutorial (the wikibook site is great for starters), but then the interface becomes quite handy in no time. Behold, for I have found my first model: Well.
  2. Hehe, nice to see that pair of spectacles again. It seems as it still has some scaling issues.
  3. Although I am now receiving update-mails from the CVS server, I cannot properly connect to it, 'access denied', even with a new key pair. Well, I guess I have spent too much time with that issue, I will get back to modeling soon. However, I am starting studies next week and I am currently moving to Kaiserslautern - so, unfortunately, I have little time to spare at the moment! Once I have settled everything there after arrival, I will revise my Magnesius' Meshes.
  4. Since both have changed, please update both (corrected UV map + updated texture). By the way, Sparhawk has just sent me an email that my CVS access should be working now, so that I can update my meshes once I have made some improvements to them. However, I will still send new files to your mail adress first for reviewing.
  5. Yeah, me too. I will make an updated package soon.
  6. Ah, you seem to have changed the player model's size. However, resizing the meshes in the editor works well in the most cases. You can give me a percentage number for shrinking the chest as well, though.
  7. Ah, yes, thanks for removing that... picture. Relax, I am not the person who takes all things serious, besides, I can make jokes about myself ("Plumbusius" was another possibility for my nickname, but somehow I decided better to use "Magnesius". Well!). True, we do not want to create just another mod which would eventually dissappear in oblivion soon. By the way, I do not insist that you use every mesh I am sending to you, Springheel. Uhm..., honestly, the goblet is quite tawdry. Just take the ones you consider as useful, I have no problem with it. But I would like to see the chest and the gaslamp in the game, though!
  8. The texture was (is) experimental. It looked somewhat OK in the game, so I decided to inlcude it in the mesh package. I won't convince you to include it in TDM as well, though. It's not so nice to show the *worst* texture of the whole package for a comparison, you know I will create a completely new texture for it. Errm..., please remove that ugly picture and my goblet for now.
  9. Yes, quite certainly. By the way, are light beams (such as the blue ones in T3) planned, which could be placed before windows? They don't have to be blue, maybe a light yellow tone perhaps.
  10. It is still a static mesh, but I could add an animation (slide forward, while move the snail house and the eyes a bit) so that it will be a MD5 mesh. However, at the moment I do not know how to create a full blown NPC (and an autonomous snail would be one). On the other hand it would be too much for that little snail. We should stick to the initial idea: Moving the static mesh of the snail along some waypoints given in D3Ed. The snail does not really need any animations at all, it just slides forward. So, the snail would be technically a "train". Edit: I made a variation of the window mesh above, this time for the nobility:
  11. I am quite happy with Blender, and I would recommend it to everyone. Like with all more complex applications, you have to be ambitious until you get your first results. 1) Start with http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro. Although this wiki book has a badly chosen title, the beginning is helpful when you make your first steps with Blender. But beware - Blender is not really intuitive at the beginning. However, once you learned all the keyboard shortcuts, you'll quickly get into the workflow. I followed this tutorial up to the animation part of the Gingerbread man, and continued with... 2) ...http://blender3d.org/cms/Tutorials.243.0.html (esp. the "materials"-part is important). This is the official tutorial list, search there first when you want to learn something (e.g. animating a mesh). Take a look at several tutorials there, and extend your skills a bit. 3) Once you have created your first cube, your first vase and so on with Blender, you might want to export it to Doom. These tutorials are important, read them carefully: - http://www.quake3bits.com/htm/tutorials/do...ping_models.htm - http://www.quake3bits.com/htm/tutorials/do...ooth_groups.htm When using Goofos ASE Exporter instead of the proposed USM Exporter, you can export multiple objects at once and you do not have to merge them (that also implies multiple textures). Get the script here. Let me know if you run into any problems, Flix.
  12. No problem, let me gather a few sites first...
  13. Animation is no problem, but then the snails follow the given path again and again in every map. So, letting the mappers decide where their snails are sliding is surely better... btw, has anyone modeled a Thief-like giant spider already?
  14. Ah, it looks much more slimey now, let's keep it this way
  15. Huh? Bizarre indeed. Well, it seems settled now. I will use the new material declarations from now on. That would be helpful. Also, I would like to try out the TDM entities in D3ed, the old FTP version somehow refuses to work with my system.
  16. I suppose I will ask Sparhawk for CVS read access so that I am able to check my model paths against the most recent folder structure. I could send you 100% valid meshes then, which only need to be moved to the server.
  17. Concerning the vase: Yes, it should be "vasevaseantique_d.tga". This material name in the ASE file will not be read, all what matters is solely the *BITMAP string. *BITMAP "//base/models/darkmod/props/textures/vaseantique" There is no other texture declaration which is important for Doom. However, I don't see any problem with it at all (I just checked it in Radiant); did you change my 'material'-file? The spectacles-mesh has 2 textures: - the standard Doom glass texture - the trumpet texture So there is no need for another texture. Even if you don't wish to include the trumpet, simply insert the "trumpet"-texture. Basically, it's a generic golden shiny surface and could receive another name, such as "shineygolden". Edit: I thought that I used the correct texture path for my meshes (//base/models/darkmod/props/textures). Did you change it?
  18. Astounding texture work, BlackThief! One can nearly reach out and touch it
  19. Hey, thanks. I'll make some variations of it. Ah, yes. The original Doom door is able to trigger portals, and it can consist of a model. I suppose our frobbable rotating door is some sort of modification which can do that as well; although I have to admit that I did not try to actually use TDM entities in the editor. Guess I have to ask Sparhawk for CVS read access. Another interesting point would be the implementation of door knobs, which should of course move before opening the door! Having only movers would certainly be a big limitation. I do not remember any door in D3 which consisted soley of brush geometry, even the simple ones were modeled. Hm, these windows seem to be a new invention. With the steam powered production process of these windows, even a sword cannot break them! They are, thanks to the Builder, indestructible - as he is himself! Well, I should stop being a Hammerite salesman for now. I could imagine that the whole mesh with one window in it can be destroyed (the window pictured above consists of 3 different meshes - the frame, left and right window). While that is certainly possible, it would alert nearly all guards in the flanking rooms, and is therefore out of question for a master thief.
  20. Flix, you are still an intern. Here is the direct link. http://www.polygonal-design.fr/e_unfold/index.php
  21. Flix, you have not set up the normal map resolution properly. According to your posted image, it's 1024x512. Switch it to 512x512 (as explained above, settings.ini) and try again: ORB's settings.ini: # # Window size AND texture map output size # # # Must be power of 2 # otherwise, results cannot be view directly after Renderbump command # # Recommender modes are: # 1024x1024 # 1024x512 # 512x512 # 512x256 # 256x256 # # Note: whole screen must be visible during renderbump # WIDTH 512 HEIGHT 512 Read again...
  22. Garrett is just about leaving his fingerprints on the side window!
  23. Great thing! Just imagine! We should also have glowing escargots, though... just for the case we won't use glowing fungi for some reasons, as we certainly do not wish to copy Thief in a 1:1 manner. I saw that the window section of the model gallery is still empty - although windows are quite important! How should the snails otherwise be able to come inside a mansion? Here is one solution:
  24. Uhm.. that's the Keeper training, you know. We have got carpets in these boards I have mailed all the finished meshes to Springheel, so eventually the mappers can put snails into their missions! Dram, can you make some sort of 'train' with a static mesh and waypoints in D3Ed?
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