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  1. oDDity

    The Main Man

    Yeah, but most of the guys here now were not here then. I'm going with the same basic concept as yours, I just thoght it would be nice to give everyone an opinion first. It is the main charcater, after all. We don't want to get into an argument about a cloak not being practical, when he wears those hobnailed, tapdancing boots. Practicality is obviously not an issue wth him. THe model can be high res for the cutscences and mirrors though, so getting some basic deformations in the cloak should not be a problem, as long as he isn't breakdancing or anything. I though we didn't like in-game cutscence and prefered movies anyway. To use Spar's usual argument, the original thief games didn't have cutscenes and they are still really popular today with a big fanbase, so in-game cutscenes are not important. Another point is that all the THief concept art showed Garrett with a cloak, but he never had a cloak in the game.
  2. Mirrors should be in, so we will need a model for that. I hope that we will have true bathrooms and such which includes mirrors of course, as D3 supports this.
  3. What about animations? I recall that you said some time ago that animating is more your field. Or do I remember that wrong? Anyway, the model looks cool. Good job.
  4. DeepOmega

    Flashbomb

    558 tris. I could probably add a tad more detail on the trigger, but since it's a pretty small model (in the game world that is), I think this is fine. The maps themselves could probably use some by-hand antialiasing, but this is always the case with normal maps.
  5. The face has shown significant improvement DeepOmega It makes sense for oDDity to make THE thief model since he's obviously the most experienced at humans.
  6. I still like the simplicity of this blue bar GIMG created a long time ago. I'm referring to the blue portion, not the tips. I like the tips you have better, Springheel. Here was GIMG's creation: For a health bar this should obviously be red, and there shouldn't be any really dark parts on the far right, but I think the center part would work. If any texture is added, then only add a little bit. I don't think it needs a lot. I don't think it needs to be a 3-D model either. EDIT: And in looking at the screenshots there, I admit I prefer the elongated style in T1/T2. *sigh*. Thanks for making the screens, Springheel. Unfortunately, I know Tyrot won't be too happy to hear me say this I think the gem could be squished into more of the style it was in T1/T2 and still have the perfectly circular compass (in perspective) rotating around the gem.
  7. dear GLOVING! guests I had to do it. After seeing your neverending wishes i had to do it. Just for you I have modelled this KNITTING set.. If you start right away you may make your own gloves ..till we release the MOD. And i chose this Pinky color for glove..I think it will be so cute...Think about in darkness you are climbing the wall with this pinky gloves...mmm cute just cute.. Ok..keep knitting..in any case if you out of Pinky ...i can model and render for you.. KEEP knitting... BEST
  8. Ok, sounds good to me. One other thing...does the health-bar need to be a 3d model?
  9. There is no need to hand it over as long as you be in contact with Od, for the model. He can not do everything and he doesn't need to, but he should be the kind of supervisor for all our character models, as he is undoubtedly very skilled at it. It depends on your time though and what Oddity says in the end.
  10. Sounds good, then - in light of this, I think it makes sense for me to hand over the model into Oddity's hands. O, you're a better character modeler than I, and it does make sense to keep a consistent style. I've finished up all the changes I can make in a relatively short amount of time - added more wrinkly details, tweaked the face some more, etc. etc. He's attached in a few file formats, as I'm not sure what'll work best for you. For now, especially since my time is a bit more limited, and Oddity's the official character modeler, I think it makes more sense for me to work on objects more than anything. The file is on the FTP, under /TheDarkMod/models/ThiefCharacter.zip I'm gonna go back and finish off that flashbomb now.
  11. Here's a link with a picture of a 25-50 lb shortbow (made of mostly wood but some fiberglass ) that APPEARS to be more curved ( again it could be just my imagination ) : Short bow While looking for this, I saw something else, and I'm sorry I didn't find this earlier. Bow hunters use pieces of beaver fur attached to the string as "silencers" that damp out string vibration, which leads to 50-75% sound reduction when firing the bow. It seems to me like a thief would use these also, and it would be very cool if they could be included on the bow string in the model. Here's a link with a picture (larger picture pops up if you click on it) : http://www.3riversarchery.com/Product.asp?...86&p=107&i=5107
  12. That depends on where the player shoots it. It shouldn't stick into the floor, so this means that the model has to be cut dynamically. There is a thread on Doom3world about how to create meshdata on the fly or manipulate meshdata in game. The length should be about 2 and a half stories at maximum.
  13. What length does this rope model have to be? Does it have to be the maxium length a rope can be in the game? Are we having a maximum length for the rope arrow, or can it stretch any distance? There was a limited ditance in Thief wasn't there? How many times the hieght of the player should this maximum distance be? These questions and more, all answered in next months edition of Modders Monthly.
  14. I think they were talking about for the normal maps. You model all the wrinkles, buttons, etc in 3D so that you have a good normal map for the low poly version, which doesn't have those kind of polygonal details on it.
  15. See that nice soft glow? We can keep that, because we are going with bitmaps There is no way it would look that good as a real time game model.
  16. Yeah, alright, ok, we 're not complete idiots you know, I've already got a character in the game, but yes, I will need to lookminot the whole AF thing, for characters as well as some weapons. I'm working on the player arms model and the bow and arrow models and animations ATM, and will do the rope arrow next.
  17. Sorry I've been away so long oDDity. You are correct, the weapons you see in first person view are NOT the same models or animations you see when the weapon is lying around. It is a whole new model. Every weapon, including the hands holding it, is a new md5mesh, with individual md5anim files that go with it. Even though we think the arrow is the weapon, the bow is part of the weapon too. The bow only exists in the animation, as an aesthetic thing. You dont' have a "bow" weapon with different "firearrow" "waterarrow" ammo - you have whole new weapons - a "waterarrow" weapon, a "firearrow" weapon, etc. Although since the only thing that might chance between arrow weapons is the colour of the head, you could probably pass new materials to the same mesh and anims in the def file for each arrow weapon - they are doing something SORT OF like this with the existing weapons - different materials can make parts of the mesh disappear, but I think you just discovered that out for yourself. Otherwise, the entire bow, arrow, and hands, are all one mesh, and there is a totaly new one of these meshes for each arrow weapon. But even in this case, since all the arrow weapon models have the same number of joints, the animation files can be re-used. BTW, excuse my suggestion for "weapon animations" in my new "rope" thread in the 3D modeling board. I didn't see this thread until now.
  18. well it really depends on, the type of the object, if I need a normalmap based on a high-poly model or not.
  19. The player will see the rope arrwo when he picks it up from the map. Going from your argument we don't need any arrows at all. Just the broadhead design would do then. And the image of the inventory item is the model that is used also for the real arrow. So it makes sense. Also, it's all the little details that makes a game good and immersing.
  20. dear Spring Goddamn it .. i never left any job before in the middle..But this lightgem is making me crazy....It s still making me crazy but im gonna work on it just for once more..for tonight..if i dont add any image here that means ..im not capable of completing other's model.. BEST
  21. well if Bt is generating normalmaps with Ps than its useless..and so far i didnt hear anyone else wanting to texture my models.. but as i said if anyone needs high poly for a model i will make it..
  22. Don't we need low and high poly versions of each model?
  23. well if it will be BT who will texture these than its useless to make a hp ones since he wont use it anyways.. but if you want to texture some of these and you Need a highpoly version then i will make them for you.. sorry i tried uwv mapping several times but it drives me crazy..i tried Uwv ing one of the generators but after lots of hours of messing i stopped and i wasnt even close to finishing it..i also tried unwrapping the simple beer mug..i did it somehow in an hour or two but the normalmap still didnt work...so i feel useless to mess around days with a model while i bet there are people on the team who can do it more efficient...sry thats not my cup of tea..and without uwving i cant generate correct normalmaps..
  24. ** Here comes the Science!! ** The problem I have with realistic rope arrow is the added mass of all that rope to the arrow. A heavier arrow, when shot from the same bow, will not fly nearly as far as your basic broadhead. If you don't believe me, here's the physics explanation below: [Physics Explanation - Skip this if you already understand why this is] The bow can only impart so much kinetic energy to the arrow. In the most simple model, think of the bow a system of several springs. The most kinetic energy it can impart to the arrow is equal to the potential energy of the springs when the bow is fully drawn (in reality it will impart a little less, due to friction losses, etc). Okay, so we've got some number in mind for the most kinetic energy the bow can impart to the arrow. Now as some of you may remember from high school physics, the kinetic energy of the arrow is 1/2*mass*veloctiy^2. Set this equal to the max potential energy of the bow when fully drawn. max potential (bow) = 1/2*mass*velocity^2 (arrow). Solve for v: initial velocity = sqrt (2 * max potential / mass ). [1] Since the max potential is always the same for a given bow, you can see that increasing the mass of the arrow decreases the arrow's initial velocity when fired from the bow. [End explanation] Now, think about how long a rope you need to climb up 5 stories (~50 ft / 15 m). How much do you think that rope weighs per unit length? With MODERN polymer materials, I got some numbers from this climbing rope company site: http://www.yatesgear.com/climbing/wallropes/ . It weighs 55-77 g / meter. So for a 5 story rope, total modern rope weight = 15 m * {55-77 g/m} = 0.825 - 1.16 kg Now for MODERN broadheads, "Minimum arrow weight was determined to be 25 grams." [ref: http://www.bagjakt.org/study_eng.htm ] So now we have enough information to calculate the fractional decrease in speed when going from a broadhead to "broadhead + rope" Plug everything into [eq 1] : velocity_ropeArrow / velocity_broadhead = sqrt( 0.025 [kg] / (0.025 + rope_mass [kg] ) velocity_ropeArrow / velocity_broad = 0.17 (based on lightest modern rope) velocity_ropeArrow / velocity_broad = 0.14 (based on heaviest modern rope) Conclusion With MODERN materials, adding 5 stories of rope to an arrow will decrease the initial arrow velocity (and therefore how far it can travel) to 14%-17% of a broadhead's initial velocity! This means shooting a rope arrow from a shortbow would be like shooting one of those NERF bow and arrows, compared to the broadhead. There's no chance in hell that you'd be able to shoot that 5 stories up (maybe with the Bow Upgrade ) This analysis didn't even consider the heavier tip you would need to anchor on to things. Also, all the numbers used were for MODERN materials. Polymer ropes, aluminum/graphite epoxy composite arrows, etc. Rope arrows would fly even worse using the technology they had in medieval or even Victorian times. I guess you could make up something about using "spidersilk" rope or some crap like that... but at that point, might as well use magic. Supplemental Info I found this, which might settle some debate: Arrow Flight Simulator program More detailed article on bow physics, including the effects of heavier/lighter arrows (w/ typos because it was translated from Italian?)
  25. _Atti_

    Trees

    i just saw you asked a tree from an applicant and i just wanted to ask if you need a couple of trees to use them outside the mansion..and if yes than what kinda trees? half dead big oaks? some high pinetrees? (ropearrows will get a new meaning;) ) edit: btw Kfm..if you didnt give it to PP could you post your Ancient quercus robur Ca here? i cant find the model of it anymore:,\
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