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Springheel

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Everything posted by Springheel

  1. Would it be possible to do something like I've done in the Approved Concept art thread? It might be handy to have all the textures that have been fully rendered posted in one spot for easy access. I was about to start work on some different wall textures, but then I realized I might be duplicating what has already been done.
  2. For those of us not normally downloading the textures, what are we missing? Are these the textures used in your basement?
  3. Sure thing. 1. Looked through my frame reference pics and picked one I liked. Made the center transparent. 2. Selected a painting of mine and put it in a layer underneath the frame. Saved it as the _d and _ed versions. 3. Undid the flattening so it was in separate layers again, then removed the painting and made a normal map of the frame, set to 11. Had to polish it up a little bit by hand. 4. Ran the normalmap filter separately on the painting with a height of 2. Ran the brush randomly over the painting to soften some of the ridges and add in a few others to look like globs of paint. 5. Put the two together and saved. 6. For the specular map, I just desaturated the original empty frame, did an autocontrast, and darkened up the center where the painting would be. I then did some clouds on a top layer and set it to multiply, then played around with the contrast and transparency of that layer before saving it as the spec map. One thing I noticed, and I'll post another example when I get home, is that the paintings seem to be compressed a little bit. While the original is thinner than it is tall, in the editor it comes out looking almost square. Do you know why that might be?
  4. Thanks. What format should I upload these to the ftp site with? Zipped? How difficult would it be to put this on a wall in the editor to look at? Can you draw a brush inside another brush easily? I guess I'll experiment. Edit: Well, that wasn't so hard...I'm catching on! (a bit) Here's the painting in game:
  5. Ok, I updated the picture above...I think it looks a little better now. Here's the normal version for the editor.
  6. Here's one of my paintings put in a frame. I'm not sure what I think about it...the frame looks all weird and pixilated, and even though the specular is fairly bright on the frame, it still doesn't look that bright in the picture. Any advice?
  7. Well, seeing as I'm starting to get the hang of making textures, and I have some original art we can use, I'll try to come up with some painting textures. I think I'll go with the frame/painting combination approach, since making textures transparent is beyond me at the moment. I suspect we're going for a Gothic/Romantic style, artistically, for the paintings? I'll see if I can do that with some filters. If not, I may do modifications of historical pieces.
  8. Yeah, I did that, actually. It may not be very clear from the pic, but it's there. I notice the diagonals are a little jagged on the floor. Does that have something to do with the original floor image (which was small), or is that based on my D3 video settings? Man, I can see myself having a lot of fun with this. Thanks for the continued assistance.
  9. I think we could definitely use some more character modellers, and your work looks fantastic. I'm sure Fingernail will hook you up with an account with some haste.
  10. Wow, this is friggin' cool! I played around and managed to make myself a simple room. Here's the wood texture with the metal one I was playing with earlier. Maybe I'll be able to do some useful things once the concept art is done. Another question, Ren...how do you control the size/intensity of a light?
  11. I hate to keep harping on this, but these kind of low-detail drawings should be smaller and embedded right in the message. *cracks whip* Like this: The concept looks good, but I wouldn't include indicator lights...it would make them too easy to spot (and thus avoid stepping on). Unless they just go on briefly as it arms or something.
  12. The flare looks nice, but we want a flame to come out of the top of it, like a candle or lighter. The design still works though. Read up on the lighting thread in Devchat if you haven't already. Both arrow concepts have potential. I don't have a real preference. Please post them (embedded) in the Noise Arrow thread Acn2008 -- Noise Arrows.
  13. Yep, you're right. That did the trick. Here's my second shot at texture making, using one of Jay's images: Yeah, that's what I meant. Is it as simple as just making a box and putting the camera inside instead of out? While I'm at it, how do you move the light once it's deselected? I don't know how to select it again.
  14. Just out of curiosity, how did you manage to make those red areas without them repeating in a regular pattern? Is it just a very big texture or can you overlay one texture with another?
  15. Great! Here's a colour version then...
  16. Ok, I've added a second version to the original post. What do you think?
  17. I tend to feel the same way as Ren about this one. But we are going to have plenty of other character models, many of which we would certainly be willing to share. Take a look at our website: http://www.mindplaces.com/darkmod/gallery.htm. We'll be modelling both of those characters as well, not to mention many others. I'm impressed by many of the weapons you guys have come up with, especially the magic staff. Hmmm, alternatively, Deep Omega said he modelled much of the character in pieces, so maybe if he stripped off some of the more distinctive armour we could trade that one. Ultimately I think it's up to Fingernail and Deep Omega.
  18. Already up on the website....I don't think the model will be ready for a while yet though.
  19. Of course he doesn't NEED shoulder pads. But think. This is an order of metal-workers, who worshop a god whose greatest gift to man was the ability to work metal. Even their priests would be wearing a good deal of metal, imo, not just robes. And I definitely think they should carry a hammer, even if it is fairly ceremonial. I am up for a more robe-like appearance though...I'll see what I can come up with.
  20. Ren walked me through this once on IRC, but I can't quite remember how to do it. I've created a texture and I want to create a light next to it in order to check out the specular effects. I've tried right clicking and selecting 'light' from the menu that pops up, but what I get is a little green square that doesn't appear to cast any light at all. Once it's there, I can't move or select it. What's the proper way of adding a light? Also, if anyone feels like it, I would love a short tutorial on how to actually import a custom texture into a pre-made room so I could see it in game.
  21. What about thoughts on the outfit? Not priesty enough? Should he have a more robed look like Ren suggested?
  22. Hey, very neat. If you don't mind, I'll take that one and import it into D3...I could use the practice.
  23. Hey, as soon as you get a floor in let me know and I'll post it on the website. I love the ceiling!
  24. How do you mean? Proportionlly they are dead on, are you talking about how much is showing past the tunic?
  25. Are these made any differently than regular textures? For example, if I wanted to make a painting texture with frame, does it matter what size I make it? Do I just put it on a transparent background? (actually, should paintings be textures or should they be modelled?)
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