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oDDity

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Posts posted by oDDity

  1. Moss arrows aren't woo either, working examples could easily be made. Zombies on the other hand are quite blatant and first degree woo.

    I restrict woo to the following:

    Undead (haunts, ghosts, zombies)

    Burricks

    THe Trickster

    Potions (health, invis, slowfall)

    Magic casters

    It wouldn't affect the game that much to leave those out, after all, T2 had few examples of any of them.

  2. Yes, that's te way to go. I liked those old hand paint panoramas from THief. All you need then is to soure some images of the night sky. Morrowind had some fantastic nighht skys, I have it installed ATM, I wonder if I could get the night sky images out somehow..

    Failing that there are loads of astronomy sites around.

  3. Yup, great stuff, you could model a matching goblet as well and use more or less the same textures.

    Simply normal mapping the textures is fine for something like a plate, where the detail is n=on the textures anyway, but for more complex models, like the chair you made, it needs to be normal mapped properly. If you can't do it, send me the low and high res models, and I'll send you back the normal map.

  4. Those are great textures again. Perhaps I should send you my models for texturing, it's my least favourite job ;)

    I take it you're not actually generating any normal maps on the objects themselves, just using the nvida photohop plugin on the textures?

  5. I provided ase files of the lightgem anyway. If you're exporting from LW, export as an obj. Almost all apps can import obj files. Deep Exploration is also a very handy program to have, it converts between 30 or so 3d formats, and yu can view the models also. There's a free trial you can D/L from www.righthemisphere.com.

  6. And does it matter how high res the compass model is? Does it affect performace for the player?we could dicus these sorts of things in real time, rather than like this - it's taken all these posts and the best part of a day to sort this out, which could have been sorted in 10 minutes real time, I suspect. ;)

    Message board really aren't a very convienient way to tak, it's really just a succession of one sided arguments.

  7. Well if those are to be the final gem textures as seen in-game then they'll have to be brighter than that. I thought the gem would be rendered in a 3d app first where the luminosity could be controled, and then 16 bitmaps of it would be taken and used.

    I'll render them again.

  8. THat's another great piece. Reminds me a little of my NB pirate with the one piece mask and hood. Do you paint these digitally or the old fashioned way?

    Cloaks are not hard to model, it's just animating them or a game engine that's the pain in the ass, especially for a game like this with all sorts of sneaking. crouching. mantling, and climbing.

  9. Now, how am I supposed to know which exact angle you're going to put the comapss in at. I though you would do the gem renders youself. Those gem textures are to be put on the gem model, you can render the bitmaps youself at whatever angle you need.

    The model is exactly the same size an Oonfish's. All you have to do is resize it to doom proportions in whatever 3d app you use.

    Maybe I should send you the Lightwave scene, and you can do the gem renders yourself. I have an envelope on the luminosity channel, which finishes at 100, but you can make it higher if you want it brighter.

     

    Or esle we'll have to wait till I get a faster connection next week, there's no way I'm downloading all the dark mod stuff on a 56k.

  10. Yay! Another woo Vs the Mechs debate!

    I'm a T2 guy myself, I played it first and it's still in my top three favourite games. THe amount of woo and other nonsense in T1 really put me off the game.

    I have to say though, the Cradle mission from T3 was excellent, so woo can be done well.

    My favoutie mission types are generally the normal mansion/bank/warehouse/museum jobs, the sort of thing a thief would actually do, not those silly save-the-world-superhero or ghostbuster missions <_<

  11. Ok,I uploaded it, it doesn't look as good in its low poly UV mapped state as it does in the gif render I posted eariler, since I can control the lighting and luminosity of the gem there, but it'll do for test purposes.

    Does it need a spec map for the hud light rendering? Does it even matter ho high res it is?

  12. I'm still not sure how it works :blink:

    Where does it's lighting come from then? Or does it not have any real time lighting on it. It looks much cooler ith lighting as it turns. WOuldn't it be as easy just to use a series of bitmaps for the whole thing >

    post-5-1102269624.gif

  13. No that's the actual model, though I haven't uv mapped it yet.

    Do we see the actual model on the screen, or a series of bitmaps of it? Will we only see the actual gem from one angle, and if so wich angle (top or perspective like I show it there)

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