Jump to content
The Dark Mod Forums

_Atti_

Member
  • Posts

    1041
  • Joined

  • Last visited

  • Days Won

    7

Posts posted by _Atti_

  1. About collision meshes.

     

    For example the garlic i modified has none. Does all models need it and it was just left out?

    And on a multiple surface object if i make a one-mesh collision model, will it be able to tell an arrow if it hit a wooden part of metallic?

    Any guidelines on creating collision meshes? As i see its better to keep them on models inner sides, guess its to avoid arrows sticking out of air, or colliding with other objects in that unwanted way.

  2. I wanted to make a switch, the one that only actives its target if it switches successfully, now i wanted to block it from successfully switching with another slidable mover. What property does that slidable mover or the switch need to get blocked in its movement? I guess there is a solution as it does stop if my playerbox blocks it.

    I tried finding similarities with how doors get blocked from entities but didnt find much or what i've found did not work.

    Is it maybe that movers cannot be blocked by movers? even if the other mover is still?

  3. i think i will prepare them in a pack once it could be called a pack, or if you need it sooner i could pack it up nowadays.

    I don't know if i still got svn but i was never really good with it so i would be happy if you helped.

    All the mats for these are in one separate material file, if i pack it up should i distribute them in their correct place in the mods .mat files?

  4. Thanks:)

     

    Not much to see today, but that skin for the curtain is now in .dds!:) Yesterday i still used .tga for the onion as .dds convert turned it blackish, but went for the tut and now they are working. Also, now as i could take a look at the original material files i discovered that model materials can have a simple name and not have to point to their path like how textures are set up..

    (i remembered as it was using paths back then)

    post-73-127414055179_thumb.jpg

    • Like 1
  5. - otherwise, why eat it?

     

    The same reason why Duke Nukem could use the toilet,or J.C Denton could smoke a cigarette. For the fun of it,for immersion and role playing. Eat an apple and throw the chunk as distraction,or leave it in the highpriest's hat :D

  6. Ah , thanks. Never would've figured out:)

     

    Here is the onion.

     

    ps:will edit the specular so it tiles correctly, i did correct the diffuse just thought(wrong) that the spec will work out as is.

    post-73-127404789292_thumb.jpg

    • Like 1
  7. Thanks:), i am about to revisit the garlic with a bit of modified mesh and a skin to make an onion variation, but

     

    Where is the material file for models originally located in darkmod? which pk4? I could not find it, only the materials of brush textures.

     

    Ps: I wanted to know this so i could find the diffuse for the garlic, but now i figured the diffuse is in dds.

    Reminds me of having to convert diffuses to dds. Can .dds handle alpha channels?

  8. It's good you reminded, i haven't done those yet.

     

    I created two variants of pepper, wanted to create a working multiple skin model.

    noselfshadow already applied, its a bit obviously flat but i think this would be too expensive in 3d. Or it would require a much more cleverly modeled/uv-d object that i didnt want to spend time with atm.

    post-73-127404273528_thumb.jpg

  9. Bacon:)

    if this is it? I searched but couldnt find any pics of the thing i know using that name until i typed it in hungarian:'szalonna'

    So what's this type of bacon called in english?

    post-73-127396241598_thumb.jpg

    post-73-127396272807_thumb.jpg

  10. Thought i necroed that topic for model showcasing.

     

    I got a question beside the picture.

    It seems that the model gets over-smoothed when it gets into DR. Whatever smoothing options i take in lightwave (low threshold, higher, no smoothing at all) it turns out like this. Have anyone met this problem before, or know a solution?

    I think i might have seen models in the game previously that looked like oversmoothed, but it may have been modeler's choice.

     

    Yesterday i had a similar problem but it was the opposite, the model didnt want to apply any smoothing, and was completely edgy.

    I did solve this : It turned out the imported models (as i use lightwave only for the export process to d3) had some of its vertices broken, i put a weld points on it, and it worked from that point, and it worked exactly how it was setup.

     

    This is the legged version of This telescope 's base, i also did a closed version and one where you can custom place the legs height ( i am not sure if that will ever turn out useful )

    post-73-12739520063_thumb.jpg

  11. I think Ai needs slower reactions to seem more clever, or slower movements would be nice.I think they are way too fast in determining if a noise or visual is a threat enough to wield sword and run toward it:)

     

    I think they should also remain a lot more silent.. they comment their actions a bit too much, thief 1,2 had those moments of Ais, silently searching for you, and often noticing them a bit late because of that and that added a lot.. that and their slowness, it created a feeling that the guards are afraid a bit, and that made you fear too.

  12. Moving my questions to this topic as they are more appopriate here

     

    If i could make a separate model containing only flame, handplace it on the chandalier's candles, would i be able to set them to dissappear when the fake extinguisable light goes out? somehow join them with the light in that way? If yes than i think i am going to make one.

     

    Btw:

    models/lights/extinguisable/chandelier_6candles

     

    Comes only with flames attached, so really it should go into non-extinguisable because even if a separate fake light goes out those flames remain and cant be extinguised ingame.

    If above mentioned could work i will need to create a no-attached-flames version of this. (or maybe there is one i just didn't find)

×
×
  • Create New...