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oDDity

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Posts posted by oDDity

  1. That's great, better than any of the thief games I'd suggest.

    I could have a go at a page turning animation for you, it shouldn't be too difficult to morph it in Lightwave. You'd just need it in a series of bitmaps, right?

     

    edit: Also, about it changing resolution when you open a book, it depends which resolution you're playing the game in. THe book defaults to 640x480, if you're playing at 1280x1024 then the book would have to be brought up to that resolution to avoid a screensize change, and would probably look very jagged as a result.

  2. There's not much point starting aseparate thread for every little item.

    This is just some stuff I knocked up this morning.

    I'm just getting all the simple stuff cleared up first,. Basically, just assume that I'm modeling everything that hasn't already been claimed by anyone else.

    post-5-1102517197.jpg

  3. Of course it will render a flat one sided poly (all polys are like this, it's just thast you usually can't see the invisible side because of other bits of te model getting in the way), but you'll only see it from one side, that's all. If you copy and flip it, you'll be able to see it from both sides.

  4. Isn't there a toggle to make textures double sided like in UT? (and in the serious editor for that matter, you could actually make polys doublesided, invisible etc on a suface by surafce basis, which was supremely handy)

     

    edit: YOu wouldn't even need a cube, just copy and paste the first square and flip it's normal. You'd still ionly use 4 polys and get a perfect circle.

  5. I was just thinking, a good trick to get the base of the goblet (or other items) looking round without using more polys, would be to make it a flat square with a circular alpha.

    The normal map alone should suffice to give it that raised, curved 3d feel.

    You'd have a perfectly round goblet base, and only use 2 polys.

    Pick holes in that theory, if you can. :ph34r:

  6. Yeah, it's the essence of tricky trying to paste a 2d atlas onto a 3d globe. the pic I used came in two separate halfs as well so I had rto split the globe into two hemispheres. I'l fiddle around with it some more.

    I made the globe parrt a separate object so it could be a func_mover, and spin on it's axis if the player initiates it, also because I don'y know how to implement two texture for one object yet.

    I'll upload it to the FTP for now.

  7. Some chocolate arrows should soon sort them out.

    And just to clear up once and for all: The plural of the oDDity (used as a proper noun) would be 'Oddity's' - i.e belonging to oDDity, not 'oddites' :P

    'Oddities' means a collection of odd things,...I have got an unusually large penis, but it doesn't amount to a collection.

  8. I'd certainly like to have two 1024 sized textures per character like I have for Ut charcaters. THe spec maps can be smller, maybe even 256, but the normal maps will also have to be full size and non compressed, though I thinkl we should DXT compress all the color maps, since you can 't really see the differene in-game anyway, and it saves a lot on memory.

    A 1024 tga which is 3mb can be DXT 1 compressed to 500k.

  9. Well of course the models won't look as good in-game. THe single biggest difference will be the lighting.

    THe D3 renderer is worthless shit, it's as simple as that (when compared with the Lightwave renderer that is)

    Though having said that, some of the doom characterss look pretty good, even though they only have one 512 texture for the whole head and body, and the models themselves are low res (mostly around 2k polys, that's even lower than UT2K3 models, and UT's models have two 1024 textures per character as well)

    It's just a matter of working out the normal mapping and the best way to apply it, that's the key in this engine.

    I suppose I can hook one up and shoot it in-game as a static mesh to see what it'll look like.

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