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I agree that sounds like the best idea. I'm curious though--can you control the speed that way? Does the snail change orientation as it travels (ie, can it turn 90 degrees or will it just move sideways?) The windows look good. Am I correct in assuming it's really easy to replace the transparent glass with an opaque skin? FM authors won't always want transparent glass for performance reasons, but if it's easy to replace we can just have two skins using the same mesh.
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It is still a static mesh, but I could add an animation (slide forward, while move the snail house and the eyes a bit) so that it will be a MD5 mesh. However, at the moment I do not know how to create a full blown NPC (and an autonomous snail would be one). On the other hand it would be too much for that little snail. We should stick to the initial idea: Moving the static mesh of the snail along some waypoints given in D3Ed. The snail does not really need any animations at all, it just slides forward. So, the snail would be technically a "train". Edit: I made a variation of the window mesh above, this time for the nobility:
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I am quite happy with Blender, and I would recommend it to everyone. Like with all more complex applications, you have to be ambitious until you get your first results. 1) Start with http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro. Although this wiki book has a badly chosen title, the beginning is helpful when you make your first steps with Blender. But beware - Blender is not really intuitive at the beginning. However, once you learned all the keyboard shortcuts, you'll quickly get into the workflow. I followed this tutorial up to the animation part of the Gingerbread man, and continued with... 2) ...http://blender3d.org/cms/Tutorials.243.0.html (esp. the "materials"-part is important). This is the official tutorial list, search there first when you want to learn something (e.g. animating a mesh). Take a look at several tutorials there, and extend your skills a bit. 3) Once you have created your first cube, your first vase and so on with Blender, you might want to export it to Doom. These tutorials are important, read them carefully: - http://www.quake3bits.com/htm/tutorials/do...ping_models.htm - http://www.quake3bits.com/htm/tutorials/do...ooth_groups.htm When using Goofos ASE Exporter instead of the proposed USM Exporter, you can export multiple objects at once and you do not have to merge them (that also implies multiple textures). Get the script here. Let me know if you run into any problems, Flix.
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Another question: is there a way to change model size in Radiant (e.g. make the barrel two times bigger)? In T3Ed there was DrawScale property that allowed us to do it. Do I need to use e.g. 3ds max in order to change mesh size?
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You use a patch mesh for it like spar did in the lightgem testmap. you could of course use a model for it though
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Concerning the vase: Yes, it should be "vasevaseantique_d.tga". This material name in the ASE file will not be read, all what matters is solely the *BITMAP string. *BITMAP "//base/models/darkmod/props/textures/vaseantique" There is no other texture declaration which is important for Doom. However, I don't see any problem with it at all (I just checked it in Radiant); did you change my 'material'-file? The spectacles-mesh has 2 textures: - the standard Doom glass texture - the trumpet texture So there is no need for another texture. Even if you don't wish to include the trumpet, simply insert the "trumpet"-texture. Basically, it's a generic golden shiny surface and could receive another name, such as "shineygolden". Edit: I thought that I used the correct texture path for my meshes (//base/models/darkmod/props/textures). Did you change it?
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Starforce shall soon die. > Not only did that Starforce forum admin boner post a link to wares right on the forums (linked earlier), and public voices are speaking out (editor of PC gamer, also linked IIRC?), but more publishers are stepping up and refusing to use it. No StarForce in NA SpellForce 2
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Hey, thanks. I'll make some variations of it. Ah, yes. The original Doom door is able to trigger portals, and it can consist of a model. I suppose our frobbable rotating door is some sort of modification which can do that as well; although I have to admit that I did not try to actually use TDM entities in the editor. Guess I have to ask Sparhawk for CVS read access. Another interesting point would be the implementation of door knobs, which should of course move before opening the door! Having only movers would certainly be a big limitation. I do not remember any door in D3 which consisted soley of brush geometry, even the simple ones were modeled. Hm, these windows seem to be a new invention. With the steam powered production process of these windows, even a sword cannot break them! They are, thanks to the Builder, indestructible - as he is himself! Well, I should stop being a Hammerite salesman for now. I could imagine that the whole mesh with one window in it can be destroyed (the window pictured above consists of 3 different meshes - the frame, left and right window). While that is certainly possible, it would alert nearly all guards in the flanking rooms, and is therefore out of question for a master thief.
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Hmmmm, this post is very much like you, oDDity. What is the exact difference between Ishtvan goes to the model forums because he needs something model-ish and oDDity goes to the sound forums because he needs something sound-ish ?
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Exactly, and if programmers need any special modifications for models they come an tell me about it, there's no need for me to search the coding forums looking for something that might interest me, it's usually all illegible nonsense as far as I'm concerned. At least when you guys come to the modeling forum you can look at the pretty pictures. Still, hopefully everyone knows where to look for sounds now.
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It looks like you used an atlas unwrap. YOu really want to use unfold3d. http://forums.thedarkmod.com/index.php?showtopic=2052
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Hmm, do you think a request thread in the beta-mapper forums would make sense? Or even better, a feedback thread? My point is that I'm unaware of any feedback from people actually using ambients and sfx so far, but we need that in order to straighten things out. I fear that in a year or so someone will drop in and say "sorry Schatten, but your ambients pop so much they burst my eardrums". I'd rather be able to fix issues in a progressive manner than to rework the whole bunch.
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i was thinking you should have a support paypal tho, pay 5$ US or so and be able to be testing the latest builds with the team and provide feedback in the dev forums. I'd pay simply cuz I wanna help... course youd have to put stipulations on ppl, like make them sign a non disclosure agreement so they cant leak crap without being sued. anyhow just a thought to earn the team money.
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Starforce possibly intentionally discrediting developers: http://www.evilavatar.com/forums/showthread.php?t=10527 IMO the majority of those who crack games do so because they never had any intention of buying it. You don't really lose a sale. That doesn't make it right, obviously, but that's just how it is. You were never going to make that sale.
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Uhm.. that's the Keeper training, you know. We have got carpets in these boards I have mailed all the finished meshes to Springheel, so eventually the mappers can put snails into their missions! Dram, can you make some sort of 'train' with a static mesh and waypoints in D3Ed?
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That would be a must. Concerning the normal maps: I am using Orb now, and I advise you to use it as well: 1) Open "settings.ini" and insert your desired resolution. 2) Open "autoexec.cfg" and insert the string "FlipYInNormalMap on" at the bottom. This is a requirement for D3. 3) Get into your modeling application, and place both the high and low polygon mesh directly on each other. Is is important that their point of origin is at the very same position. 4) Export the meshes (OBJ worked best for me) 5) Edit the "head.cfg" with your new mesh names, keep the other settings. Notify me if you encounter any problems with it, Flix. Edit: Note that only the low polygon count mesh needs an UV map.
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I don't have any images with a mesh on them handy, but here's an example of a texture and normalmap. and here's the normal map generated from the highpoly model with d3's renderbump: Which was used for the following model: http://forums.thedarkmod.com/index.php?act=A...ype=post&id=774
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1)You don't get what I'm saying. I didn't mean Carmack gives the source code on release day to make them sell more. I meant Carmack gives the sourcecode, whenever he does, just to please the fan boys and have them buy his FUTURE games just because he's such a Saint. You did agree Doom 3 was boring after all... Just showing how this "every nice thing Valve does is purely based on profit" can work just the same for ID if someone really wants to say it. In the case of Doom 3 modding, you prefer getting the source code some 5 years from now when the game is 100% dead rather than get better developing support from the start? You might as well stop working on The Dark Mod then and get back to it when the D3 source is available, if ever. Unless I missed something and it's already released? 2) Well, your quote tags were annoying since they didn't work, I didn't want to do the same. I guess you just typed them wrong though since they work on your last post.
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What about this one from our very own forums?
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heeeey, that's pretty sweet! Well hell, i guess your choice now is if you want to be a beta mapper or a team member. The only differences are: Team Members: *Always have access to most recent mod crap *Have sort of a deadline - for example: when we make our campaign us mappers will have to crank out levels like they're cheeseburgers *Are LEETER (jk ) *Usually have to be quite active on forums (ie: not disappear for years) Beta Mappers: *Get Builds rather then constant access *No deadline - they are doing just their own things for themselves - their own fm's rather then predetermined things *No obligation to be super active but feedback is expected from them, such as bugs possible improvements etc Both: *Both take part in making tutorials for FM-making directly related to DarkMod. They don't need to do this but it helps if they discover a new way of doing things and document it for the whole community to use in the future *Give their resources to the DarkMod team to be packed with the mod so there are more models etc to use upon release (no point keeping a model to yourself - plus it's part of the agreement of joining the team - whatever you create you have rights over but the community is free to use it only for DarkMod related missions or tools etc [i don't know if it encompasses T1/2/3 too]) Basically now you have to choose which suits you better. I have spare time usually quite regularly, so I have enough time to be a Team Member, but if you have very sparse time then it might be a better idea to join the beta mappers. None is better then the other, just depends how much time you are willing to spend into TDM. Once you choose NH or Spar or whoever will give you the correct privileges etc. Welcome on board wherever you choose @NH: I'm expecting he's coming on board - he's good at mapping AND modelling - which is excellent
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Hello and welcome to the TDM forums I'm glad to be able to tell you that mantling is already finished (and is extremely good, much better then in thief 1/2 or 3) AI is in development and so far they're going great We have several Team Mappers and several Beta Mappers atm so if you wish to apply for a position in either please send an application to recruiting@thedarkmod.com and New Horizon should get back to you soon. Well, the SDK allows many things except access to the renderer, however you can do many many things with scripts. You can make a script for a map to make for example a monster appear after a certain time somewhere etc. So in general, D3's scripting is very good. Hope that answers your questions
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hehe, on the Dev forums Odd can be reasonable, but also the same as here. Plus i recall a few times when he was level headed here.
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I remember hearing about a bug where you have to clone it once to get it to appear as a mesh, but could be wrong.
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I've got a really annoying problem that is probably very easy to solve: I don't see models in CAM or XY view. Eg. Right click>func>func_rotating Entity Inspector>Model>mapobjects>lab>loadingplatform>loadingplatform.lwo Click OK and... nothing... no changes in viewport. Entity still loks like a brush in CAM and XY viewport. In RENDER it looks OK. What's wrong? Is this dependent on some view setting? I've been trying to figure out how to enable mesh view for few hours and... I have no idea what to do.
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FliX, you need to add more details to your bath tub; the polygon count doesn't matter at this time. Add some elaborated squiggles to the upper border, and normalmap the mesh in Doom 3. You can then use the detailed normal map on the low polygon count bath tub. Oh, and reconsider the use of certain squiggles at the bottom of your posts Edit: First, create both a high and low polygon count model of your bath tub; its dimensions should of course be the same. UV map them both. Then, use the internal renderbump feature of Doom 3, as explained here.