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Is there anything left for me to model:) i just realized im coming one month later:)
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I'll wait till kat from d3world.org releases his tutorial, how to import a model created in blender correctly into d3, cauze I noticed some rendering issues with my models - here's the thread: http://www.doom3world.org/phpbb2/viewtopic.php?p=66321#66321
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thx. Yes I just use the nvidia plugin for PS for the normalmaps, cauze I don't even know, how I could generate a normalmap with a 3d app Is the model ok, how I built it ?
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I updated the website and our moddb gallery with oDDity's new model shots. I've also created a new banner and have added us to the Top 100 list of Doom 3 mods over at moddb.
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Ok as I mentioned in the Mansion Model Reuqest thread I'm working on the model for a plate. However I'm not sure what's the best way to do that. Here's a screen with the model I did: http://www.dark-project.com/BlackThief/plate1.jpg on the right part you can see the wireframe - I built it with 2 cylinders with 16 vertics (--> model now has 128 triangles). so to the experienced modellers out here: is this ok ? or is there a better way ? BTW the skin is mirrored - I thought we could safe some graphics memory this way
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True, but while actually playing it wouldn't be in that position for very long. Also, this is an unskinned model. If the gem were skinned it would definately show up better than it is here.
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I see where you're coming from on the matter of a perfect sphere, but our gem isn't a perfect sphere. It's more flattened. A perfect sphere would probably be easier to work with, but wouldn't look right in the current compass casing. In its current form we would get issues like this if it wasn't 3D. When we should have this. The 3D model should look as if it is held in place by the compass casing. Come to think of it. It might be really nice to have it spin with case too. We can still achieve a nice glassy gem effect like this and it would give a nice effect if it all spun together. We should really set aside time to talk about this in IRC. If the number of polys can be minimized in the models even better, but I honestly think this is the best way to go. *pushes away from the table* I'm exhausted. :lol: I was up until 3am playing around with this. Anyway, that's the last I'll say on the issue, my two cents have been thoroughly laundered.
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Nice to meet you, Tyro. Great stuff. And welcome to The Dark Mod. I am already impressed by your enthusiasm. I'm the Art Division Leader, so we'll be working together, no doubt. Take some time to read through the different developer forums and bring yourself up to date with what we have already done. When you're ready for some assignments, just let me know. (and you'll find the average age here is fairly high...I'm 32)
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That's what the IRC channel is there for. Details here: http://forums.thedarkmod.com/index.php?showtopic=450
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Surely a 3D model would be best?
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I screwed up your post Domarius....LOL I keep hitting the bloody "edit" button instead of "Quote". ARgh. Anyway. It would definately use fewer polys, but if the compass is going to move up and down in addition to around it, the illusion will be lost. The design was made to fit snugly inside of the compass ring. This can still be done with the true 3D gem. The gem is still just a sequence of pictures on the 3D model...the only difference is that it is skinned on the model and therefore you don't have to worry about getting a screenshot of the gem at a specific angle. It will also allow us to tweak the angle of the gem with little effort. It's not that it has to be like the T3 gem, but in order for it to do what it was intended to do, it needs to be a 3D gem. Also a 2D gem would have a fixed perspective when the compass tilts up and down. If it's not 3D this will look really bad as the perspective of the gem has to be able to change with the compass ring since it is supposed to be snug inside of it. With a fixed perspective, we're not as flexible. If the compass ring is to tilt upwards with the 2D gem we would get this. Not trying to be difficult on this, but I'm just saying I'm familiar with the system from pulling T3 apart. Unless we plan on redesigning the gem into a more rectangular T 1,2,3 style gem, the perspective isn't going to work.
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While that is true, and would work, it's unessecary. A cube uses 12 polys. Just model a 2 poly square (one face of a cube) in a 3D editor and export it. When you model a perfect, 1 dimensional square in a 3D editor, it requires 2 polys, since all polygons must be triangles. The square is cut down the diagonal, making 2 polys.
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I thknk we may have to do it this way after all. The only problem is. I currently don't know how to change the texture on the model on the fly. I know that the model has a material just like all the other stuff. So my initial idea was to deal with it, just like with the frob highlight. The only problem I have is, that I don't know how to find the entity for the HUD elements. And I need it to pass the message about the lightlevel to the material shader. In the logs I can see all entities that are spawned in the gameworld, but the HUD elements don't sho up there. So this means that it is not instantiated as an idEntity class ini the code. I hope you understand what I'm saying here.
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I think I will have to revise how the model should be displayed. I just wrote an explanation for you and suddenly I realized that this will not work this way. Now I must see how I can do it. I will post on this as soon as I know. The problem is. I can't import the ASE file. And when I import the LWO file into Blender, then the model looks like crap. It seems that the importer from Blender screwes up on some objects, because I imported other stuff and it looked ok. Maybe it has to do with complexity, I don't know. I can't really import it. But I will first fiugure out how to place the gem and the compass. It doesn't make sense right now, to do much on the model until I figured this out. The files I uploaded are all that you need. You don't even need to download everything. But I will see how I can do this and next time I compress it before I upload.
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I think the max payne player model has a cloak.
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And does it matter how high res the compass model is? Does it affect performace for the player?we could dicus these sorts of things in real time, rather than like this - it's taken all these posts and the best part of a day to sort this out, which could have been sorted in 10 minutes real time, I suspect. Message board really aren't a very convienient way to tak, it's really just a succession of one sided arguments.
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It's on the FTP. I think Jay uploaded it andhe also wrote a post about it. Don't know where it is right now. But it's definitely there. I think that importing LWO into Blender may not be so good though. When I looked into Oddities LWO File it also looked quite strange. Similar to oofnish model. So it may well be that the importer is screwed up but it doesn't recognize an error.
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Eeek, I think there is some confusion here. I've pretty much ripped the guts out of T3 and the gem wasn't 2D. The Gem is a 3D object, just like the compass. It is simply skinned with a 2d texture. The texture will wrap around the gem, and in this way...the gem can be placed in any position we need it and then anchored there while the compass rotates around it. I've checked out the textures oDDity supplied and they should work perfectly. Just a quick shot of the skinned gem model. This is the T3 gem. I used the t3ui.ini to scale it up in size and turn the end towards the player slightly. It's a full 3d model. Just wanted to make sure there was no confusion there. That should help get things moving along. Another shot...angled up and exposing the edge of the gem. Since the t3hud files enabled scaling through the t3ui.ini I'm hoping that there is a similar way for us to do this in doom 3. Having to resize the gem and compass and export it each time we want to try a different size would be time consuming. I've tried the d3world forums but wasn't able to find anything about scaling ingame hud items. I'll send an email to id support.
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THat's another great piece. Reminds me a little of my NB pirate with the one piece mask and hood. Do you paint these digitally or the old fashioned way? Cloaks are not hard to model, it's just animating them or a game engine that's the pain in the ass, especially for a game like this with all sorts of sneaking. crouching. mantling, and climbing.
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Now, how am I supposed to know which exact angle you're going to put the comapss in at. I though you would do the gem renders youself. Those gem textures are to be put on the gem model, you can render the bitmaps youself at whatever angle you need. The model is exactly the same size an Oonfish's. All you have to do is resize it to doom proportions in whatever 3d app you use. Maybe I should send you the Lightwave scene, and you can do the gem renders yourself. I have an envelope on the luminosity channel, which finishes at 100, but you can make it higher if you want it brighter. Or esle we'll have to wait till I get a faster connection next week, there's no way I'm downloading all the dark mod stuff on a 56k.
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Nope. Not only would cloaks not be practical thief-wear (they get snagged on things and knock things over), but they are a major pain in the ass to model. (Though I do love the look of cloaks in general.)
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I just tested it. The model is so tiny that I can barely see it. Only a few pixels big. I created the files in the FTP directory of your lightgem, so you can load them ingame. Take a look at them and resize it. You can copy the directories directly in your darkmod folder and then load the mod and a map and you should see our hud. Another problem is the textures of the gem. You must render them as they are to be seen from the player because they will be displayed exactly as you render them. There will be no transformations applied to them. So what you should do is to position the camera in such a way as if you are the player looking at the game screen, and then render the 16 images. I think the colour ramp should be probably a little bit brighter. The dark end is good as it is, but the the brightest one should be brighter. You can find my version of the lightgem colours in the guis/asset/... folder. You can take a look at it there. Of course the colours you should take from your own, but just look at the brightness level. And please rename the textures to the names that I already use.
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Or like this. Should also work. But don't forget that the gem and the compass are two different models. The gem is not even a model it is a bitmap.
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In T1, 2 and 3 the compass was a 3d model that rotated. The light gem was a model in all three games as well. I've played around with the old gem in T1 and 2. The metal housing around the gem could be skinned separately from the light gem itself. The compass simply rotates around it as stated earlier, but is not affected by looking up or down..otherwise it would obstruct the view of the gem since it is now part of the compass. oDDity, the little demo above looks great by the way.
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There isn't going to BE any tilting, remember? If it tilts, then you will have angles from which you can't see the gem, or angles where you can't see the spokes. The gem should stay at the same level at all times. But I think a model would be easier than 2d images for that part.