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  1. How about we do a Mafia/Driver style menu, a model of our thiefs room, which the camera floats around, as you hover the mouse over the 'exit' text the camera moves to the door, you hover over the' load game' text and the camera moves to...wel I haven't worked it out yet, but you get the idea.
  2. OK, I upped the model and 2 skins. In DDS format since I'm still on this damn 56k and TGA's are 3.00 MB each. SH- Just upload the images to the FTP and they can be used as skins for the picture model. I'll do one model portrait size and one landscape. Also a smaller one with a thinner frame. Combined with all the different paintings and frames that should be enough variety.
  3. Well damn, these are looking far too good to go next to mine! Are the UV maps handy somewhere? Right now I have the textures done with all three material shaders applied, but it's just a brush. Obviously I can't slap a normal for one frame on the model for another and have it look right, so what do you suggest? Currently they look like this: Btw, I have a great tapestry texture if you come up with a model for it.
  4. can u please upload the model and the normal oDDity ? I'd like to test some paintings with your model ingame. I included them also into my T2 FM, but they're highres enough (512pixels) for the mod. here's an ingame shot of the paintings in my fm http://www.dark-project.com/BlackThief/gallerie.jpg hope that I'll be able to release it someday - it's already pretty huge and I've to be carefull with the limits of the dark engine....
  5. My major problem with "body awareness" is, that it's plain stupdi from a real world point of view. At least in many cases. Seeing hands when walking around? Why? When I go I never see my hands and I'm not aware of them. Even running I barely are aware of them, so why would I have a constant reminder that I have hands to use? I know that I have hands and so does the character in the game. Pickupanimations are ok, but they tend to slow down an action and look most of the time simply ridiculous. The lockpicking was not so bad in T3 because the hands were in a quite limited position (hence the suck in) and looked more or less ok. But having a pickup animations means that either the character has to be in a proper position or the animation will look wrong. Either because the hands will have to be extended in order to reach the object properly, they will have to be bended in an unrealistic way, or they look realistic but will touch air instead. If we want realistic moving handanimations, then the player has to be in a position where it makes sense. This means, he has either to be sucked in (which I hate) or he has to move in the proper position himself (which could become frustrating). The major problem with body awareness is IMO that you never will have the amount of control over a computer character as you have over your body. Simply because the only things to control the character is the mouse and the keyboard. And this is exactly the reason why you either have to force the model into an animation or the player has to learn complex control mechanisms. A good example is the slight delay when the palyer is looking in another direction then the body is aligned of. The delay is not realistic, simply because in RL you never have this issue. You can move your head independently of your body (to some extent ). So looking in one direction and going in another is never an issue with a real body, but it is with a computer controled character because usually you can either control the body or the head but not both. And these are similar problems for all other body parts to. I can control my hand while simoutlanously moving my head and also my feet in totally different directions. I can even read while walking and I do this all the time when I'm on the street. So to me body awareness is something that is much overhyped and expresses more a lack of phantasy than anything else. I have no problem seeing no body and still knowing that it's ME that is running around in the castle steeling things. Yes. That's also my opinion.
  6. Guest

    Doom3world Hacked Again

    there are 4(!) meta refesh tags in the source, though only 2 are in valid places, it looks like every instance of the string "doom3world" got replaced by it and the text "Fags Got Pwned doom3 Is gay!!!" doesn't leave much to the imagination some valve-fanboi-CS-1337-mYg0t-script-kiddie who thinks that he's funny, someone ought to give him a spanking
  7. I wouldn't go as far as a hand picking up the book...we don't have hands picking up anything else. But my thought was that we would use something like the PDA animation that already exists, and there you do see the hands briefly as it is raised to your eyes. If the world doesn't show around the book, like the original games, then this isn't an issue. But if we decide we want to go with the 'live reading' feature discussed here -- http://forums.thedarkmod.com/index.php?showtopic=325 -- we might need hands on the side. I'll have to see.
  8. I think the only reason we would need to have page turning is if we decided to incorporate body awareness for the campaign. From hovering around on the forums I've noticed that a lot of people truly enjoyed it in other games too, but felt that Thief needed to really work on it. So, if we do get body awareness into the campaign...we could definately go the whole nine yards with picking up the book and such. I think it's fine for now that we stick with keeping it simple and going for the classic Thief style presentation. In many ways it should help us build a stronger foundation by not being overly complicated in the beginning.
  9. Wow, very nice indeed! I made up a batch of normal-mapped textures for paintings and a tapestry, but they don't have a model. Are they going to look ridiculous next to each other?
  10. Dear TEAM After talking to springhell i wanted to focus on the necklace of noblewoman before dealing with her face modelling...so. Im still working on the model... hopefully i will upload soon... The necklace itself is a small box at the same time. You might use this kind of (little CELTIC little FABERGE )objects in your levels... "The rope" will be different i know there are some jaggy stuff over there. It wont have this jaggy part. And dont worry i know it s kind of big and it s NOT on her neck. still best...
  11. Okay, I should have posted a link to my progress with the blackjack - I kind of assumed everyone uses the "show new posts" feature of the forums. http://forums.thedarkmod.com/index.php?showtopic=594&hl= I'm using the grenade animations for now, because they are actually a lot like blackjacking animations. The "view" (name for the weapon stuff you see in first person view) mesh and associated animations are all self contained. You have to have the hand(s) modeled into the animations. You never see the actual player model in first person view. This means you can have a lot more detail on the weapons, such as GUI's (the readouts that tell you how much ammo is left), glowing lights that actually affect your surroundings in real time, etc. The things that other people see of you in multiplayer, and what you see in mirrors, are much less detailed. BTW, I updated my post up there with a new modelling suggestion link. It is also from the main tutorial page. I am just suggesting the tutorials. I also re-worded the intro to that post, so its clearer that I don't actually NEED them, but it is ready for them to be dropped straight in.
  12. There is no problem with that. I think the reason for putting it in the middle are twofold. 1.) Because of 3rd person view, the have to position the model in such a way that it looks believable from 3rd person view as well as from first person. That's also why you had to be sucked into position. Placing it on the sides would cause unneccessary problems, because it can either be on the left or right and there has to be enough place so that the model doesn't either dissolve into the building or might be collisioned and can't get into the proper position. 2.) Probably handles on the sides could be harder to see because of lighting conditions. Considering the XBox it might be much worse on a TV screen. When the object is placed in the middle the light is probalby better there. Just pure speculation of course.
  13. Won't we need our own thief's hand and arm in the animation though? Can't you just use the torch or some thing from D3 as a test model until out thief is finshed?
  14. dear DOMARIUS thanks for that link. Actually i could model this blackjack right away but it may take little longer to make the animations for engine. I mean i m still in the learning level. Once i got the basics you will get your animations in no time... (PP) (*) So if you guys need that meshes right away let me focus on that and upload along with the other objects... Best ... (*) personal promise
  15. I'm far enough with my progress on the blackjack that it is ready to have models and animations dropped straight into it Blackjack model assets: viewblackjack.md5mesh - static, textured mesh file of a hand holding a blackjack, to be seen in first person view. (the rest of these files are animations for this mesh file) blackjack_raise.md5anim - pulling out the blackjack. What you see when you select the blackjack as a weapon. blackjack_idle.md5anim - holding the blackjack. What you see when the blackjack is selected but doing nothing, just hovering around because the Thief can't hold it perfectly still like a robot. blackjack_start.md5anim - Raising the blackjack in preperation to strike someone. What you see when you click and hold the attack button. blackjack_throw.md5anim - Dropping the blackjack to strike someone. What you see when you let go of the attack button. blackjack_lower.md5anim - putting the blackjack away. What you see when you un-select the blackjack for another weapon. Some tutorials on how to get models into Doom 3 properly can be found here: Doom3 Tutorial Listings (scroll down to the HTML/TXT TUTORIALS section, then further down to the Modelling section) That is by far the definitive list of Doom 3 tutorials, for EVERYTHING about the game. Suggestions from that page: Weapon/item models Modelling the Plasma Tick
  16. The D3 one is actually a 3D model.
  17. sparhawk

    Goblet

    I seem to remember that D3 doesn't allow such polys. They all have to be in a model. That's why youl shouldn't create a plate that is just one poly thick. But I will test this to make sure if that is indeed so or if single doublesided polys cause an error.
  18. oDDity

    Goblet

    Of course it will render a flat one sided poly (all polys are like this, it's just thast you usually can't see the invisible side because of other bits of te model getting in the way), but you'll only see it from one side, that's all. If you copy and flip it, you'll be able to see it from both sides.
  19. Should be no problem to implement. I think this can be already done with the current code. Just needs a frobaction script attached. I wouldn't even need to change the SDK code for that. It would need a seperate model for the sphere though. then you must place the two objects together and you can frob the globe. The spinning can be done from a scriptfunction.
  20. OK. If that globe can spin that this would be really cool. I can implement this rather fast. But I would need a seperate model for the sphere then.
  21. Still it looks pretty good. Maybe we can fix the textures so that it looks less like plastic. But I noticed this in the D3 environment as well. Everything has this look. So I guess we can tick that model off now as being 90% finished. Good.
  22. 768x768 would be a good model texture resolution, methinks. Not as memory intensive as 1024, but allows more detail than 512 alone.
  23. BlackThief

    Plate

    ok, the textures are on the ftp (/TheDarkMod/models/props/loot/plate_g/) I'll wait till there is a tutorial, how to prepare a blender object to import it in D3 and upload the model then. currently all my models aren't rendered properly in d3.
  24. yes you certainly don't HAVE to use mirrored skins. they just used that to get more high-res skins with less memory. we would just have to reskin the zombie-model. but I think the zombie is not a very important object for our mansion pack, so I'll continue my work on it later.
  25. They mean the model has been spoken for. I guess I said it in the other request post, but not this one. I'll add it.
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