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  1. The shadow mesh for the thief (models_src\thief_mb) is missing from fbx_import.mb, but is probably present in the other mesh files in that folder. Do we currently have any modellers who can work on AI? I haven't seen ascottk recently. If not then I guess I will have to adopt this role too and try to work out how to get the shadow mesh back into the thief model.
  2. I don't think we have any non-corpse ragdolls for testing physics. It would be nice to get some of these, and they can be very simple. For example: Take the existing bucket model we have, and add a handle to it. Then make a ragdoll for it that just has two bodies (bucket, handle) and one joint (hinge joint connecting bucket and handle). Making the AF file for the ragdoll can be tricky, but I think we have some modelers with some experience in that now. Another more labor-intensive example would be a morning star or flail.
  3. Baddcog, I see you added a new folder in the kitchen section for food. I can see the logic behind that move, but it creates problems when we already have food in the main kitchen folder. If we move them, it breaks existing maps. If we don't move them, it creates confusion when mappers look for food models. I'd rather not create new sub-categories inside existing folders unless there's a pressing reason. In this case, I think it's pretty intuitive to look for food in the "kitchen" folder. I'm interested in hearing how other people feel about it, however.
  4. Some of our really old models could use a little touching up, so I've been going through where I can and making some adjustments. I'm trying to keep the dimensions and origin the same in case they're already being used in maps (but I'm also grid-aligning them at the same time, so they might be a bit off). Here's the first alteration to squarehanginglamp.lwo. (edit: Moved to forum where beta-mappers can see it)
  5. greebo

    Model issues

    This is a small list of models having shader problems. I'll edit this post as I find the problems and describe the cause of the issue. models\darkmod\props\containers\bc_chest03.ase => shader bc_chest03 not existent models\darkmod\props\containers\bc_chest03_lid.ase => shader bc_chest03 not existent All three below use the shader tdm_grave_chain1. I could fix the diffuse, but bump and specular textures are missing. models\darkmod\props\graveyard\grave_chain_broken.lwo models\darkmod\props\graveyard\grave_chain_long.lwo models\darkmod\props\graveyard\grave_chain_short.lwo Shader problem: tdm_grave_fence1 (used by graveyard models): both models/darkmod/props/textures/fence1_d.tga and fence1_local.tga are missing. models\darkmod\props\containers\sack1_low.lwo => Shader Default referenced, which is non-existent models\darkmod\nature\trees\bc_*pot_tree => Shaders tree_bark02 and dirt1 referenced but missing. models\darkmod\props\readables\book_t1: The skin burnt_book1 points to the shader burntbook_t1, which references the non-existent props/textures/burntbook_t1.tga models\darkmod\props\tools\mop.lwo: The shader tdm_mop references non-existent images: props/textures/mop_d.tga and mop_local.tga.
  6. I've noticed that our commode model ( http://www.mindplaces.com/darkmod/screen15.jpg ) has some strange shadow problems. I just checked out the uvmap and it's a mess. I suspect that might be causing the problem, though I'm not sure. Modellers, does this look right to you?
  7. Alright, you all probably know by now I'm using Max. Most of you are using Maya, Blender or Lightwave. So, we can each model according to a relative sized Ai. But how tall is that Ai, and which one? Now this is fine for most stuff no doubt. A knee high ceramic pot is a knee high ceramic pot. Who cares if it's 3.0 feet or 3.1 feet tall. I sure don't, as long as the flinderz match But seriously, I was just starting to work on a door, so I imported a few doors to match em up. The mansion doors and windowed doors are the same size. According to the scale I've been using those doors would be 11 feet tall by 5.325 feet wide. I figured those should be approx 10 feet tall, so I changed the scale and now they are 4.841 wide. If I bring it down to 8 feet tall it is 3.873 wide. So you can see the delima: First I'm not sure exactly which size it should be, but these are big in game so I'd say 10 feet. Second, they aren't very accurate h/w. I'd think they'd want to be 10x5 or 4x8, but even dimensions at least. From another modelers program, what size are these doors? Why can't all programs just default in feet? Let the euro's figure it out I haven't imported any door frames yet, and maybe they are filling the fractional gap, but what if author wants to just use brushes for doorframes? Or are we aiming for using object door frames on all doors? Anyway, I think it'll be nice for modelers later to have specific numbers to work with any program they choose.
  8. mikebart

    tree model

    Hi, heres a tree model Ive made that I thought you guys could use. In the .rar theres 3 .ase's; 1. poplar_base: tree with trunk and branches (no foliage) 2. poplar_foliage 3. poplar_full: tree model with full foliage the poplar_full model is about 240tris. You can add the 'poplar_foliage' model to the 'poplar_base' multiple times to create many tree variants. Im not too sure about the best way to aprouch animating the tree, I guess I could leave that up to you guys, the Ground Zero mod is using it aswell so im sure they'll make some improvements on it too. Also ill experiment with vertex blending to try and get some more colour variation out of the leaves. Download
  9. Hey guys. The forums have been successfully upgraded, although it took longer than I thought due to some extensive mysql queries that had to be run. This version of IPB is the newest, and it includes changes, new features and more. Please have a look around! IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Yes, the skin is currently toe default IPB skin, but this will be changed ASAP. It takes some time to update the changes in the original darkmod-skin, so please be patient. If you spot anything out of order (e.g. bugs) or you have suggestions or general feedback, please use this thread. Because of a new CAPTCHA (Completely Automatic Public Turing Test to Tell Computers and Humans Apart) system introduced in this version, I have now disabled the manual validation process of new members. Cheers, ~m2
  10. Alright, the forum has successfully been upgraded to IPB version 2.2.2. If you have any comments, bug reports, suggestion or general feedback, post it here. IMPORTANT: Since a lot of the client-script files have been updated it is mandatory to empty your cached files from this forum. You can either empty your browser cache if you want to (check the settings), or you can do a hard refresh (this is usually done by holding the Ctrl-button while you hit 'Refresh'). Cheers, ~m2
  11. I will upgrade the DarkMod forums this Friday to the newest IPB version. This will hopefully help us stop the spammers from signing up so we can get rid of the manual authentication process. The forums will be unavailable for some time, and the skin might not look normal after the upgrade. Just a heads up. Cheers, ~m2
  12. I would like to have some light emitting mushrooms in our cave area. Pinkdot, would you like to make some? If you don't have time I can make some myself, but I have a feeling that the results will look better if you make them.
  13. Now that the inventory is working, I'd like to make a request for specific player tool models. I think the next stage is to start getting the player tools working, and we'll need models to go along with them. We need the following things: *blackjack (exists in md5mesh form, need .lwo for map use--current one is only modelled on one side, I believe) *spyglass (we might want an open and closed version) http://www.stanleylondon.com/tele16-7.jpg *mine http://thief.ovh.org/ekwipunek3/mine.jpg http://www.thief-thecircle.com/thief3/show.../t3art/mine.jpg http://www.thief-thecircle.com/thief3/show...ressor_high.jpg *flashbomb http://www.mindplaces.com/save/flashbomb.jpg Small throwable rock (apple-sized) Breath Potion (Something like the image below, though not necessarily so round) Speed Potion (no concept yet)
  14. At over 700Mb, the models directory is now the biggest size offender by a long shot. Some of that is necessary of course, but a lot of it is not. The Thief-style wall lamp is a good example, with the diffuse being a ginormous 4Mb (despite being blurry/pixelated), and for such a small object. There's no reason it can't use a 683kb DDS, by the same conventions that have already been accepted for geometry textures. There's no noticeable loss, and a space savings of around 75%. That said, if no one objects, I'd like to take a side project (little bit here, little bit there, as the urge hits - that doesn't mean I promise to do it all, nor that outside help isn't welcome, but that's up to you) to convert them as appropriate to DDS. This would be diffuses and speculars only, as is also convention with the texturing division. It seems right now, the only model in the whole mod even using a DDS is the bell I made. Objections?
  15. I created a new bursh and then selected "Create Model...". Now when I look at the models, some of the look a bit weird. Mostly loot, that I'm looking at. For example the goblet1.lwo is viisble but it is enclosed with a default texture which looks as if there is something like "collide" written on it. I assume this is the collision model? if that's the case, it's a bit strange to look at, because you can't properly see the model. Other models like snail.ase look ok though.
  16. Not sure what is causing this. I'm testing under windows since I can compile on linux for some reason. Basically, I'm seeing this when I make the model viewer any larger. As you can see, it's cutting off the top of the model and not scaling the actual render view...just creating empty black space. Not sure if this has something to do with the user.xml file mentioned elsewhere...but I cleared all of my DR settings, so I thought that this should reset it as well. This is also a fresh installation, I removed all previous versions. In regards to the model preview, I had anticipated that it would be resized more like this, rather than a large rectangular box. This may be an issue with my files, so I'll wait until someone has a look into it. If it is only scaling up to a large rectangle, it would be far more beneficial to reduce the width of the other two windows and give DR users a nice large window to view their selections. I will report this in the DR bug tracker as well, with a corresponding link to this thread.
  17. Certain ASE models do not load, showing 0 vertices in the preview and having no geometry. An example is entrance_v5.ase from greebo.
  18. Could somebody construct a model that either has no triangles or is a 16x16x16 cube textured with nodraw, and call it "empty" (or some other name that would be fitting)? Thanks.
  19. Whenever I'm using models in a map, it drives me nuts when I use the entity direction buttons to have a model face south, and it instead faces west, and I end up having to try out a few buttons to figure out how to get the model to face the direction I want. (assuming I don't want to use free rotation) It'd be nice if the entity direction buttons worked correctly for our models. Is there any chance of making a rule that says all new models need to face east, so the direction buttons work correctly?
  20. I didn't see anything on the forums about the compass designs so I made a poll. Here's the reference pics for a compass: http://www.100thpenn.com/compass.jpg http://www.pewter.it/400X400/0096601B.jpg http://www.smartstart-toys.co.uk/images/Compass.JPG http://www.stanleylondon.com/compass.jpg http://gallery.hd.org/_tn/std/maths/compas...OVray-by-BG.gif http://www.qpindia.com/pcat-gifs/products-small/compass.jpg If anyone has other suggestions or reference pics, post it here.
  21. This is more of a general doom 3 question though it does have some relevance here. Suppose you have one of the traditional street lamps from Thief which has 4 yellow sides to it, how do you create a light source that lights these sides up in addition to the other area the light is lighting up e.g. similar to this screenshot: Thanks!
  22. Actually, a number of the "exists" ones are in the large package oDDity uploaded to the FTP (in the /odd_files directory). For example, attached are the first two in the list shown in Blender, bj.lwo and bowlow.lwo. I'm not sure if they're fully UV mapped, but they most likely are - they have all textures needed right along with them. I can't import UV maps into Blender so a Lightwave user will have to verify that. Not sure if this thread should be posted in or not, so if desired, delete this.
  23. Composer to composer forum @ finalemusic: http://acf.finalemusic.com/ This fairly new & isn't very busy at all. http://www.music-web.org/forum/index.php Better organized & a lot busier. So this would be a great place to introduce ourselves It has music theory, composition showcase, music encyclopedia, & more.
  24. Though id better show you guys what ive been up to I've just been working on the castle stones and mortar Ive been inspired by the chillon castle I like the bulky height of it. These are the high poly models, Ive taken a few different aproaches like I used bump maps wich get added to the normal render and instead of using just one plane for the morter ive used 3, the first is fully opaque, then the next two I've stepped out, applied alpha channels and lowered the opacity acordingly, it helps to blend the stones in with the mortar as you can see in the closeup pic (couldnt project the alpha channels, they just get rendered fully opaque bugger ill keep trying though). Plus im spending alot more time on the models than I have in the past.
  25. That TTLG thread where people were comparing TDS models to D3 ones got me musing. Here's a side-by-side comparison, TDS Hammers compared to our Builders. Even with our hands not totally polished yet, I'd say there's no way anyone could compare the two. TDS characters look like bug-eyed cartoons by comparison.
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