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DeepOmega

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Everything posted by DeepOmega

  1. Oddity's right - I just used the normals we'd already generated in photoshop. They're really not that good, nor are they that accurate - but they add slight perturbations that match the texture, which is usually all you need for nice effects.
  2. DeepOmega

    Torches

    Bracket's on the server, with a 256 normal map. Whoo. It's on FTP, same place as the torch.
  3. I assume this'll be normaled?
  4. DeepOmega

    Torches

    I elongated it a bit from the concept, most notably the handle and the top. This is quite changeable if you so desire.
  5. Deus Ex used them, as well. In short, detail textures are easy, and a very good idea.
  6. I would really like to grab that, if nobody minds.
  7. Ahh, good call - make it like any other door. So, basically, like T3 chests instead of T2. In T2, opening a chest automatically picked up the loot, but in T3 it just revealed a compartment.
  8. Or an animated MD5. This seems a bit more reasonable, mainly because we don't need that much control over it.
  9. Go ahead and grab a large chest - we really need one of those, and I'm trying to nail the torches atm. Also, what generators>? Don't think I saw that....
  10. DeepOmega

    Torches

    The normal map was laid out with a wooden handle and a metal top. I kinda imagined this as being a pagan torch, so it doesn't burn wood (would be a waste!) but instead has a metal basin sorta thing, for endless relighting. It's not entirely metal, however, since that would be too expensive and heavy. So, wooden handle, metal everything else.
  11. DeepOmega

    Torches

    Er, correct me if I'm wrong, but you can just change that in the ASE file. It doesn't need re-exportation.
  12. DeepOmega

    Torches

    torch.ase and torch_local.tga are on FTP. /TheDarkMod/models/props/torch/ Use them well. I eyeballed the scale, but really I was going on memory, so it'll probly need tweaking.
  13. DeepOmega

    Torches

    Yeah, now that you mention it, the handle's thick. I'll slim her down and and upload her to the FTP. (Don't use the current version till I post, as that's the older version right now). Yes, 1024 is gigantic, but it's easier to shrink a texture than to make it bigger.
  14. DeepOmega

    Torches

    Bamf. All normaled, naturally, and UV-mapped. There's a little seaming, but nothing that the final texture artist can't clean up. 228 polygons with a 1024 normal map.
  15. Had a ton more but ended up culling it down to these. I kinda want to leave the bolt things - especially if we're zooming in on them. They're only 4 polys each, which is nothing. The thing is, these things are waaaay heavy, poly-wise. However, I can make a few supersimple handles as well, to use on general, non-picked locks. Nonetheless... sketchy. As in, these five handles are over 1900 polys. Ouch. Thoughts, anyone?
  16. While I plan to imaginate, hook me up with some concepts too.
  17. Guess which is the simple one and which is the complicated one. Go on, guess. Polycount is as follows: 750, 521, 286 from left to right These polycounts are kinda high, especially for common objects. I can maybe drop some flanges, but I'm gonna try to optimize the handles first. They're not very efficient. Edit: Scratch those previous numbers. Got it down to 646, 459 and 201.
  18. Yeah, I got the locks and handles. Will probably work on them later today.
  19. I'm on it. (Except for the noblewoman - mayhaps this'll be a good start for Corth?)
  20. It's on FTP under /TheDarkMod/Textures/DeepO_Normals/ Three files: windowmodel_1.ase, windowmodel_1_local.tga, and windowmodel_1_uv.tga Enjoy.
  21. It's on FTP, under /TheDarkMod/Textures/DeepO_Normals/ I also put the window model there (will post in the right thread for that, as well). Enjoy.
  22. New texture - city_door01 Where do you want the actual tga? I can put it on CVS or FTP.
  23. I'm more concerned about those cutout shapes on the furniture - they look like they have very sharp corners, which simply will not normal map. If you could curve those down a bit - make them look sculpted - it'll work way better.
  24. That's just begging for a fancy-ass normal map. Seriously.
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