Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/model/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. 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
  2. I've been revising the citywatch model. I kept it to adjust the proportions rather than remodeling anything, which would mean redoing textures. I also adjusted the rig which was in a shoddy state, it wasn't even symmetrical and the knees and elbows were misplaced, and it seems that no attempt at all was made to line the bones with with the claw hand, which I've also replaced and reverted to the old hands, because I think it's been established that it's not the poly count that's a factor now that shadow meshes have been introduced. It's probably not worth while completely redoing the rig. I think this one can work pretty well with these adjustments. This is the revised model, and I also threw a mo cap on it, and it works well with no tweaking at all. I'm going to do a general guard patrol animation for it, one based closely on the speed and gait of the T2 guard walk. The only walk anims really needed are a patrol walk for the guards, and a faster walk for regular NPCS, one male, one female. http://www.pixelwerks.be/files/guard.avi
  3. 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:
  4. 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.
  5. 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?
  6. 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.
  7. 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
  8. 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.
  9. I thought that I should post all concerns about any models and stuff here. These are all relevant to the next release: Model issues: models/darkmod/furniture/beds/4posterbed.lwo The black part on the bottom of the bed cover is still black, I think it should be see through. These are lacking textures: models/darkmod/decorative/personal_items/mirror_hand.ase models/darkmod/decorative/personal_items/brush_hand.ase Moveables: We need these models made into moveables, we also need the correct sounds for these models: models/darkmod/misc/cork_bottle.lwo models/darkmod/misc/ink&quill.lwo models/darkmod/misc/ink_pot02_corked.lwo models/darkmod/misc/quill.lwo models/darkmod/decorative/hourglass.ase models/darkmod/containers/bucket_wood.lwo models/darkmod/containers/tray.lwo models/darkmod/containers/sack1.lwo models/darkmod/decorative/hammer_stone.ase models/darkmod/graveyard/urn.ase models/darkmod/containers/bucket.lwo models/darkmod/tools/smithyhammer.lwo models/darkmod/furniture/seating/stool_square.lwo models/darkmod/junk/apple_core.lwo models/darkmod/fireplace/tools.lwo models/darkmod/furniture/seating/throne_simple.lwo models/darkmod/kitchen/bottle02.lwo models/darkmod/kitchen/bottle01.lwo models/darkmod/kitchen/serving_dish_covered.lwo models/darkmod/kitchen/food/apple.lwo models/darkmod/kitchen/food/pear.lwo models/darkmod/kitchen/food/cheese_wedge.lwo models/darkmod/kitchen/food/bread_loaf01.lwo models/darkmod/kitchen/utensils/spoon_wooden.lwo models/darkmod/kitchen/utensils/spoon_wooden_serving.lwo models/darkmod/readables/book_red1.lwo models/darkmod/readables/book_red1_small.lwo These are broken: models/darkmod/kitchen/tea_tray_silver2.ase models/darkmod/kitchen/bowl01.lwo models/darkmod/kitchen/bowl01_small.lwo models/darkmod/kitchen/bowl01_stew.lwo models/darkmod/kitchen/bowl01_large.lwo ATDM:moveable_cauldron These cause crashes: atdm:moveable_junk_ceramicflind04 atdm:moveable_junk_ceramicflind03 atdm:moveable_junk_ceramicflind02 atdm:moveable_junk_ceramicflind01 Sounds: These Lack Sounds: atdm_moveable_vase_squat atdm_moveable_wearables_boot_large atdm_moveable_plant_pot atdm_moveable_washboard atdm_moveable_candle_01_lit atdm:moveable_candle_01 atdm:moveable_plant_orchid *********This one also spins a lot!******** These Need New More Appropriate Sounds: atdm_moveable_junk_plank_short atdm:moveable_chair_dining_2_red [i'd think the same as the plank short would be more suitable] atdm:moveable_chair_rustic [same as above] Glitches: On the model: atdm:moveable_junk_wbottle01_broken sometimes you can rotate it to look directly into the broken area, and this will cause cast by dynamic lights to be passed and you can see brightly through it. Wanted: A Rubber Ducky for the bathtub I've likely missed something so I will keep this page updated and delete things as they are updated on the SVN.
  10. It looks like it's about time to take this on. Changing our model .tga textures to .dds files could have a significant impact on loading times/performance for the release map. I have too many other things on my plate to tackle this any time soon, however. Is there anyone else that has some time that wouldn't mind taking this task on? A script that would do it automatically would be fantastic, as there are a few hundred textures.
  11. 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?
  12. cool i knew brown barn spiders are worth something.
  13. 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.
  14. Firstly, making a moveable in the editor from the moveable base entity works but the model doesn't show in the editor. I'm trying to make a collision model for decorative/statues/statuette_priest_torso.lwo. Its origin is at the centre of its base so I did likewise with the brush template entity's origin. A rough outline is a vertical flattened block, 24 high, 20 wide, and 10 deep but the result in-game is always 'turned on its back' (apparently as I can only guess using seta g_showCollisionModels 1 it looks that way.) so it looks about 24 x 20 by 10 high. I've done a pyramid shape successfully before for a candlestick. Another cabinet I wanted to be able to push to one side I finished up walking through it but I didn't think to check what its cm looked like - might be a similar problem. Maybe the cm has to have a square plan view? Below is the current statuette cm. Perhaps it can be manually changed? CM "1.00" 0 collisionModel "models/darkmod/decorative/statues/statuette_priest_torso.lwo" { vertices { /* numVertices = */ 8 /* 0 */ ( 10 -4 24 ) /* 1 */ ( -10 -4 24 ) /* 2 */ ( -10 6 24 ) /* 3 */ ( 10 6 24 ) /* 4 */ ( 10 6 0 ) /* 5 */ ( -10 6 0 ) /* 6 */ ( 10 -4 0 ) /* 7 */ ( -10 -4 0 ) } edges { /* numEdges = */ 13 /* 0 */ ( 0 0 ) 0 0 /* 1 */ ( 0 1 ) 0 2 /* 2 */ ( 1 2 ) 0 2 /* 3 */ ( 2 3 ) 0 2 /* 4 */ ( 3 0 ) 0 2 /* 5 */ ( 4 3 ) 0 2 /* 6 */ ( 2 5 ) 0 2 /* 7 */ ( 5 4 ) 0 2 /* 8 */ ( 6 0 ) 0 2 /* 9 */ ( 4 6 ) 0 2 /* 10 */ ( 7 6 ) 0 2 /* 11 */ ( 5 7 ) 0 2 /* 12 */ ( 7 1 ) 0 2 } nodes { ( -1 0 ) } polygons { 4 ( 1 2 3 4 ) ( 0 0 1 ) 24 ( -10 -4 24 ) ( 10 6 24 ) "textures/common/collision" 4 ( 5 -3 6 7 ) ( 0 1 0 ) 6 ( -10 6 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 8 -4 -5 9 ) ( 1 0 0 ) 10 ( 10 -4 0 ) ( 10 6 24 ) "textures/common/collision" 4 ( 10 -9 -7 11 ) ( 0 0 -1 ) 0 ( -10 -4 0 ) ( 10 6 0 ) "textures/common/collision" 4 ( -1 -8 -10 12 ) ( 0 -1 0 ) 4 ( -10 -4 0 ) ( 10 -4 24 ) "textures/common/collision" 4 ( -6 -2 -12 -11 ) ( -1 0 0 ) 10 ( -10 -4 0 ) ( -10 6 24 ) "textures/common/collision" } brushes /* brushMemory = */ 140 { 6 { ( 0 0 1 ) 24 ( 0 1 0 ) 6 ( 1 0 0 ) 10 ( 0 0 -1 ) 0 ( 0 -1 0 ) 4 ( -1 0 0 ) 10 } ( -10 -4 0 ) ( 10 6 24 ) "solid" } }
  15. I'm sending to SVN a test map with a galleon model. (maps/test/galleon.map). It's not finished yet (it starts to turn into neverending story.... ) but you'll get the idea. I mean - the outside of the model is done - it needs some minor tweaks (few textures need normal maps and specular, some UV corrections etc.). But the inside is not ready - I'm working on another map building inside with brushes. It looks like lower decks are too low (only slightly higher than player) so I have to change it again, and it means a bit more work than I expected... And beside that, I've no inside props done yet, so for the final result you have to wait another while... But anyway - if you want to try it, there's a map - only ship and a piece of land - nothing more. You can climb up to the very top. Getting into crow's nest might be awkward a bit, but just use mantle and it should work. Oh, and the water is crappy - just plain reflections. That's all I can do for now... Any feedback highly appreciated!
  16. I am banging my head against this for over an hour now. When D3 tries to use the clipmodel for models/darkmod/junk/wbottle01_broken.lwo, it dies with an assert from this: doom.x86: game/physics/physics_rigidbody.cpp:1054: virtual void idPhysics_RigidBody::SetClipModel(idClipModel*, float, int, bool): Assertion `model->IsTraceModel()' failed. But the CM as see in DarkRadiant looks fine to me: It is a 5-sided cylinder. Why would D3 reject this model?
  17. I'm sorry this took so long, but I've just restored the forums from a backup I took on saturday. The forums were 'hacked' by a script-kiddie yesterday. I saw in the admin logs that he logged in with one of the admin accounts (probably after 'guessing' the password with some brute force script). He then edited all of the admin accounts and removed their access to the admin control panel (acp). Then he edited the forum description and wrote a text saying we would get acp access back for the total amount of $100. Right. Anyway, since I had to restore a backup of the database, some posts/threads/PM's and new users were wiped, but I couldn't do anything with that. I don't think this guy did anything other than removing the admin powers and editing the forum description when he was in the acp (all operations in the acp is logged), and he had no access to download the database. But just in case I urge you to change your password on this forum, and other sites where you've got the same account name and password. It's better to be safe than sorry. All admins are instructed to change their passwords to a hard-to-guess one. The password should; not contain any words found in a dictionary contain atleast 8 characters or more consist of characters, numbers and signs in a good mix consist of both lower- and uppercase characters/signs Also, always LOG OUT after you're done in the admin cp, and don't click on links in threads when logged into the admin cp. If an intruder fetches your cookie, he can access the admin cp. All admins have lost their acp access. They will get it back once they have changed their password. Please PM Fingernail when you have changed your password. Also, the acp is .htaccess protected with a username/password, and I've given the login info to Fingernail.
  18. 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
  19. I was about to upload moveable brush stepladder prefabs. They work fine in test/stepladder. To test the prefabs I inserted them in hoarders. I get 'no collision model' error. The only moveable in each stepladder is a single brush of collision texture. As said, it works fine the test map. And I already have a single brush slab moveable in hoarders which causes no error. So why, when I put the stepladders in hoarders do I get the error?
  20. I want to update the citywatch rig so I need to be able to export the mesh sucessfully. I've got latest data from darkmod and model_src repositories -but when I exportModels tdm_ai_citywatch, the resulting tdm_ai_citywatch.md5mesh is completely different than the one on the server. I did a diff and the textures, vertices are all different, and numMeshes is 10 on my exported one, but 6 in the server version. I think some local editing of the mesh surface properties in the original .mb is required to fix the textures judging by this page on the wiki, but I still don't know why the mesh is so different - that's a bit of a worry, it's unlikely to work...
  21. I think it would be very useful if there was a button in the model viewer to make collision textures invisible. Because when they are visible [by default they are] a lot of the time you cannot see the model because of them and you have to exit the viewer and go to filter and find it then open the viewer back up, whereas with a button on the viewer, you could just hit it.
  22. Seeing our small wood collection, I wanted to add more woods. However, while adding a few models for the first time, I was actually stumped that these use quite nice and detailed wood textures. But, these textures aren't usable in a normal map. So, I looked around, and for instance, winrack_d.tga is just a "normal" texture. There are others which are very model specific and in "parts". So, I think we could use some of the generic textures in maps. Should I: * recompress them as DDs, and move these textures to the dds/darkmod/etc folder, then add a material entry, and fix up the model, or: * just add a material entry that references the texture where it is already? Would prefer the first option, of course, as it seems more clean. But maybe there is a reason this isn't a good idea. In any event, this would allow more diversity in map/world textures without wasting more texture space (and recompress as DDS is always good, anyway). Speaking of darkmod_hires, I _still_ cannot check it out, I always get the broken connection error, no matter in which folder I try to check out (either error or it checks out a subfolder ok, but I cannot complete the checkout at the main folder). So I cannot upload stuff to there, either. Already had sent sparhawk forum posts and at least one PM on what the problem can be and how he could fix it; but he hasn't even replied. So, sparhawk if you read this, can you please get back to me on the hires repository?
  23. I had been puzzled for quite awhile about not being able to see alot of the more complex textures like lamp glass in the model veiwer. It was something I have mentioned but heard no response, and something I was concerned about as it was hard to tell what some models looked like, really made them look unfinished which is not something I want authors to think. Anyway it was a simple fix. I added qer editorimage to one of the textures and I could see it in the editor So while I was updating my materials I went thru and fixed all of the lights and went thru all the models. potions, ect... I believe I fixed them all. The few issues I ran into: My doors with alpha hinges, alpha doesn't show so it's hard to tell what shape hinges/lock plates are. I will probably fix by painting the shape on them roughly. Springheel's serving tray uses steel_scratched_non_tiling... something or other and I can't find it anywhere. So I substitued another steel for the editor image. However I think that tex needs replaced. --EDIT-- the compass model also uses this tex ----------- As I was messing with tex files all day I decided to add a few loot entities, a few moveables, cleaned up here and there... added skins for brass switches. --------- @Tels, in the moveable def file there is a line that says Do not use, for moveable base... This shows up on every moveable entity in the editor. makes them seem like an author shouldn't use em. I tried to override it in one def but still saw that line in editor. Can we fix that? ------------ Switches: Can someone set up a sliding lever and a rotating lever def for me, not really sure where to start.
  24. For my city house I would like to have a end-piece for the very top of the roof: Since I am using the red shingles texture, the model should have the same or a similiar texture. Likewise, I would like to add rainpipes to my house, but there isn't a model yet. Here is another shot showing what I mean with the rainpipes and the top roof piece. (I know I could use patches, but that gets tedious very fast So, if any of the modelers is bored, feel free to work on it and my eternal gratitude is your reward
  25. For some reason I cannot change the size of the model viewer window and it is so big that the okay button is below the windows bar so I cannot click it. I have to restore down the window then restore full to make it fullscreen and for the button to be visible. I've tried moving the edges to resize and it doesn't work at all.
×
×
  • Create New...