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BlackThief

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Everything posted by BlackThief

  1. anyway - I made a new panel texture. ehm, something....well just take a look at it yourself. maybe you'll like it - maybe you won't. I know the style is a bit strange, but I thought it's just so strange, that it would fit into the thiefworld it requiers a heightmap though, then it'll turn out better.
  2. what do you mean with "same theme" ? same flowers and stuff ? or just the same colour ? maybe it's a communication issue, but I still don't get it I'm not sure, how I could add the flowers etc of a wallpaper into a floor/rug-texture....
  3. dave - you've been looking for something like this ?
  4. all texture sizes must be a multiple of 2. 2 - 4 - 16 - 32 - 64 - 128 -256 - 512 - 1024 - 2048
  5. goddammit you crazy taffers ! don't you think I've nothing else to do on christmas except texturing your damn models ? lol just kidding :lol: - can't wait to start on textures for those great models
  6. a bit hard to explain...it's a photoshop filter and generates normalmaps based on the colour of your diffusemap. so for example the dark parts are the low parts of the normalmap and the brighter parts are the higher parts (or just the otherway round - you can change that with the "invert x" and "invert y" - check boxes.) one general tip: you should decrease the contrast of your texture before using the normalmap filter - other wise your normalmap will be very very rough the rest is trial and error - it'll take a while but you'll learn it.
  7. http://doom3.ingame.de/articles/files/normalmapfilter.zip I'd really appreciate if you could do some skins for your objects. I can't do everything at once
  8. I remember the rugs you mentioned, however I didn't manage to create one yet.... regarding the wood grain - I have one, I already used it for the furniture - I just have to make it tileable
  9. made two new versions of the tile-floor. it's really great to have specularmapping for tiles:
  10. well actually the pavement isn't clean at all....I took this texture from a photosoure (took even the photo myself), so it looks just like a pavement in a city in RL. but I have to tweak the normalmap of it anyway...I'm still not content, how it looks.
  11. Ok here you are http://208.49.149.118/TheDarkMod/Textures/Texture_Overview/ don't wonder about some textures - I put some into another theme, for example the windows, cauze I think they fit better to the City-Theme. (of course they can be used for mansions as well). I'll change that later in the material-files and on CVS..... seems that I'm the texture manager now PS: I put a questionmark behind the mansion_door02, cauze I'm not sure if we should keep this texture. looks rather crappy IMHO
  12. old/new texture. I made this door texture some months ago. now I added it to the city-textures (already on CVS, so you can grab it)
  13. hm, not sure what you exactly mean. can you post an example (maybe from T2) ? BTW I'm writing the material for the city-textures ATM. going to upload them tonight.
  14. LOL I thought about exactly the same 10 minutes ago ! :lol: I'll do it - tomorrow !
  15. lol I think that would be far too complicated and would look rather flat. the pointers were even in T2 objects ! is it possible to make the pointers and the pendulum seperate objects, but add them to the clock someway, so that they are already placed on the right postion, if you add a grandfatherclock to your map ?
  16. ok, so I think we all agreed on a working clock. now who can do the needed animation ? and what's easier ? first to make the skin or first to animate it ?
  17. I guess we can use the animations of the trides. they even behave similar to T1/2 spiders --> they jump on you and attack
  18. lol sorry didn't want to maybe I should go to bed....
  19. believe me - they DID and still DO in FMs ! If you've some dromed experience here's how to set them up: Add Tweq->Joints, and set it up as follows: Halt: Continue AnimC: NoLimit, Wrap MiscC: None CurveC: None Primary Joint: 2 Joint1AnimC: NoLimit, Sim, Wrap Joint1CurveC: None Rate-low-high: X: 0.00083 Y: 0 Z: 360 Joint2AnimC: NoLimit, Sim, Wrap Joint2CurveC: None Rate-low-high: X: 0.01 Y: 0 Z: 360 Add Tweq->JointsState: Anims: On, Reverse MiscS: None Joint1AnimS: On, Reverse Joint2AnimS: On, Reverse (If this makes the clock go backwards, remove all the 'reverse' flags.) That's it ! ok, great. I'll take a look at it tomorrow.
  20. well even in T2 the clock-faces worked and I always liked that. It's good for the atmosphere IMHO. I remember looking at a clock in HL2 and I was really disappointed cauze the pointers of the clock didn't move...
  21. ok, that's fine. however I'm not sure how we should do the pendulum. it can be a seperate mesh that swings, but we can also make the whole clock one object and animate it. that's what I'd suggest, since we also want a real working clock-face, right ?
  22. I have oDDity's paintings - but they are objects textures and belong into the models/props/paintings folder.
  23. thx for the list ! no these paintings are from springheel hope I get all missing textures on the ftp this night...
  24. Can anybody, who downloaded everything from CVS plze tell me, which textures he has ? I'd really appreciate that, since I'm not sure which textures already were on CVS and which ones I already uploaded ! after that we can use this thread to list all textures added to CVS.
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