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  1. I'd be motivated to rig another one of oddity's models, if there are any left. Does anybody know what the status of the mage is, the sinister-looking one with the hood and the wooden stick/wand? I'd like to see that one in-game for TDM 1.03 or something.
  2. No guarantee I'll continue with this as I don't know yet how practical it might be but thought it worth blogging progress and gettings suggestions, input from others. Basically, texture blending doesn't work on brushes and patches but it does on models. If you know how to model you can make your own custom terrain but most mappers won't so I'm seeing if it is practical to make some generic models panels that can be overlaid, eg, over the edge of a grass/stone path, snow/cobbles, ash/fireplace, to soften the edges. The panels are just flat surfaces much like patches but they behave differently to patches so you cannot just adjust them to fit where you want; they are fixed models. My idea is to make a range of lengths and curves like a model railway that you join together and overly where needed. Also planned are heaps for dirt, ash, etc. You might even need to plan your path etc by laying these down first then making your brush/patchwork later. Dunno yet. I know nothing yet. Once done, the mapper can easily duplicate the model(s) he wants and change the two textures to any pair that he wants so no need for thousands of combinations. They are also tiny files - 17K was this one) This next test is to verify if I can get the model texture scale to match the terrain texture scale, and more importantly, get them to join seamlessly. The answer is yes. I'm using the compass image as a test because I can easily detect alignment and other errors. In the first image below you see in-game a brush set into the floor with the compass texture set at default 0.5 scale 'natural'. Laid upon it is a model test panel with the same texture and scale. You might think you can see the join but that is a glitch in my model and the actual model edge is invisible - it merges seamlessly I'm glad to say and is approximately along the line that the yellow arrow is pointing. In the next image you see the same in Dark Radiant with the model highlighted. One thing I didn't tell you. As well as the glitch in the model, I also had to rotate the texture 90 degrees on the brush to align. Dunno why but I should be able to just rotate it on the model later so that won't be needed. The brush is 128 x 128. The model is 128 x 96. Reason is that I figured 32 solid grass, 32 solid stone, 32 in the middle would be gradient. Again, I have no idea if that is the best way to do it. Maybe just the 32 gradient is enough. And how wide should this overlap be anyway for general use? 32 is about a man's stride I guess.
  3. There are two bugs (at least): * the light is shown in the editor at the origin of the model, not taking "light_center" into account * the model loses its rotation upon reloading the map. That is, it is shown unrotated in the editor, while it is correctly rotated in game. Tracked here: http://bugs.angua.at/view.php?id=2097 and http://bugs.angua.at/view.php?id=2098
  4. TheDarkMod is not thief, only inspired by it. Sometimes I have to even remind myself in that regard. TheDarkMod team made an excellent total conversion. The more I play it, the more I'm comfortable with the footfall sounds which I originally was less-than-neutral on. The FMs thus far are very well made and for the most part, I feel like I'm there. Credit is due to the team and to the mappers for that. When I come across something as great as this, I feel almost guilty pointing out stuff I'd modify. You guys put a lot of work into this and I only have the talent and know how ... well, I don't have any talent and know how to contribute much of anything. But there's one thing that I personally feel would significantly increase the player immersion in TheDarkMod. I noticed that there aren't any player shadows. If I happen across a reflective surface (as unlikely as it would be) would I see the nameless thief I was playing? When light hits me and I turn around in the opposing direction to flee its incriminating presence, my thief does not have a shadow. That's when I'm reminded "Dude, you're playing a video game." Which is unfortunate to my playing experience. This mod has a lot of power in it's immersion as one has to be completely aware of his/her surroundings. Once I noticed this it stood out. As I've said; TDM is a great experience. I'd feel pretty good if all that a pessimistic person had to complain about my mod was the above. Great job.
  5. The forums have been upgraded, please see this thread: http://forums.thedarkmod.com/topic/9845-forums-upgraded-to-ipb-3-0-3
  6. I've upgraded IPB to the latest stable version, and since this was a major upgrade (from 2.3.6) I also had to re-do the forum style. Most of the new stuff is in place, but I bet that the logo will be changed. One of the many new features in version 3 is rating of posts and also a "report spammer" ability which will make it easier to single out spam bots and ban then at sight. Hopefully this will stop some of the spam threads we've seen recently. Make sure to empty your browser cache if you're experiencing any problems. And please report any errors etc in this thread. Cheers, ~m2
  7. Can someone make me a small slow match model please? It's basically a length of nitrated cord much like a fuse or wick. It was commony held for safety on a linstock - a rod with a fork or grip to hold the cord. I'd settle for the bare match, eg a small coil of cord with its end extending out say 8 or 9 inches - but the whole linstock thing would be nice. See the top item in the picture below. The one below that is a hot wire normally kept in a fire and the others are incence sticks. I'd even accept just a simple incense stick for this purpose. Ideally I see it as maybe 15 inches long? If it can be made dark and dirty with a tiny bright glowing end that would be good. Also, make the origin right at the end where it is lit. I think when I add a fire stim then its radius is defined from there. One more thing, it is essential that it has a collision model.
  8. hi, i'd like to contribute to the mod with this soldier model. included is a concept art so if you decide to adopt this model, and uvmap/texture it, the concept should give you an idea of what it's wearing. about the model. the character wears a tabard, with mail hauberk underneath and mail chausses leggings. there is also a metallic arm brace. i based the helmet on those worn by high medieval period infantry. it is supposed to be grooved but i have no idea how to do that as my skills are limited: thank you for your consideration the model: http://files.filefront.com/gcrusaderobj/;1...;/fileinfo.html concept on the right:
  9. This hasn't been working for several weeks now, or has been on and off as I usually compile from new source daily almost. What I did in DR today was to create about 24 bars for a jail cell, each made from a square cylinder. I forgot to rotate them 45 degrees, so I selected all of them, then went to Modify->Free Model Rotation and checked to make sure their was a checkmark next to the option, but I didn't have a rotate gizmo for each selected object this time, just one in the middle. So I tried to rotate but DR rotated each one as though they were a single entity. So I deselected them all, checked again to make sure the option was still selected, and reselected just 3 of them, still only one rotation gizmo. So I have to rotate each one manually. I thought for a second that perhaps it only works with entities, but if that's the case, that isn't working either.
  10. I parented the sword to the belt and used the constrain parent function with "maintain offset checked", yet the sword won't move with the belt. Any ideas?
  11. How can I get Maya to load some textures on the model so i can animate with something that looks more natural? I noticed while playing around in the attribute editor tabs that i would sometimes get an error: can't find C:\gaming\doom 3\.....\something.tga file. How do you edit that address?
  12. Unless this is by choice, i think the proguard model needs a little easy tweaking. If you'll notice the hand seems between about 5 and 12% too big and the waist circumference forms a circle, rather than a oval shape.
  13. 1. Thanks for your work! 2. Will be there tool for creation of new models? As example: we may need other uniform for guards, or some scars on special NPC... 3. Sorry for my bad english
  14. So I got my tree model into Lightwave and used the material editor to apply the bark texture using the uvmaps provided by the tree generating utility, which looks good. Now I copied the .low file to the models directory and it shows up in DarkRadiant and works great. Only problem now is that the textures aren't showing up in the editor, do I have to create a .skin file? Also don't models required a material file? Sorry the wiki isn't much help right about now. I've looked at the other models and tried to see what they need, but it's not helping much either. So what I've got is: mytree.lwo and all associated uvmaps for all the subgroups of the model. The trunk, bough, branch 1,2,3 etc.I've applied a texture to the model using the uvmaps to wrap it properly. Now how do I get it to look like that in DarkRadiant/Darkmod? Any help is greatly appreciated.
  15. At the moment I can't think of any human AI that have their head as part of the model (the way the zombies do, for example). However, I was thinking ahead to our female characters--both of the meshes have bare necks, which will be impossible to line up properly for def_head attachment. Even if the head lines up perfectly when the AI is looking straight ahead, the moment they move their head the split will be obvious. I've managed to hide that to some degree on the male models by making large collars, but that isn't possible for the female meshes. My question is, what happens if I just leave the head attached as part of the md5mesh? There is a head joint, so I assume the head will be able to turn and do all the head animations properly, but what about the facial animations, like the blinking or the talking? Those joints are part of a separate head skeleton, so I'm not sure how that could work. What would this do to our blackjacking code if there was no def-attached head? I was actually going to try and get a female character rigged for 1.0 so we could actually have women in the TDM universe, but if there's no easy answer to this hurdle I don't think it can happen.
  16. Noticed after installing 9.11 that none of the models for a majority of the map objects, monsters, and other entities arenot seen in the 3d view. Each one has the blue and back shader not found texture on them. This happened to many default and custom models. I'm not sure if its a setting i'm missing. I unistalled 911 and put 910 back in and all the textures on the models showed up. I then unistalled 910, and put 911 in again, the problem was still there. I'm using the 911 installer and have the problem with a majority of models currently in the map, and any new ones I add in. I also tried doing some simple box rooms for strickly doom3 alone, no mods, and still recieved the problem. If I go to real time lighting, the textures show up.
  17. If one of the modellers has some free time, I'd like to have new two models: * one that looks roughly like the ash-bed of a burning/burnt fire (can be skinned), e.g. a almost flat bowel, with spreading ash and maybe transparent edges * a smaller ash pile, that can be put into the fire to make the first ash bed more versatile and different * a bigger ash pile * one that looks like burning logs, criss-crossed, half-burnt, some bits glowing red (can be skinned to be made "put out") Currently, the fireplaces always look way too clean, with neatly stacked logs, no ash and no residue etc. Can supply some photos for reference and textures, but I can't actually create models. So, if someone is bored, go hacking
  18. Announcement: http://forums.thedarkmod.com/index.php?showtopic=8900 Please post any comments, bug notices, etc in this thread. If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks ~m2
  19. I've just completed the upgrade from IPB 2.2.x to 2.3.6, the newest official release of IPB. This was done to stay ahead on the IPB version 3 that is currently in the beta stages. Please post any comments, bug notices, etc in this thread. PS: If you have any issues with the new forums, please try to refresh/remove your Internet browser cache. Thanks, ~m2
  20. I was looking to do a new skin for this. All I see in game is that total dark brown over the entire bath which doesn't seem realistic to me even if it had been in the river for ten years. Looking at the texture image I see areas of white as well but I don't see any white in game so I'm wondering if the texture is just set up wrong and the bath is meant to be white with some dark brown trim or something?
  21. The fix by greebo to honor inherited "model" spawnargs works fine for some entities (thanx btw! but not for others. * Loading candles.map shows still some boxes with "shader not found" * it is possible to place "atdm:lamp_desk" (choose "create entity"), but not "atdm:lamp_desk_unlit" In this case, "atdm:lamp_desk_unlit" simple inherits from "atdm:lamp_desk" and sets a few spawnargs different, so I am unsure why that doesn't work. Edit: If you change the spawnclass from "atdm:lamp_desk" to "atdm:lamp_desk_unlit", the entity immidiately vanishes. * Equal problems for "atdm:moveable_candle_holder_plus_no rmal_candle_lit" vs. "atdm:moveable_candle_holder_plus_no rmal_candle" - it is impossible to place the lit version. In this case both entities are very alike, just using a lit vs. an unlit light. All the entities work just fine in game, just not in DR. Should I file a tracker entry?
  22. Been meaning to say, there are about 5 variations of the valve model such as... models/darkmod/mechanical/pipes/valve2_large.ase But all their origins are offset to one side. I've used these a couple of times as rotary controls but you have to make them func_static and bind them to an unrendered brush mover control with a central origin else they rotate off centre. This brush actually can also double up as a frob enhancer by making it large and frob_peering it with the model so the model highlights better. Anyway, I'm just wondering how easy it would be to change the model origins? If that means a complete rebuild or an easy fix. Then we might make some actual rotary entity defs - or at least one which the mapper could then switch the model. Probably still need to bind a frob enhancer to it anyway but in principle we ought to have a central origin on these models.
  23. I uploaded a new flashmine.lwo model, as a combination of PinkDot's mine and flashbomb models: Check it out in test/inventory.map, if you like. edit: Forgot to switch on smoothing for the surfaces. Now it looks like this:
  24. I notice that the models/architecture folder did not get included in the old model reorg we did. Things are all over the place in that folder, making it difficult to find what you want (like "architecture/castle" which has 15 different types of un-castle-like pillars), and "architecture/buildings/guardhouse" which doesn't have any buildings, but has several window frames in it. Do we still have that renaming script for models? If so I'll volunteer to go through the folders and clean them up. There's lots of good stuff in there but you have to look at everything to find it.
  25. Quick question here. I've been doing my thing, making this neat shutter here. Things were going great until I looked at the bottom right of the screen and saw my polygon count. 900 on the dot, and I haven't even converted the thing to tris yet. Since this particular mesh is gonna see a good deal of repeated use, I'm thinking 900 is probably pushing thing a bit. I can get it down to 680 by dropping the objects in the detail layer. Most of those can be replicated in the normalmap. But I don't want to have to start welding away my rounded edges and weathered detail unless I have to. What exactly can I get away with here?
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