Jump to content
The Dark Mod Forums

RPGista

Member
  • Posts

    1666
  • Joined

  • Last visited

  • Days Won

    45

Everything posted by RPGista

  1. In blender, you need to set the grid to 8 units, this will tell you what one doom unit looks like. By knowing a doomunit equals about an inch in the game world, you can scale the model to fit the game from there.
  2. PS: this is the version that works. For some reason, I cant get the last version to work for me.
  3. Cool, you got it working. If by any chance you need it, there's an Assimp viewer program that Serpentine was working on that does export to ASE. I use it all the time, specially because then I dont need to worry about my blender's version. https://www.sendspace.com/file/l3ebz9 You will also need direct june 2010 redist.
  4. I can do it for you! I will also upload later today a program I use to convert to ase, so you only need to export an obj from blender.
  5. Same as Melan. Anyway, thanks a lot for this.
  6. Thats prertty cool, looking foward to seeing your work then!
  7. Yeah, I should have made more clear to limit the boxes to "visportalled areas" (hence the sections mentioned). You dont want to inlude your whole map geometry inside a single box, or you'll get the render everything problem. If you wanna, check out my map, I did exactly this.
  8. Dragofer - Thanks man, this will come in handy. You get rusty and easily confused. Kiln - Its normal to think of your brush work as the map's limit, but thats also risky if you are doing complex construction. Its advisable to build inside safe "boxes" that will keep your buildings contained from the void (basicly, you draw box rooms surrouding whole sections of your map). That will get rid of leak problems.
  9. Ok, so you have to forgive me, Im pretty rusty. I wanted to play test some models Ive been working on in game. But Im finding it hard to find focused info on how to set up a map folder (project) in the new standalone folder structure. Where can I find "exactly" what to input inside DR (game, mod, etc), and where to place my map folder (in maps, fms). Thanks. Also, cant seem to make the newest DR work for me, gonna try my luck with older versions...
  10. Really fun little halloween mission. Thanks for this, amazing what you can do in so little time!
  11. Absolutely amazing! Love the face, the body proportions... Feels very natural, but still like something sculpted.
  12. Just finished it. What can I say, amazing work, brilliant little story. Missions like this (and The Creep, for example) should really become case-studies for strong storytelling-oriented missions inside the TDM world, which Im afraid we have way too few of in here.
  13. Really cool ships, I like the RTS, Starcraft kind of feel you get seeing all the fleets going around like that!
  14. Huge bummer, Grayman... Also, awesome work you guys! I come here after a few days and we have all these new missions to play. You people rock.
  15. Very cool. Loving the melee. Like how some blows are heavier than others, can stun the enemies so you can hit them again while their guard is down. I wish we could also push people to the ground, that AI could fall down and get up in TDM. We could really use that for gameplay stuff. Also love those "on fire" particles, for when you set enemies, uh... on fire.
  16. Thing is, you might need to pick up the candle to light your way around the room or the map, so the default should be picking it up instead of puttingout out the flame.
  17. Not quite, my friend. Smoothing values for the mesh can be set at any angle regardless of a normal map. Its just info the model carries. The normal map is used mostly to fake detail on flat/smoothed surfaces. But since you can use converters to turn bumpmaps into normalmaps, it can often be about drawing them or adjusting the grayscale diffuse by hand and then converting to normal. Thats what I did for the warhammer model, the part where theres an engraved area on the head. Its a pic I treated before converting to normal and it works fine. Making a highpoly sculpt, specially for linear, geometric stuff, is a pain. I would reserve doing that only for AI and HUD models, or stuff you are definitely going to be seeing upclose a lot. Even then, a lot if not all can be done texture wise, if sculpting is not your thing. But its up to the artist.
  18. Very nice work there my friend, both with the carriage and those models your working on. Its great you are working and learning the modeler, but to be honest, its overkill to make a highpoly version for most models you would want to put in the game. Im not saying this to discourage you in any way, that are models we fall in love with and want to make them perfect, but energy and time wise, its simply not desirable to devote so much for most game-ready models - you have to consider the scale of it (how well the player will be able to observe it up close), the use of it (if its just scenery or if the player will have actual contact with it for important reasons), the game's stabilished level of detail and aesthetics. Its possible to justify having more details on basicly any model (the player *can* pick it up and look at it out of curiosity for example), but for the most part, you can get away with very simple meshes, and then devote some time to get the texture right in photoshop/gimp, even working on their surface geometry by drawing the bumpmap/normal. For small objects, normal maps are actually not really good in my opinion for surface details. They are not that sharp (you dont want overly large textures) and tend to make the object look rough. A lot of it (like small bumps in a metal surface) can be solved by a good diffuse and specular map alone. Of course your learning right now, but in the future you will want to budget your work for each model, specially if you want to make a good number of them available. Good texturing saves a lot of tris but also takes most of the "modeling" time. I quite like your artistic choices and would love to see those models in the game, btw.
  19. Disturbing! Reminded me instantly of Jacob's Ladder.
  20. Nah, some good old mapper-betatester PMs should do.
×
×
  • Create New...