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  1. Ohh hell yeaaah. The PC is Unstoppable so far this year. Assasin's Creed, Condemned 2: Bloodshot, and Mass Effect will get ported the proper way to the PC. :rubs hands in anticipation: http://forums.gametrailers.com/showthread....d=1#post8082546 http://biz.yahoo.com/bw/080212/20080212005536.html?.v=1 Thank you ports. Now I have no need for a console.
  2. I think we need an animator, don't we?? Doom 3 works with .lwo (Light Wave) files, but I bet you could just go through some conversion process. Check out this link for how to get 3D stuff into Doom 3. http://www.doom3world.org/phpbb2/viewtopic...3017&highlight= Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, etc. etc. You'll find everything in there. Especially important tutes on how to get models into Doom3
  3. There appears to be a lot of hate toward Bioware right now because they have not fixed the issues and are working on a PC version. Ouch . http://masseffect.bioware.com/forums/viewf....html?forum=125
  4. Well, we would have to see this first, but that's no real problem for now. Only thing we could need a hand in texturing, mapping (probably) and coding (has to be seen though). But nobody will force you to anything. IMO that is the only reason why Thief still has such a strong community after such a long time. LOL. You are right. Just wanted to get an overview of your style and what you did so far. The problem with ordering a story is, that we have to agree on something first. As you can imagine that caused quite a stir, because we had some ideas and some even presented a story, but it is very hard to come up with everybod can agreee upon. I guess I will make you a contributor and then we can discuss this in more detail. I don't want to talk to much about storie ideas on the public board, as this is one area where I wouldn't want to spoil anything. No problem with discussing algorithms or models, but certain things should be held back to have at least som surprises for our fans. I will wait on soime feedback from some other members. So far they were positive but it was to short a time to get a good sample. I guess in the evening I can give you a more definite answer on that. Your timezone would be a help, so we can better plan. Which area of physics? Can you also do some physics coding? That might be helpfull. It is not strictly required, just asking. We have other contacts who also have experience in D3 physics already, but of course having at least one teammeber would be preferable. I can imagine that. If I have the feeling that an algorithm is not good enough I rather rip it apart and write it new, than releasing it knowing it is not as good as it could be. That's good to hear. We have a very good team so far, and the standard is also very high. I certainly prefer to work on a professional team than with a bunch of 3771 hax0r script kiddies. Makes live much more easier.
  5. Lightgem is pretty much set by now. We already have three versions to choose from, so a fourth one would just cloud our minds even further. One thing I'm still not sure though. Can you do actual mapping, or just the lighting for maps?
  6. Here's the info for modifying animation speed: Try using this to create walk cycles for D3 monsters http://forums.thedarkmod.com/index.php?showt...&hl=setrate
  7. Crispy came across a very talented modeler on the indiegames forums, who goes by the name of Tricko. Since we're in pretty good shape as far as characters go, he suggest Tricko apply as an object modeler. I agree with this as well. Here is some of his modeling work. http://www.wazgrafix.com/
  8. Followup: one way to fix the failure to run (this is on the dev/deployment side): -main article: http://llbit.se/?p=19 -thread with the specifics on how (specifically, the fourth post): http://forums.microsoft.com/MSDN/ShowPost....65&SiteID=1
  9. if anyone wants to start mapping any of my models send me a pm or post here and i will prepare the lowpoly .. tomorrow if i will have some time ( too bad the holiday ended) i will start on some new models or try uwv some older ones,,will decide on that tomorrow:D
  10. GOD is punishing the Giants huh. OK, now you've gone too far, please leave the forums immediately
  11. We've already used some concave cms successfully. I'm pretty sure we posted that exact quote in another thread. http://forums.thedarkmod.com/index.php?s=&am...st&p=137162
  12. i've uploaded the .obj fo you onto Fps models/lights folder.. i tried mapping it but that class part and the alpha's confused me totally about how should i have done it...
  13. Can you head to the C:\WINDOWS\system32 folder and tell me which version the file dbghelp.dll has on your end? Right-click the file, go to properties and then version. My version is 5.1.2600.2180 which seems to be the most recent one, according to information I found on some forums.
  14. You can, but eventually it would be easiest if you got yourself hooked up with SVN. Then you can download the mod and look at all our assets, as well as upload anything new that you make. Instructions are here: http://forums.thedarkmod.com/index.php?showtopic=5449
  15. Made two changes - I took the rivets off of the spout, just to see how it looks, and I added rivets to the handle. Thoughts? Comments? The handle rivets look nice, I think, but I'm torn on the spout. Atti: UV mapping is right up there with character rigging as one of the most tedious parts of modelling. There's no "quick and easy" answer, and when you're doing game modelling, it gets even harder. Here are some tips: -Try to find "shapes" in your model - often, this will be a series of cylinders or boxes. Using the UVW Map modifier, apply an appropriate shape to it. The most common ones you'll use are planar, cylindrical, and box. -This will NEVER be enough - this is just a quick way to get it started. Apply an Unwrap UVW map, and click edit. Now take about a minute to cry. Done? Good. Now you get to move individual vertices and polygons. Play around with this tool, you will need to know it like the back of your hand. Learn, in particular, the Break, Weld, Target Weld, and Flatten tools. Figure out what they do, and how to use them.Remember, the bigger something appears within the texture space, the more detail you can put on it. Keep small pieces relatively small, and keep big ones relatively big. (Note, however, that curving or swirly shapes need more space, as well - on this water pump, the handle gets a pretty big swath of texture space since its normal map is rather detailed.) There's not much else to say, except practice, practice, practice. Once you have something unwrapped, apply a Checker map to its Diffuse slot - this will give you an idea of how badly textures are distorted on it. (Make sure you turn it on so it's visible in the viewport - this will help a LOT). Good luck!
  16. thanks a lot ! only one more question about mapping.. what is the best method to Uwv items? i've done some trying but the result wasnt much nice:)
  17. Consider the normal mapping done (aside from perhaps adding detail via flat texturing). I'm ready to upload, but once more - FTP does not work. This is a major problem. =P Edit: 1022 tris. A bit higher than I'd like, but it has a lot of nice detail around the top, and there shouldn't be more than one per map anyways. If desired, there's a few tris I should be able to shave off.
  18. Hot damn. Max 7's built-in normal mapping functions are awesome. To hell with Radeon's plug-in.
  19. OK, I've got the high poly all set - render is below. I'm unwrapping the low, and downloading the demo of 3DS Max 7 to test its normal mapping capabilities. Really, tho, I'm ordering the new version tonight, so the demo is more to last the three days till it arrives.
  20. no..i cant do much mapping/texturing so lets use yours..if yours allready Uwv-d i will give my ones to another project..
  21. You do have some good mapping skills from the looks of it. But as Spar said, right now isn't the time for us to start calling for more mappers. But on the other hand, the more prop guys we have the better. Are you talking about just doing props in radiant or can you use a pro 3D suite to do your thing?
  22. Nice! I like it I've been mapping for cod for ages but only just grappled with the doom3 editor this morning
  23. anyone has chilliskinner saved on his computer? i cant find a working link to it.. any other good mapping tool for max would be appreciated too if noone has chili...
  24. Clicky - video tut on the whole process here. It's 50 megs and you'll have to sign up for a free username at fileplanet if you haven't got one, but this vid by Brian Trepaning shows you the whole damn Max 7 normal mapping thang.
  25. The milestone goals for the coding and sound department have been defined and posted to the bugtracker. See also this post in the information forum: http://forums.thedarkmod.com/index.php?showtopic=7262 For the animation department, we just have a vague which might need some redefinition. Does the animation department want to define some goals they want to achieve till June? I believe that clear goals could help to focus on what's important, but ultimately this has to be decided by the people who actually do the work on our characters. Please post here what you think what's wise - I can help you guys putting the stuff in the tracker, if you want me to.
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