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  1. 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?
  2. Yup, used resource hacker. I can't remember the exact values right off the top of my head, but I essentially gave the entity and model browsers a 'minimize' command. Also increased the size of the model browser. Doom3 Editing is friendlier for this.
  3. I'm using Blender, but in the beginning I also found it tedious, untile I properly determined how you must do it. Now it works everytime the first time. The major problem I had was, that there are contradicting ifnromation in different tutorials as how the material must be named in the model to make it work. So it was more a try and error until I figured it out once and for all.
  4. huh? struggle? it's extremely simple. Basically, the model's groups must have their materials named as a material in a material file (.mtr) For example: Textures/dram/tree/trees { qer_editorimage Textures/dram/trees/trees.tga nonsolid twosided noshadows { blend diffusemap alphatest 0.2 map Textures/dram/trees/trees.tga } { if ( parm11 >= 0.5 ) blend add map Textures/dram/trees/trees.tga rgb 0.5 } } The first line in this material should be the name of the material in the model. So lets say i have a group in the model which i want to use this texture, well i name its material Textures/dram/tree/trees Obviously the material must point to existing textures (the textures it points to must be in those folders) Now we just paste the model into the models folder and away we go. Of course this is for static meshes such as .lwo or .ase Or am I missing something here?
  5. You use a patch mesh for it like spar did in the lightgem testmap. you could of course use a model for it though
  6. When you're doing material entries in the future, we're trying to avoid the overly long pathnames. Just use the name of the model, or magnesius_model if you think there's likely to be a conflict. edit: Ok, the spectacles are in. Still can't figure out why the antique vase isn't working. I changed the material path to: and the material entry to: I don't see anything amiss. I'm starting to think the decorative.mtr file is cursed somehow. edit: aha! I copied the text to a new file and saved it as decorative2.mtr, and now they all work. Bizarre.
  7. I suppose I will ask Sparhawk for CVS read access so that I am able to check my model paths against the most recent folder structure. I could send you 100% valid meshes then, which only need to be moved to the server.
  8. I think NH is talking about skins, not decals. For example, we'd want an unlit version, which would be very easy to make. And the same model could probably be used as the base for all kinds of different windows.
  9. In the next day or two, I will release a patcher for the Doom3.exe. It will make some modifications to the 1.3 version of Doom3Ed. The previously mentioned inspectors window and an enlarged model view window...much like we had to do for T3Ed. I'll post here and update the main post when it's ready.
  10. I had a dream last night where I was working on a mission, however I was placing large stones and hills down, etc., like the Morrowind Construction Set. I might give it a shot (should be easy enough, though everything beyond the creation of the actual model is Greek to me), but if anyone else is up for general requests, I think something like this might be useful for quick 'n dirty terrain construction. Don't get me wrong, I'm not saying TDM should be built up like Morrowind - but it could be a simple thing which makes building natural settings look better, come together quicker, and doesn't force someone to know the ins-and-outs of modelling things in D3. Suggested items would include: small stones big boulders very big boulders natural arches cave entrances hilly slopes (as seen in and around a hilly city) mounds buttes (here, I imagine a single sided butte/platform could be placed side by side, and make for instance, a castle foundation) And I'm sure there are many more possibilities. The great thing is, they could probably be relatively low poly too. With the right texture, a box can almost look organic. Thoughts?
  11. 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
  12. 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.
  13. Magnesius, damn! Those shots just made me wet myself. They look great. A related but OT question for those in the know - what are the ramifications for using models as architecture, specifically with regard to portals and sound occlusion? I'm guessing no problem - open a hole, pop the window model in, and place a portal - but how will the model, the glass window, trigger the portal to open/close? I guess the same holds true for doors, but I'm still not clear if we're going with models or movers for doors (or if it even matters). Also will such windows prevent breakable-ness?
  14. oDDity

    Poster

    You can see all the details that there are to see in that shot, unless you have a bad monitor. It's only a robe and a head, there are no details, it's just a quick concept model.
  15. oDDity

    Sfx Requests

    ..and when I need something from the programming forum, I'll go there, but not before. I don't browse either it, or this sound forum as a matter of habit, and when coders needs a model they come to the modeling forum, that's how I'm saying it should work. OF course, sparhawk is the project lead, so hasn't the luxury of only reading his own section.
  16. Cool model is it the hight poly model or the normal mapped ingame one? And can you show a more lighted pic so i can see all the details. So please forget your grumpy basterd side and grant me this request. please .
  17. 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 ?
  18. oDDity

    Sfx Requests

    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.
  19. It looks like you used an atlas unwrap. YOu really want to use unfold3d. http://forums.thedarkmod.com/index.php?showtopic=2052
  20. 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.
  21. na, the unwrap looks like this. http://hive-dev.net/flix/model/piano_txt.jpg
  22. Are you sure that's not just unwrapped to the way the model is? I doubt it, but hey, it never hurts to make sure
  23. http://hive-dev.net/flix/model/head_local.tga orb did obviously not work, ill try again with the doom3 one this evening.
  24. Hmm, I didn't know that you could take screenshots at higher resolutions that your monitor supports. That would be very handy for getting super detailed shots for use in making posters and things of that sort. Also, is there a way to force screenshots to use full AF and AA applied to the scene before it's saved as a file? Might as well make the screenshot look as good as possible. oDDity: Just curious, is your avatar supposed to be a certain character or just a more or less random person? Also, did you model that avatar?
  25. firoso

    Poster

    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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