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  1. I'm just skinning the lightgem. Of course I do this for myself and not for you, because you can expect how it will look when I do this. I noticed a severe problem with the model from oofnish. It is hollow. Doom 3 can not render this because it doesn't accept doublesided polygons. So for all models that are built they always need a seperate bottom even if you think it will never be seen. In the case of the lightgem this is of course not really true, because it depends on the players position what you can see. If the player turns around enough the bottom might be seen a little so it will need it anyways.
  2. Don't we want physics collision models for each model too?
  3. It's a question of size of what we take relative to the overall project. Using textures as inspiration/basis is ok - textures are small. Character models are not small at all, and they'd need to end up TOTALLY different for me to be comfortable, and I honestly see no need.
  4. I considered using some people's custom models with slightly higher poly and better textures as a base - check out the Editor's guild, there's a thread there devoted to custom objects (this is on TTLG).
  5. no it was yours just take a look into your darkmod/models/misc/coins folder (if you've downloaded the latest version of the mod) regarding normal-maps: I can easily make them, but currently I'm working on the chair and I don't want to interrupt my work.
  6. I think as long as junk looks like junk ( drab - no specular) and the fancy stuff is gold and jeweled ( with a nice specular) we can clearly establish what is junk and what is loot. Junk plates in the original games for example were white or a somewhat rough looking metal. With Thief 3, they never really set any specific rules for what was junk and loot. In many cases they just used the same model with a different texture. I think to be successful in this, we would have to vary some of our models a bit. Not so much with plates, but cups perhaps.
  7. I did a new screenshot and this looks real good. Of course the coins look rather crappy as they are right now. We should fix them and also create a better texture. They look pretty drab. Shouldn't they look more valuable? More gold or something. Don't know. Another thing I noticed (Hey Ne Horizon ). There is no single frob highlight value. When you try the books in game the frob highlight is barely noticable. So I think we must do this for every single item to make it look good. Might also be because the books are now in full light, but somehow I doubt it. If this is the case then I must do something in the code, probably. Edit: Just tested it. When I set it to .60 then it is ok for me. But keep in mind that I'm colourblind so it may be different for you. And one other issue I noticed. We will need collision models for the tables and the items need to be properly aligned. Currently they are totaly off.
  8. this can be easily done with bumpmaps - no need to spend polys on that both are on the ftp now: /TheDarkMod/models/props/readable/ book_red1 book_t1 BTW would be nice if you guys could join IRC.
  9. I'm excited to see all the models everyone is working on. In the interest of project management, please let me know as soon as you have finishd and uploaded them to the ftp site. It gets me all warm and tingly to be able to mark things "Complete" on the master list. As far as I know, only the coins are done so far. Would it be useful to have a separate list for skinining?
  10. Yeah, otherwise this is going to be a serious pain in the ass. If there isn't a generic measurement we can use between programs, then at the very least we should get someone with each program to import a couple D3 models and measure them. All we would need is three measurements of the Marine: Head (6'), Waist (3') and knees (1.5'). That would give us a better sense of how big to make things.
  11. hm, maybe that's just a blender issue. can plze someone else try to resize it in another programm ? I'll upload both, the blender and the ASE file to models/furniture/tables
  12. yea no worries ..I will let you know next time. Like I said in the other thread I will be away seeing clients this week and also 6th – 14 th December. I hope to get a good week on the noble man next week and hopefully get to a point of generating the normal map from zbrush after it has been sculpted. I am very happy to do some models for the project ..unfortunately this time of year is very busy for my business so I will not be at 100% for the next couple of weeks ..having said that once I get these two trips out of the way I am clear for the rest of the year.
  13. FTP server. I would say you should use: models/character/noble_male_001 Is that ok Springheel? I would suggest that we use a seperate directory for each character because we probably need to add addtional files or versions per character and we don't want to clutter a single directory with it.
  14. I can see only half of the image (maybe this is intentional) but so far it looks good. What I want to know is this: Are these two seperate meshes? The question is how we should animate it if not. I think it is beter to have them as seperated models. This way we already will have another prop ready when the looking glass is ready and it is probably easier to animate and use.
  15. See, all this time I've been under the impression that you HAVE to make your models from a single mesh and can't add seperate primatives to flesh out detail. But recently I've figured out that I've been totally wrong... From what I've heard you can somehow incorporate seperate polygons into a single mesh, if I can figure out how to do this then you'll suddenly see my 3DSM output practically triple (you know..from almost nothing to something) almost overnight. So my one question is....how do I do that?
  16. I copied it to models/props/misc/coins. I'll try to get it ingame right now.
  17. Well, I hope I'm not stealing your thunder, but the prodigal son has returned. Attached is the stack I made, the UV map for it, the normal map for it, etc. I recommend you use the same rez as the normal map, but it's your call. The colors should map the normaling, naturally, but other than that, it's all good. I've come to grips with the fact that my computer is out of commission for a week more at least, so now I've returned this one to its former, old-but-working state. Expect more models soonish. There are three stacks included - a tall, a medium, and a short. They all use the same normal map, and should be able to use the same diffuse/specular as well. ~Christian COINS.zip
  18. Can you upload the modelfile and textures to FTP? I would like to try it in-game. As Path I would suggest models/props/misc/coinstack1_gold
  19. With the help of Jay and some threads on D3world I finally managed to create my own custom model and import it into D3. And it is already frobable, but that is probably to be expected now. Don't expect to much, because it is just a simple bowl, and I think it might be much t heavy for such a simple object. It's a drab bowl and it has 84 faces. The problem is that i don't know how to lower the polygons while maintaining the detail. Maybe somebody could explain that to me. At least it is a start and I can now create my own objects for testing until I get good models from our artists. Are there any still around, or did they all leave now?
  20. LOL - but to be be honest I had the same thought. It looks really a bit like darth maul...maybe also because of the mouth (I'll try if I can change the mouth of the model a bit) I hope the UV-maps of our models wont be so streched and NOT mirrored !! Do you like the skin of the torso and the legs, or shall I change it ? It'd be great if Renz could send me his cryptmap, to test how it looks and feels ingame...
  21. Ok, well, how about I give you the bowl and plate models to start with? plate ref= http://home.southland.net/~bettyg/mattprat.jpg (probably more for the skinner) Those kinds of easy things I could probably skin myself, I just need the UVmap. Any interest in doing objects in the meantime NH? (Also, check with Sparhawk about that blender template he was talking about...we shouldn't rely too much on oDDity, since we don't know if/when he'll be back.)
  22. I think you should probably stick to the programming stuff, personally. You're our head programmer and the most productive programmer we've got on top of that. It doesn't matter how many models we have in the grand scheme of things--the code is the most important. Now, if you know you absolutely need to have a break from coding, and it's a choice betweeen modelling and watching tv, then that's different.
  23. If we can gree on ASCII format for models then CVS is the better choice because the distribution is faster and more than one modeler can work in it (in theory). Even if only one can work on it it still is better because of the versioning.
  24. I was thinking last night about the most effective way to get some of our models into the game for testing purposes. Then I remembered that our plan was to use some of the zombies already present in the game (since the model and animation are already done) with modified textures. I've also been looking for ways to try my hand at skinning. So in a brilliant flash of synthesis, I thought I would try my hand at creating custom skins for one of the zombies. Since I'll be modifying something that is already created, it won't stretch my limited skills as much, and we should be able to use it fairly easily in our mod tests once I'm done. However, I need someone's help, because I have absolutely no idea where to look for the relevant files. I need the UV map, the texture map at a minimum...I can make my own normal and specular (if they even use that). Can anyone tell me where to find those files? I'm thinking of the thin zombie with pants and no shirt (although the fat one will do in a pinch).
  25. There's no technical limitation; it's just the way ID did it, right or wrong, for many models. We could make each character texure 1024x1024 if we wanted, but it may cause performance issues. I think that's what they were being mindful of.
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