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BlackThief

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Everything posted by BlackThief

  1. blame me - I dunno what I calculated last night - whatever :lol: the model doesn't have 4000 polygones - it only has about 1000. I think I multiplied the triangles by 2 instead of divde them :lol: So I think that I even can add some more detail - any suggestions ?
  2. yes but that wouldn't afe so much polys. as you can see on the wireframe, the back leg has far too much polys and I dunno why... are there any tools or an option to reduce polys automatically ?
  3. ok first screen: ATM it has about 4100 poly and there's nothing that could be done with normalmaps - too much IMO. Is there a way to "optimize" the model ? I just think that it should be possible to have the same quality with much less polys...
  4. no it was yours just take a look into your darkmod/models/misc/coins folder (if you've downloaded the latest version of the mod) regarding normal-maps: I can easily make them, but currently I'm working on the chair and I don't want to interrupt my work.
  5. I just wanted you to know, that I'm working on a victorian dining chair now. Not much to see yet, but I hope that I can post the first screenshots this evening.
  6. yes, but there's a shadow on the texture which souldn't be there. go ingame and use the flashlight and you'll see what I mean. the flashlight doesn't lit up any of our custom objects. they are lit up by the static lights but not by the flashlight.
  7. no specularmaps don't have anything to do with that - a specularmap just defines, which parts of the texture reflect the light and how much light is reflected.
  8. the strange thing is, that even your objects (that work, when I load the mod ingame) don't show up in the editor...
  9. I noticed something really strange - our custom objects are not rendered correctly in D3 ! as you can see the table stays black, eventhough the flashlight should lit it up... anyone an idea ??
  10. well it's a coffeetable - they are very low in RL - for example: well of course they'll look better with a normalmap, but is it really worth for such small objects ? remember - each normalmap needs graphics-memory. I'd rather prefer to have more high-res textures and skins instead of normal-mapping every tiny little object regarding the specular - that shouldn't be a problem, however I can't get the objects working in the editor myself - dunno why - they are all black cubes in the editor, but they work when I start D3 and load the mod
  11. Books are ingame (Sparhawk's screenshot) http://208.49.149.118/TheDarkMod/screenshots/Books.jpg
  12. this can be easily done with bumpmaps - no need to spend polys on that both are on the ftp now: /TheDarkMod/models/props/readable/ book_red1 book_t1 BTW would be nice if you guys could join IRC.
  13. alright - finished. I'll upload everything to the ftp now.
  14. Play HL2 - it's much more interesting than D3
  15. variety is really no problem - I'd just have to change the texture...
  16. I'll upload them as soon as I complete the small details of the UV-map.
  17. you mean something more like this ?:
  18. it isn't very difficult to stretch it - I'll make another, thicker one with a different skin.
  19. Here's the book I'm currently working on: and here first progress in UV-mapping it http://www.dark-project.com/BlackThief/book2.jpg still have to tweak the texture a bit (if you take a look at the top view, you can easily see that the back and the top don't fit together properly...) and finish UV-mapping.
  20. great work ! but it's hard to tell whether it's already ok or if you should change something, without a texture...
  21. oh, I think I missunderstood that. I thought you were talking about, how to change the texture of the lightgem, when you're in light/shadow. well UV-mapping isn't so easy to do. it's hard to do that without the finaltexture....hard to explain though.
  22. actually I could, but when I use something different I don't know if it looks good with the final texture. well can't we just change the texture like you did with the frobhighlight ?
  23. I don't have to textures for the lightgem and blender can't open/find them either, so I can't work on it till oofnish sends them to me.
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