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  1. These are the statues SH was talking about, you'd need to make a low poly mesh around them and normal map them. I suppose they are quite builder/religious specific though. And they have no backs, because they were meant to be standing in an alcove.
  2. Thanks, it would seem you and Dram are my only hope. With this type of modelling activity, it's no real surprise we have a relatively low number of model assets. This is another reason I'd like to get past this little goal and maybe start to learn Blender. Perhaps we should ring the "TDM needs your help" bell yet again. Sigh. It's especially annoying to go over to TTLG forums and see new maps going up with fantastic textures (this comes to mind: http://www.ttlg.com/forums/showthread.php?t=107358) and tons of new models etc., where it seems like everyone has something to contribute, yet they won't help TDM. Whatever, more wasted words, same old rant.
  3. Hello there! I go by the nick Spitter in TTLG (and in your darkmod forums) and I'd be interested in joining your team as a beta mapper. My previous work with dromed can be previewed from my site http://thief.interstellarburst.com/levels/, with the T2 FM 'Saints and Thieves' being my most recent and showing most prominent signs of my skills as an editor. I've used Dromed since 1999 or so, so I have my share of editing experience with it. However, I'm quite sick of it by now so it's time to move on. As for Radiant, I picked it up a few months ago and I've been practicing it in form of a deathmatch map. I've reached the stage of an early beta release on it and I must say my interest in it is starting to fade, considering that the doom 3 deathmatch isn't exactly the sport of kings. Screenshots can be viewed here: http://www.interstellarburst.com/doom3/dm_totty.html and the beta itself can be downloaded from http://www.interstellarburst.com/jani/baet...totty_beta1.pk4 (just place it into /doom 3/base/). A word of warning: it IS still a beta, nevertheless, and it needs some cleaning up if I ever bother to actually release it. Hence there are some issues, namely odd disappearing brush surfaces (yeah thanks a lot for that, doom 3), no clip brushing (have your noclip ready if and when you get stuck), no sounds (it's a bit quiet) and the lighting in the yard needs work. Oh, and it doesn't really show up in the Create Server screen which is really odd and I have no idea what I fucked up in the .def file. All in all, however, it was great practice and I now feel very comfortable with Radiant. Waiting to hear back from you! Spitter jani@interstellarburst.com
  4. The reason might be that the collision mesh has not proper material (common/collision...?) and it's not recognized as a collision mesh so it's rendered and covers the actual model.
  5. Ok, the last update was an improvement...now I can see the entire mesh in the editor window. However, nothing shows up the grid window (odd), and none of the textures are currently working. Did you change the materials?
  6. Hey, if they want to go ahead and draw lots of things with no expectation that they'll ever be used for anything, feel free. They can post their work in the public forums or you could post it for them here if you'd rather.
  7. OK, I think that's a problem with the mesh smoothing. This would need to be checked in a modelling app, and vertices unwelded if necessary.
  8. kfmccall

    Art Team

    Hey everyone, After senior year, I talked to a bunch of friends that became very interested in concept art after looking at some of my 'art' which was essentially thedarkmod design work, and would like to work for the team to get some experience and just have some fun this summer designing video games. I told them about the mod, and many have expressed an interest in working for the team. We're all within driving distance of eachother here in Arizona, and could serve as somewhat of a design hub capable of meeting regularly and collaborating on the concept aspect of the mod. There are about 5 other students who would like to contribute; should I get each to register on the forums and apply separately? Let me know what you think.
  9. The reason was that this model was made of four objects - 3 diffrent for diffrent materials and 1 for collision mesh. I've looked into wallcandles1.lwo model, which has collision mesh as well but it's only one mesh with diffrent materials. So did I with the new well model, and now I'm curious if it works. I read somewhere on this forum, that Multi-Sub-Objects Materials from 3Dsmax (several materials for one mesh) don't work in doom engine. Let's see...
  10. Ah right! Didn't think of that. You would see the opposite side of the mesh because they would be inverted as well. Still, it's worth to make sure. Can't hurt. At least with ASE from Blender I also had problems with multiple materials, so this could be the case.
  11. If the normals were flipped then you would see the back sides of polygons which you wouldn't see normally. That doesn't cause the whole mesh to dissapear. Must be something else... It looks like doom engine recognize only first object from the file. I'll try to make them as one mesh but with several materials.
  12. Highres? I'm actually not sure whichever one is the real one. Isn't the highres stuff the really big bloated stuff? Like, 4Mb textures we panned a long while ago due to ridiculous sizes? Also, should we separate this stuff out of this thread and give it its own? Hold on, let me find where we jumped off the tracks. Edit: it looks like everything from here onward (or perhaps the next, but this is what started it): http://forums.thedarkmod.com/index.php?s=&am...ost&p=73270 is safe to move into a separate thread. If anyone would be willing/able to do that, of course.
  13. Hmm... I have no idea why... Maybe something's wrong with materials' names? In 3dsmax they were: tdm_well_stone tdm_well_wood tdm_well_metal but tags in misc.mtr are without the "tdm_" prefix. Is that OK? --- Tommorow I should get Doom3 (eventually...) so soon I'll be able to test my models by myself before I upload them to CVS...
  14. It is the specular, try "r_skipSpecular 1" and watch the strange lighting revert to a simple black mesh. Essentially you are seeing a physically-invalid effect because the diffusemap says "reflects no light" but the midgrey specular map says "reflects quite a lot of light". That's very strange - it implies that the texture for an architectural mesh is a type of "prop".
  15. It's my first time, when I'm going to commit something to CVS, so could you just tell me if it's right or wrong? Atti's model: well.lwo -----> models/darkmod/props/misc textures: well_512.tga -----> models/darkmod/props/textures well_local.tga -----> models/darkmod/props/textures material: added lines in misc.mtr well { diffusemap models/darkmod/props/textures/well_512.tga bumpmap models/darkmod/props/textures/well_local.tga } Model has collision mesh which is slightly less complex, because it's made mostly of wood. Correct me if I'm wrong but I think that wooden parts of model should be wrapped by collision mesh more accurately than the stone or metal ones. That's because arrow will stick into the wood and we don't want to see it stuck in the air, while it will break when hitting the harder materials so it will look OK anyway... I found some material names (wood, metal) in material files for other models. Which one should I write for the well? It's made of three materials and at least two of them (wood, stone) should be recognized by engine. I'm not sure but doesn't the doom engine use the material maps?
  16. I'll help with textures! Look see, http://forums.thedarkmod.com/index.php?showt...=1878&st=50 I will make you textures! No maps or anything, but I can help in some way. The ones I made today are remincent of Thief Gold. A bit like the floor in http://www.mindplaces.com/darkmod/screen24.jpg. (I felt a "noes! I am guilty and must help these poor burdened people!" I just really want TDM to be as good as possible). And I will learn to map. Ordered D3. I'm no programmer though.
  17. Arumakani

    Pushing

    So can those 3 models of the Thief actually be used in game? The renders that is. http://forums.thedarkmod.com/uploads/post-5-1109789155.jpg http://forums.thedarkmod.com/uploads/post-5-1109789502.jpg http://forums.thedarkmod.com/uploads/post-5-1109801299.jpg
  18. The monster clip is especially important, this should be used everywhere it can. Basically anywhere a monster cannot go can be sectioned off by adding a brush textured with the appropriate clip texture to remove the geometry from the AAS. This includes, for example, putting a clip "wall" over a mesh or patch fence which the AI cannot get past.
  19. That's no surprise, silly. http://forums.thedarkmod.com/index.php?s=&am...ost&p=64447 It's weird how after most kills, or physics actions, there is always a brief fraction-of-a-second pause, where either the model repositions itself or something intensive calculates, or something... is that a side effect of Havok or just in every Valve game ever? I remember HL1 suffered from terrible stuttering. Either way, looks great, as expected from Arkane. Too bad about you-know-what.
  20. Ishtvan, in case you didn't see this: http://forums.thedarkmod.com/index.php?showtopic=3965&hl=
  21. AFAIK the collision model for statics is the original mesh because they're statics. In other words, ALL models by ID are pretty much like that (static meshes of course).
  22. I never really understood collision models, in my view you should just be able to create a model in your 3D app along with the actual mesh, and use it as the collision model - however when I made a mover I had to muck around with drawing brushes and exporting or something like that before the mover would respond properly.
  23. I suspect it's because collision models haven't been made for most of our models, and when D3 has to make one on the fly it just uses the original mesh. Eventually we will have to make simplified collision models, but I think that's primarily an optimization issue (though I could be wrong). I've noticed that problem too. But how would that cause the player to get stuck? And shouldn't the objects 'fall' down onto the table at map start-up?
  24. We almost certainly will not have guards reviving their KOed friends in the first release. It would be very technically difficult to do. (there have been other threads about this in the public forums)
  25. Thank you, good work! I almost thought the database (=Forums Content) would be lost. Think you could burn it down some time? stop with the pron ftp lolz
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