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  1. So the compass takes it's lighting from the environment like other objrects in the map, and will need to be low res with normal, and spec maps?
  2. It's coming together very nicely, BT. Pretty good work for a newbie! We should probably put a specular map on this to get a glossy look for the wood. Right now it seems to absorb the light a little too much. Once we get the size just right for this chair, we should use it as a base to model all our other objects that might require sitting animations.
  3. I managed to get it sorted out, I didn't need any .def file actually, just wrote a material shader. I got the lightwave normal map plugin working (I just needed to get the LW8 version) so I didn't have to bother pissing about with renderbump. I can tell you now how to get a complete textured, normaled, speced static mesh into Doom using Lightwave, but since no one else here uses LW, there isn't much point As for getiing animated characters into the game, I'll cross that bridge when I come to it...
  4. Yes, it's great texturing, render it with some decent lighting to show of the textures better. The cushion on the seat and back didn't have to be modeled in though, the normal map would have sorted that out. The general rule is never to use more polys that absolutely necessary. They soon add up when building a level, and the less polys each individual object has, the more the level designer can put in the room without straining people's systems. quote " maybe you can't see that, because of the perspective, but the green-leg isn't just a simple cube. At first it's a simple cube, then it get's smaller and at the end it get's thicker again" Exactly, that's an unecessary expense) you could just taper the leg from top to bottom and have 2 triangles per side. Beveling detail can also be done with normal maps, and no one is really going to notice the base or chair legs anyway. Just little things like that you should be thinking about when making the low poly versions of meshes.
  5. Hm. I have the file "custom.mtr" in Doom3/darkmod/materials. Is that right? That's where it was in the original zip from the FTP site. Edit: I'm told, when reloading a test map: WARNING: Couldn't load image: textures/dark_mod/crypt/floors/wood/crypt_floor_wood02 Even though it's right in my media tree, and I can select it just fine (blind - can't actually see it).
  6. Good point. I think the D3 screen is a map too (you can see the polys with r_showtris 1) but it's obviously tiny and quick to load. Hey... maybe D3 has a certain amount of memory set aside specifically for the menu, and that's how their Mars model is instantaneous. I wonder how small a nice street scene (building facades only) could be made.
  7. No, since it would only be for a shot (moving or otherwise) it could be just a detailed street, with varied rooftops as filler (no buildings, etc - optimized in other words) with the view in the distance. No need for it to be a full map.
  8. sparhawk

    Goblet

    I know what you mean. I also can't sleep when I'm on the SDK. If you texture this stuff do you know how to get it in-game? I know how to do this, but I don't know how to apply the normalmaps, so I usually do only the colour map.
  9. I just created a new lightgem for me to test. The problem that I have is I don't know how to create this UV mapped texture. Any suggestions? I'm using Blender for that. I thought that Blender should write that when I bake the texture, but I can't find the file. It asks me for a filename and for the size and then I can't find it. Any ideas? It created one strange looking texture that could be the UV map, but there are part of the other textures missing. I really could use a helping hand there.
  10. Coin pouch is up on the FTP in ASE and a TGA for the UV map. There may be a little stretching around the edges, so let me know if I need to re-UV it. It's a simple little model so it shouldn't be a big deal.
  11. I don't get it - what's wrong with the corners ?? The problem with the model is that there are some really unnecesarry faces (for example on the back chair-legs) that are even so small that it's a pain in the ass to UV-map it. I don't where they come from and I also don't know, how to handle this. I'm still a noob at modelling.
  12. Anybody care to explain how I can activate the normal mapping? I used the bumpmap in the material but I think this is wrong. What is the command of the map that I must use for this?
  13. Fair enough - but I definitely included a normal map in the package I gave you. Anyway, I'll resize and repost later today.
  14. Let's go ahead and normal-map everything. Might as well aim to have it look awesome...the technology will be catching up while we work anyway. But the first thing that should be done is *resizing* the coins so they aren't so gigantic! Btw, Deep Omega, speaking of resizing, did you ever have any luck with that fancy wall-light you were working on?
  15. Those coins REALLY need a normal map. Trust me. You'll be amazed. As for normal mapping... Well, basically EVERY DOOM 3 object is normal mapped. <shrugs> It's your choice, obviously, but I seriously recommend it. Remember that normals don't need to be same rez as the diffuse.
  16. Normal map the hell out of those books and they'll be good to go - same with the coins. Very nice! I have a few little things I've been knocking around, which I'll render and post when I get back to my dorm.
  17. The coins might not look as good because they seem to be the size of dinner plates. The probably could use a specular map to make them look shinier in the light...we may have to reopen the topic of loot textures. Also, isn't that table still a little low? It looks about the same height as the trim along the wall....about 1' high.
  18. I'll upload them as soon as I complete the small details of the UV-map.
  19. Well, the final textures would be applied via the material so this wouldn't matter. Of course. But I don't know how this is done when more than one texture is used. How do you tell Doom3 where each texture should go? UV mapping just tells the engine how to apply a texture, but not which one should go on a particular spot. Oh! Or you must combine the multiple textures into a single one and then UV map this, right?
  20. It would be a very good re-playability feature. It's not something you tend to see a lot of nowadays, games being made as a kind of interactive movie. Instead of like the original Worms game for the PC, which had a lot of work put into it's random level generator. I've often wanted the very feature just described by SneaksieDave, in many newer games, for replayability. It wouldn't be more technically complex than having several player spawn points in a Doom 2 map.
  21. Sparhawk would really like to get the lightgem into the game so he can begin coding it. Now that we have the model, can I get someone to volunteer to UV map and/or skin it? I don't think the skin needs to be very complex...it almost looks good enough without one, frankly.
  22. That's Ren's map with some textures added by BT. I don't know if it's game-ready, but it should be!
  23. 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.
  24. don't worry guys i am still here ..I have been away for a little while dealing with my freelance work ..it came up unexpectedly..I should have dropped you a line but I didn’t expect to be away for a few days. As an update the noble man model is being detailed in zbrush at the moment so I can generate the normal map. I will try to get an update up at the end of the week as I have to be away a couple of days this week again. I am still very enthusiastic about the project and should be able to spend a lot more time on it week commencing the 29 th ..perhaps that week should see it complete. Were do I upload assets ?
  25. I need help (or someone to do it for me) to UV map this object.
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