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  1. Wouldn't look quite as good, because patches are very regular and can only be textured with brush textures. You can UV map objects and hence have more detail.
  2. If it's dark metal a specular map alone would be a nice improvement, it would add the whole "edges catching light" thing that it does.
  3. Hmm, some constructive critisicm, the design is very good, but compared to the wood around it, it looks kind of dull in color and kinda flat. Possibly the normal map needs to be deeper?
  4. lol i think i might hang around for a bit then do some playing in doom3edit if u look in the section where ya can offer to help etc u can see some of my work. I wanna do some work on that map
  5. Ok so i figured out all the differences in the cod radiant and doom3 radiant and below is a pic of what i've done so far (about 30minutes-1hours work). I know its all in caulk but i cant to 2d texture design and its for my western mod so none of the doom3 ones fit the task If u want me to develop a map for this mod just give me an idea for a location etc and i'll get cracking Also any textures you would want me to include Finally, i know that picture is very basic but i can do more advanced things aswell so just ask on msn (joelcoldson@hotmail.com) or here if u want to see some Thanx DraVen
  6. That's what I'm wondering too. I've seen the propagation in effect, and yet Domarius recently put up a map that shows something's not working right with it.
  7. Atti, 3ds Max 7 now has its own normal map plugin as standard...so
  8. lol I think that would be far too complicated and would look rather flat. the pointers were even in T2 objects ! is it possible to make the pointers and the pendulum seperate objects, but add them to the clock someway, so that they are already placed on the right postion, if you add a grandfatherclock to your map ?
  9. "It would be interesting to see if we could create 'AI objects' that could be interacted with by AI in the area, like a chair that they might wander over to and sit in, or a fire that they warm their hands at, or a book they look down at and flip a page. Little touches like that could add to the realism of the situation. The interaction could probably be scripted and attached to the object itself, so than any non-alerted AI (or perhaps only civilian AI) that comes near the object has a 20% chance of 'using' it. This might require extra animation work, however, unless we stick to things that are already going to be animated. I think the idea has endless comic relief value as well. For example, creating a wine bottle that AI occasionally stop and take a drink from, or a painting they occasionally stop and scratch their head in front of." Just wanted to get that idea posted here. My thought was the either 1) individual objects be created with this property, or 2) normal objects can be someone gifted with this property when placed in a map. The idea being that AI will not stop and sit in any chair they pass. A single chair would be defined (somehow) as 'AI-usable'. Any calm AI within a certain radius may be affected (perentage chance each time they come within range). If they are affected, they 'use' the object. In this case, they would sit down for a small amount of time before getting up and resuming their patrol. We would have to come up with objects that either use an existing animation (like sitting) or could use a generic animation. I can expand on this later, just wanted to get it down.
  10. i'll prepare the low poly version then.. my question is..do you want to make the normal map with PS or will you generate it by using the highpoly mesh? cause if you're working with ps than i will start straight with the lowpoly next time.. btw is there any free 3d application that i could do the normal maps with? that ati normalmapper's exporter not works..at least not with studiomax7
  11. Sorry, I dunno the technical lingo to know if I mean "normal" or "specular" map Just so the feathers have a very minor amount of brilliance (not illumination) to them as you walk back and forth by them... as if they're picking up some of the light in the room.
  12. hm, maybe we can make that with a specular-map. not sure if it'd look good though...
  13. The barrels are all fine, I'd just suggest lighting the metal parts in the spec map to give them a more metallic look. I thought morrowind could handle plenty of polys Atti, I remember seeing in the construction kit that a charcater in full daedric armour was about 5000 polys. I've never seen a higher poly model than that in any game.
  14. yeah - great work oDDity ! here's the shader for transparent-textures: models/props/furniture/table/desk1 { noSelfShadow bumpmap models/props/furniture/table/desk1_local.tga specularmap models/props/furniture/table/desk1_s.tga { blend diffuseMap map models/props/furniture/table/desk1_d.tga alphaTest 0.5 } }
  15. The top of the barrel will be flat anyway and it shouldn't. A normal map doesn't work sideways. So it is better to create some geometry for the top to make it more bumpy.
  16. nah that red area dont have to be much deep.. and 10 sided barrel would look silly maybe it would be good for the more cylindrical version but not for that...i think ..i hink you should try applying the normal map it will look good..
  17. yea i nkow there are many variation but their position is essential because of the normal map'S highpoly source
  18. I vote for no tilting. If I'm facing upward and confused about which way the compass really means, I can always look forward again, no big deal. I have to sympathise with TYROT about not having a compass at all on the HUD. I can't remember the last time I intentionally selected the compass as an item in T2. Only the odd occasion when I'm truley lost and am carefully studying the map and my surroundings to get a bearing on where I should go. Maybe we should keep it as an item, like in T2. (Yeah I've changed my tact, but that's what discussion is for ) I also vote against the ambient sound to replace the lightgem. Surely the lightgem is tried and true - simple and practical. Why do we need a replacement? Sure, you aren't MEANT to be in bright light much, but the fact is that all sounds must overlap, whereas the lightgem HUD item only overlaps a tiny portion of the screen. If you are straining to hear if there are guards footsteps approaching from afar and happen to not have shadows around you, the ambience would drown it out (I have the T2 ambient music turned down to less than half of normal volume). Conversly, if you are straining to see something tiny in the distance, even if the light gem is obscuring it, all you have to do is move the screen a bit.
  19. oDDity

    Plate

    No, whichever way you cut it, it's not worth the extra polys, an alpha map is the way to go. You could decrease the poly count in the plate furthur by making it one sided. Does anyone know if making objects twosided in the .mtr file, doubles their poly count? Or is it just rendering the texure from both sides, in which case there is no performace hit at all.
  20. are you sure that the top cannot be simulated with normal map?anyway if not i will edit it.. for now i will upload these.. edit: they are in the Props/misc/barrel folder
  21. I'm not entirely sure what you mean by all that. Yes you can make the high res object with subpatches and then freeze at 4 or 5 divisions, that's the best way to get good normal map. Not sure what you mean about making the low poly version by freezing at 2. You're high poly subpatched version even frozen at level 2 will be a lot of polys, and this poly count will be doubled if you just triple it you triple it. The when you toggle off subpatch modde the low poly cage can look very bad compared to the subpatch version, if you have been doing a lot of tweaking in subpatch mode. What I usually do if I am going to use qemLOSS, is to freeze he subpatch object at level 2 and then run qemLOSS. Like I said, you are better off just remodeling a low res version.
  22. dear oDDity I know your honesty is your personal guide. And you told me you were honest with yourself till you get this level of modelling.. And i think you are about to write a book called LW for DOOM3..I mean you are really giving book level information..i have already made NOTES from oDDity document file...Im copying pasting everything you post... I know qemLoss is not that much functional..It needs lotta tweaking..But i was thinking the make the same model with lets say 5 or 4 patch division in modeler... And making everything in hires with this 5 patch division level and making a NORMAL MAP from that division level... and then Freeze the low poly object let say in 2 division..and make the triple later on.. what do you say ... actually i should try first..Because everything is already patch divided (sub patch) the tweaking should be less.. That s why i will model everything with subpatches what do you think? Thanks for reminding the smoothing angle 180... i was really freaking out already. from your posts i understand so many details. because i was getting excited more and more working here, i was pushing Atti to LW side hopefully he can try one day... Honestly, BEST..
  23. it will be really great to see such excellent models around the map as that lamp
  24. Whoa, very cool! I've been wanting to get lamposts in the game for a while now. These look awesome and kind of unique. I haven't seen one quite like them. I like the 'flavour'. Man, these models are seriously making me want to run around a map with them in it.
  25. Hehe, ok, well I look forward to seeing one of you models in the game with a normal map then I'm currently working out all the parameters for material files and shaders (there's a fucking list the length of your arm) and the best use of normal maps and spec maps, and how they relate to the best low poly model design. I'll post any useful info up when I discover any.
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