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  1. 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.
  2. 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.
  3. 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.
  4. Is this a photo for concept? Or your final model???? I can't believe this! People will go crazy when they see this. We probably shouldn't show it to them otherwise they will storm the server.
  5. oDDity

    Plate

    Yup, great stuff, you could model a matching goblet as well and use more or less the same textures. Simply normal mapping the textures is fine for something like a plate, where the detail is n=on the textures anyway, but for more complex models, like the chair you made, it needs to be normal mapped properly. If you can't do it, send me the low and high res models, and I'll send you back the normal map.
  6. Is there anything left for me to model:) i just realized im coming one month later:)
  7. BlackThief

    Plate

    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
  8. BlackThief

    Plate

    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 ?
  9. 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.
  10. 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.
  11. 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.
  12. Surely a 3D model would be best?
  13. I think the max payne player model has a cloak.
  14. 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.
  15. 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.
  16. 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.
  17. In the November issue of PC Gamer, there is half-page article about Blackcat and Nightblade, and there's a large full colour picture of oDDity's female thief model! Woot! Hats off to oDDity! I hope you'll still talk to the rest of us when you hit true celebrity status.
  18. 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.)
  19. 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.
  20. 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.
  21. 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.
  22. As I said. The gem needs to be normal textures. Not normal textures as in normal substituting for geometry details, but normal as in just like any other image. That's why I said it should actually be two different models. One that will yield the gem textures when rendered in 16 steps and the other is the compass model that will turn and tilt around with the player.
  23. Animated characters need to use the md5 model format, and have a skin, anim and mesh file...there are several exporters available.
  24. I did my textures manually in about one hour. It only took s o long because I didn't know how to do it better. Now I learned to animate and it should take less then 10 minutes to do this. Should be pretty simple. Just model the gem and then make a render in 16 steps with animating the material brightness for the gem. I guess that LW can do this and copy each render to a seperate image. Blender can do this as well, and I think this is pretty basic functionality for most 3D animation packages. The gem should be rendered against a black background with Alpha included so that the background will be removed when imported in-game.
  25. Ok, so basically copy the one Oonfish modeled? It'll take 20 minutes to model, but getting all the 16 textures sorted out will probably take quite a while
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