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BlackThief

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Everything posted by BlackThief

  1. here's my suggestion for the silver coin: I combined one of springheel's coins with mine and added a gear, to make it more thiefy
  2. yeah the texture scale is too big on this screen. but you can adjust the texture scale in the D3 editor - so it doesn't really matter how big the texture is.
  3. yes, it'll be really small ingame, but there're always some crazy guys, who find such eastereggs here we go - reduced the relections and added LGS:
  4. I just had an idea - we could write instead of "In Memory of the Good Old Days - 1788" "In Memory of the Good Old Days - LGS" Little easteregg
  5. here's another nice one, I found, with not so extremly fine detail, like the gold one.
  6. well actually no. they still have to be tweaked a bit, cauze auf the reflections. not much work though. I could do that pretty quick. These two are my favorites:
  7. oh, yeah you were right. I must have accidentally put a light half into the ground. that light caused that strange effect. thank you - I was really shocked, cauze first though that my normal caused that. now it looks much better: http://www.dark-project.com/BlackThief/pavement_test2.jpg what do you think - shall I upload the texture to the ftp ? which family ?
  8. We discussed the problem with rough surface normals last night in the IRC, however I noticed another strange problem. this time the texture looks like ass, when its in the shadows - but it doesn't look bad, even if you place the light very close: and now check out this screenshot: http://www.dark-project.com/BlackThief/pavement_test1.jpg the texture looks quite good as long as it is lit properly. in the shadows it looks like it has got a specular - really strange. I made the normal almost completely by hand. cauze of the very rough surface: maybe I should post this problem at D3world.org...
  9. ok - made a rust texture, so that renz can add some pipes, gears etc: http://www.dark-project.com/BlackThief/rust_test1.jpg http://www.dark-project.com/BlackThief/rust_test2.jpg edit: made a blueish-metal version:
  10. I tweaked the colour of the 2nd frame work texture - now they fit better together: edit: uploaded them to the ftp - City/Medieval/Facade
  11. well that's one option - maybe for our campaign, but we should provide a basic loadscreen for the fm-authors. I'd keep the loading screen you posted above, as our basic loading screen
  12. looks quite cool. I'd keep the clock and add some gears etc - maybe you can even add that to a building, so that it'd be a bit integrated into the background... this would also fit to the loading screen, you posted above, quite well.
  13. darkness's coins look good though, but I'd prefer historical coins like springheel's examples.
  14. WTF is "bootilicious" ? new test (still have to tweak the colour of the 2nd framework):
  15. 1st ingame test of my framework textures: http://www.dark-project.com/BlackThief/framework_test1.jpg
  16. Great Work Spring !! love it try to add some of renz's suggestions and it'll be perfect !
  17. looks quite interesting - is the ATI plugin for PS ?
  18. lol - thx. texture is on the ftp (crypt/walls/brick/brick02)
  19. a new brick-texture (also from the Cloister) http://www.dark-project.com/BlackThief/brick_test2.jpg
  20. well first I need a "texture template" and the 3ds file from the modeller, otherwise I can't start.
  21. hm, not sure if I like the version with the specular. it looks good in a way, but it also looks unrealistic. rather hard to explain - surrealistic might be the right word
  22. oh, great work man !! looks awesome I quite like how you "moved" the stone forward and backwards !
  23. well the normal was indeed almost the hardest part of the texture - I tried out about 6 normal maps and that's the only one I liked. You've to tweak the normal a lot in PS, otherwise it'd make the whole texture kinda blurry.
  24. texture test of a wall ingame: http://208.49.149.118/TheDarkMod/screenshots/wall_test1.jpg Renz - shall I create another texture category on the ftp ? perhaps 'Core' ?
  25. not bad of course it'll need a lot more details for the high-poly version, but as a medium-low version it looks IMO good ! one suggestion though - try to move the hat a bit, so that it doesn't look that straight
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