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  1. Well. It's a LITTLE bit to big now. I think if you do more modelling you will get a good feeling on how large that stuff should be. I created a key and I managed to make it almost properly sized the first time I imported it. Only a small change was needed. I compared it to my bowl to get a measurement.
  2. I noticed this as well. It seem you can not reyize it after you skinned it. Don't know why. What you can try to do is to resize and press CTRL-A (I think this was it) to apply the changes. If it is the correct key then it should ask you to apply. I tried to import a ASE file and resize it, but somehow the model always stays the same size. I always kept the untriangulated mopdel for this purpose and did the skinning again. Of course in my case this was not so bad because I never tried to make it good looking, just to have it show up in the game. If we can't find a better solution I guess the best workflow to do it would be this. 1. Model the mesh. 2. Save the model in a new file and keep the original model you work on in a seperate file. 3. The new file is now triangualated. 4. Skin it wihout regard for look. 5. Import it into Doom 3 and see how it's size is. If the model is to big or to small you must start at 1 again, that's why you should copy it in a seperate file. Once the model is properly sized you can start on serious skinning because you wont change the mesh anymore. This is not really satisfying because it means, that you have to do the skinning everytime you need to change the mesh.
  3. Actually I registered Wings3D some time ago, but I think I lost the key. Must see if I can get it back somehow. I don't want to register again.
  4. I'd like another job, since the modelling of the thief is nearly done. City guard would be very fun. I'm also cool with some equipment as low-key work - they'll be way easy compared to character modelling.
  5. Not necessarily. I'm sure the FM community at large will be more than happy to build their own custom content. Much better to provide a solid set of IK bones and walk (etc.) animations that can be customised than multiple variations on everything. It is, aftar all a (sort of) fairly streight forward proposition to plonk a crayman model and skin on top of a zombie bone-set and call it a beasticle. I hate to be the nay sayer (again) but we really should be concentrating on getting some basic characters in the Dooooom engine, getting them animated and ironing out all the problems as a priority. Hows about applying some thought to character animation and poses springheel and Darkness Falls. Something a bit like a story board (but for individual actions) that can be used a guide for key frames. How about giving some detail on the existing concepts. Or providing side and front views to make the modelling process that much easier.... Grrr. I really don't like making this point over and over because the concept art that you guys are producing is a treat. They really do look fantastic. But these are parallel tasks that can be taken up at pretty much any point. There are mission critical tasks that need addressing first. err, yeah - anyway. what the other guys have said. The grey and green colours are a bit alien-eseque. Are these things blind/poor sighted or do they have big reflective eyes for seeing in the dark? Big crayfish tenticles would be cool for feeling your way around in the gloom. Spiders. I want Spiders.
  6. Okey, here's what I have done so far: Soundeffects Arrow swoosh Blackjack swoosh (1) Blackjack swoosh (2) Bow begin Bow finish Bow pull Break wood Button click Body collapse (1) Body collapse (2) Key pickup Pull out blackjack Put away blackjack Sword swoosh (1) Sword swoosh (2) Ambient Rain Thunder Wind (1) Wind (2)
  7. HEh, Garrett'll have to problem spotting that guy in the dark) If you really want to texture it, I'll send you the model. As for the animation, yes, Doom only supports verts that have been moved by bones , so we'll just have to add extra bones on a per character basis depending on where they need them. I won't be actually animating a cloth simulation, just basically moving it out of the way at key frames to stop it cutting through the mesh. This means that we'll have to use max for the animations, since we can have a base animation for all the humanoid characters, save it out as a .bip and .fig file, and then use that as template and add in the extra bones per character as needed. That way we won't need a completely separate rig and anims for each character. Here's some wires as requested my DeepOmega. I wouldn't pay too much note of the shape of the mesh in that pose, since I basically twisted the polys around manually to strike that pose, not paying to much attention to anything that was out of shot.
  8. Please guys, stop with the praise already or I be unable to squeeze my swollen head though the door of the computer room, and you won't see any more work Having said that, this is the best model I've ever made (which isn't saying much since I've only made about 12) but I suppose I have Springheel to thank for the inspiring concept art.. I think the key to success on projects such as these is enthusiasm and a desire to learn new things and improve on whxt you previously thought you were capable of. Springheel - yes, it was a toss up between expensive satin shoes or sandals, but I can't see him wearing big armoured boots. This all looks fine and dandy as a static model, but I can see problems with animatng it. All that cloth around the arms and legs makes it very difficult. The animations would have to be very stilted. Unless it's possible to animate it in a 3d app with real cloth dynamics and then export it to the doom engine complete wth the new animatons. I dn't know yet if doom will only recognise vertices that have been animated by bones.
  9. Well that's the key, isn't it? I can't do that until I get volunteers, which was the point of the message.
  10. I read a tutorial about how to do this really easily. Too bad I can't remember where it is. The key words are "photoshop" and "high" and "low" and "frequencies" Basically you ran a "remove high frequencies" filter on the image. Or was it low frequencies? I can't remember. Basically, one makes it really blurry, but the other seems to remove all the "shading" kind of tone data, so if you have a picture of a sign with a highlight or darkened corner, the sign actually becomes uniform in colour, as if it was evenly lit. It doesn't work for all pictures, but it can save you a lot of airbrushing when it does!
  11. Ahh, good point. I'm mixed on this. I think moveable drawers and swinging cupboard doors would be a nice-to-have. If we're to make a campaign, tho, I think we should try to avoid putting mission critical info in the drawers. I hate having to open every drawer or cupboard to complete a mission or risk missing out on key story information. Maybe just have 'extra' things (miscellaneous loot, miscellaneous background story notes, very unique non-mission critical weapons or tools, etc.) in them if they're implemented?
  12. Yeah, it's key to remember that we won't be releasing this baby for a year (or I will be shocked). So it's ok to aim a little higher in terms of poly count and so forth, since the average Doom-playing machine will be better a year from now than it might be at this moment.
  13. But they key word is "pretty" isn't it? They still weren't TOTALLY opaque - what was on the other side - light, shapes, etc. would affect what the window looked like, and you could tell there was a whole 'nother world on the other side, and not just a solid wall with a texture on it and a light object in front (a la T2). Windows that are translucent would look WAY more atmospheric than the original "fake" windows, or perfectly transparent windows. I would think with more fiddling with the alpha transparency and the 'wobbly' effect of Fingernail's windows, you could get a 'translucent' effect. Imagine; it's not transparent enough for you to see properly through it, but it's not actually a solid wall either (the way it is in T2). You can make out forms and light on the other side, and it would change as you move. This would look very cool and atmospheric, since the environment on the other side would affect what the window looks like, which is the kind of thing we've been trying to fake with textures and light objects in the previous games. My only concern is how showing the extra geometry would affect frame rate. I guess you would only put translucent windows where you could afford the polycount.
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