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  1. The face sketch is here: http://forums.thedarkmod.com/index.php?act=S...3&st=0#entry796 I wasn't sure whether a side view was necessary...if you'd like one just let me know.
  2. I placed a few sound samples from my keyboard over in the Art > Sound > Sound Effects/Music > "Sound Effects, Ambience, Music" thread. Please check out that post: http://forums.thedarkmod.com/index.php?act=S...=findpost&p=779
  3. Hmm, something does look familiar about it to me. Maybe it was only used in certain books or certain notes lying around? Here's the post I got it from: http://forums.ionstorm.com/index.php?showt...ndpost&p=355674
  4. I might be able to push the brushcount a bit farther then. Since Thief isn't quite so fast paced, and most of the NPC's won't be casting fireballs or summoning more crap and loading the screen with a billion effects, then I should be able to pull it off. It's also pretty unlikely that you'll see more than 4 guards onscreen at once... But the first thing I need to do is get more ram. 512 megs just isn't cutting it anymore, and the editor likes to crash on me when my available ram gets too low. So to fix this little problem I'm gonna fire up the old Poor Renzatic Fund (The PRF) again so now you all can donate to a most worthy cause....getting me more stuff!
  5. Sketch me a face indeed - great timing, as I just dug out an ancient, terrible model of a head that I was working on when I first got into character modeling. It was a horrible model for a normal person, as its facial features were way too thin, and most character models are Action Hero type people. For a thief, tho, it's great. And on the awesome side, I made a fantastic nose. Hell yes. So, yeah, knock up a quick face sketch for me please thx.
  6. I REALLY like that mask idea. A LOT. And not just from a holy-shit-easier-to-model standpoint, either. It looks excellent indeed, and it makes sense, right? Harder to see him. As for the indent issue - I tried that first, but it didn't smooth very well, so I'm actually gonna do a combination. Right now I'm going through all of the edges of armor and adding a bit of a curve to the outside edges of the armor, so it's a bit raised. Just about every sharp edge is gonna get chamfered to a nice curve, as well.
  7. Renzatic

    Good Stuff!

    Your texture alignment is a little rough in some places, and the lighting could use some work, but other than that it's a damn good looking map. The props in particular are really slick.
  8. Doom 3 comes packaged with the level editor in the executable. All you have to do to access it is rightclick on the Doom 3 shortcut, click on properties, and add "com_allowConsole 1 +set r_fullscreen 0 +editor" in the target box after the quotation marks. But if you mean how we've made all the test maps, well...we've got lots of stuff down in the (currently?) hidden sections of the forums that go through it all step by step. It's a long process that'll probably bore the hell out of everyone not interested in the technical side of the mod. And yeah, the SDK will be free. As for the Garrett model...I think DeepOmega has been doing it in 3DSMax, not too sure though.
  9. Hey all - I knocked up a quick model of the wooden inlay trim thing. Unfortunately, in that fateful reformat I lost my Doom 3 install, and the CDs are home. I'll grab them this weekend, but for now I just exported the two ASE files for your use to generate normal maps. I attached it as a zip. There's a good tutorial on doing it at http://www.doom3world.org/phpbb2/viewtopic.php?t=5133 - it should be pretty obvious which of my files is which. WoodInlayLow.zip
  10. Why? Doom 3 can do translucent in realtime - you just need a 'thicker' alpha texture. Or frosted glass.
  11. Hello, I offered my help on the coding side on the old forums. Until the SDK comes out, a lot of the stuff I'd like to get started on will have to wait. As a result, I was only periodically checking the old boards, and only just now saw the message regarding this move. I'm still more than willing to offer my help on the coding side. I'm mostly interested in helping with AI, and movement code (Mantling, run/walk/sneak/crouch modifications). I'm also willing to help anywhere else that requires it. Even Art. Sorry for not posting anything for a while, but until the SDK comes out, a large number of things are simply speculation at this point. -oofnish
  12. But they key word is "pretty" isn't it? They still weren't TOTALLY opaque - what was on the other side - light, shapes, etc. would affect what the window looked like, and you could tell there was a whole 'nother world on the other side, and not just a solid wall with a texture on it and a light object in front (a la T2). Windows that are translucent would look WAY more atmospheric than the original "fake" windows, or perfectly transparent windows. I would think with more fiddling with the alpha transparency and the 'wobbly' effect of Fingernail's windows, you could get a 'translucent' effect. Imagine; it's not transparent enough for you to see properly through it, but it's not actually a solid wall either (the way it is in T2). You can make out forms and light on the other side, and it would change as you move. This would look very cool and atmospheric, since the environment on the other side would affect what the window looks like, which is the kind of thing we've been trying to fake with textures and light objects in the previous games. My only concern is how showing the extra geometry would affect frame rate. I guess you would only put translucent windows where you could afford the polycount.
  13. In this case, when building, I'd make a really frosted glass texture, and then make a block with that texture and cut out the window holes, putting in a plane of frosted glass texture, rather than use that glass. Other than that, it's quite nice...a bit American Colonial, perhaps?
  14. Omega, go for it. Read up on the scale and formats you need. You can just pass 3D object 'texture planes' through Doom 3 using the 'renderbump' command, and it outputs full normalmaps.
  15. Wow, quite exciting to see that window. I'm actually trying my hand at making a window texture...I'll post my results for criticism and look forward to getting some pointers so I can learn how to do this as well and be more productive to the team.
  16. That brick texture reminds me - a lot of the normals we make should be based off of modelling, not painting. This is especially true of the complicated ones (the wood inlays come to mind). Modelling that inlay, then normal mapping it, would take about 20 minutes, and would get excellent results. This is how they got most of the really complicated metal textures in Doom3 (the ones with sockets and pipes and so on and so forth). Anyway, if you want me to knock some up, I will. Very easy project for me.
  17. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  18. Wow guys, this stuff is gorgeous. I feel lame for not being a texture artist now.
  19. xpnsve

    Hello!

    Hi there guys! This is Jim from DoomCast.com. I've been talking to Fingernail and offered him hosting and some space on our forums! Just wanted to say hello and meet the people who are going to bring out this awsome thief mod! I still remember the first time I played thief, lol, getting chased around the first manor and scrambling up a rope to hide hahaha Hopefully this mod turns out great! Anyway, gtg Jim Doomcast
  20. I can't really model (or draw) characters, but I figured I'd try my hand at it and see what I could come up with. I think you'll all agree that I've made quite an improvment on DeepOmega's already awesome Thief... HAAAAADOOOKEN!
  21. Wee....you can see through the windows, and it nicely distorts/defracts the image. So no more flat windows. Anyway, I haven't yet made it so that the black lattice bars are entirely opaque, but that should be easy, a few tweaks to the alpha at best. Anyway, I'll do a tut soon. It's all in the .mtr definition files...and it kills framerate in the editor, but ingame, it's fine.
  22. here's the first castle wall texture: http://208.49.149.118/TheDarkMod/Textures/cas-wall1.jpg I know 1024x1024 is a little bit too big for the texture - the optimal size would be around 800x800 so you've to scale it down a bit in the editor... I'll try to make good normalmap for it.
  23. Basically, I've just played around with the ones in Doom 3. You choose a texture and it's either animated, fog, flickering, got little lines/shadows in it, etc. So you could make a lattice window projection, and project it from the window to the floor.
  24. Light shafts = easy. Just a texture on the light as usual, and projected light. Anyway, yeah the windows are too big. And yes, your roof texture doesn't work, I'll sort that out too. And we need to figure out shaders so we can have proper transparent/translucent glass in those windows instead of just a flat texture.
  25. Wow, great start on the house, Fingernail. We need to find a good roof texture. The windows look awesome, but I agree with Ren that they're a bit too big. I love the skyline in the background though, where did you get that? Ren: Your glowy windows look great. Are they supposed to act a light sources though? It looks like they should be casting some blue light around but it doesn't look like they are.
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