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  1. I finally grew tired of this wood panel's poor bump map: and created a new one: Should I check it into SVN, or let a bumpmap expert create the replacement? Thanks
  2. In Texture Tool I'd like to see an anchor and scale stretch for brush surfaces similar to patches. I just textured 4 surfaces of a wooden table top. Ignore the long sides which follow the grain and can be bodged easily, the texture has to flow along the top down the short side back along underneath then back up the other short side and match the top again. Well I got through three sides, top and two vericals but then realized I was going to fall short and the underneath would not reach the far edge. I checked my table which I'd made 56 units long to fit nicely in a room. I guessed it was tiling every 64 units so I calculated if I reduced the scale of the underneath by one seventh then it would reach. (grabs calculator.) This I did but of course the texture was then repositioned in the 'texture world' so I had to drag it back but I got it there in the end. But that would have been much easier if somehow in Texture Tool I could drag one edge (the other remaining anchored) which would rescale the surface automatically. Not sure what to aim at though other than eyesight to see where the texture starts to repeat, or possibly keep on eye on the camera. Also in Texture Tool, can it be possible to drag a whole brush surface from any vertex not just the centre? When aligning two brush surfaces if you zoom in close enough to see the vertices for good alignment you can no longer see the centre to drag. Zoom out to drag and you can only see the vertices so tiny it is hard to align - probably impossible for a very large surface. If you could zoom right it on one vertex and drag it to the vertex of the other surface that would make it much easier. I mean of course it would drag the whole surface not just the vertex as with a patch. It's also hard to figure out the rotation of one surface to another. I first did the top. Copy and paste shader to edge. Clearly wrong. Rotate 90 degrees. Tried different flips and drags and eventually got it. Then the other edge seemed worse. I could actually align it in Texture Tool yet it did not seem to match in camera the texture covered in Texture Tool. More flips and rotates ans scrolls. Eventually I thought I'd got it by chance. Then I looked in Texture Tool and I had put the surface over the other surface. It aligned but they were both covering the same piece of world texture. Clearly I had kind of mirrored the texture. Back to the drawing board. My top rotation was -90. The far edge I'd already aligned was 0. So, I guessed, let's try -180. That worked and now I could align it in TT. Same with the under surface. I manually typed in rotation -270. OK, I'm saying all this because is this how it should work? When I copy and paste from a top surface to a side should it not automatically be the correction rotation?
  3. So I created a Persian wall, but the poly/tris count is insane, despite making the majority of it out of patches and reducing the tessellation to as low as possible. Before I ask someone to look at this for me, if there any way (other then the can-o-worms that is Blender) that I can use to said amounts. The poly/tris count atm is 15/21k, prefabs - mega Just an fyi - I only had 3 instances of this model and a cut down prfab and it caused the the to crash with a malloc error
  4. During beta-testing, I had one tester report a black texture, but everyone else see is properly. The texture has an alpha channel, but that is the only unusual thing about it I can think of. Anyone able to test this, just add the entity movers/doors/atdm:mover_door_industrial01_grate to your map and see how it appears to you. Below is how it looks to me, and how it looks to Xarg:
  5. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  6. Hey All, Does anyone have any coloured plaster and coloured broken plaster textures with material files and bump mapping? I'm working on a new map, in Venice, and it needs a lot of those sorts of textures, and we have so few coloured concrete textures. I need some oranges, yellows and ochres mostly. Preferably aged, and broken, though I can work around it if it's not broken, but I desperately need some to make it look convincing. If you've got some, could you post a link here for me please? Due credit of course. Thanks Neon
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  7. As I would like to put in a request for a version with a shorter chain and without a chain - - models/darkmod/lights/non-extinguishable/lamp_hanging02.ase
  8. Taken from discussion started here (internal link). The issue of alignment of patches upon creation needs some TLC. Currently it's inconsistent and confusing -- some patches are created aligned up-down, others aligned with the current ortho view. Some decisions need to be made for less clear-cut cases. Please provide any thought out opinions on the matter below, then hopefully we can get a single consistent tracker entry out of it. ---- The request is that all patches be created axis-aligned from current ortho view. Currently, they're inconsistent in alignment, top down or sideways. What this would mean is, regardless of current alignment, whatever ortho viewport currently has focus (?) determines which way the patch is created: 1. Simple mesh: If looking "down"/vertically (in a global sense), the patch is created as if laying on the ground, as if it were a floor or carpet. If looking "sideways"/horizontally (in a global sense hereafter) the patch would be up on a side, facing the ortho came, as if it were a wall. Note: This patch already works as described. ---- 2. Bevel: If looking down, create the bevel on its "side." That is, looking in XY view, the mapper would see the curve bending 90 degrees. If looking horizontally, create the bevel "standing up" (as an arch). Thus, the mapper similarly sees the curve. Curved side up please (standing), as an arch, not down (sitting) as a bowl. Arches are much more common. In both views, the "curve is seen" by the mapper, not the "spine" of the patch. A benefit of this is that it immediately shows the mapper, "hey a curve to work with!", as opposed to "uh what is that rectangle with a line through it?" And the mapper can start shaping immediately. If they made it rotated to what they want, they can easily turn it without transforming through other axis or simply delete, rethink, and recreate it. Note: Currently, this does the opposite of this request; it instead shows the "spine" of a bevel in the active ortho. Yes, this conflicts with the previous tracker request for bevel creation, but that was operating under the assumption that bevels were the only patches that would see change in this matter, so "better than nothing." It was shortsighted, I admit. A single consistent system for all patches would be more beneficial and not confusing. ---- 3. Cone/Cylinder: We need a decision here. Are all cones and cylinders created "standing?" That is, longways up-down? Or should they be rotated with the view? To do so is more consistent with the request, and of course more functional. But, should they be axis-aligned with the ortho view (that is, looking down the length of the cone or cylinder), or anti-axis-aligned, which "shows the curve" as above for bevels? Whoever makes the most logical argument for one choice or the other gets a gold star. ---- 4. End caps: Currently creates them "laying on the side" regardless of ortho alignment. Suggestion is that they be oriented axis aligned with ortho view as with the request for bevels above. That is, the mapper always "sees the curve" from their current ortho view, upon creation. ------------------- Thoughts and opinions requested.
  9. A long time ago I asked someone if they could help me with getting a Dark Mod character skeleton for my modeling project but I abandoned it for a long time. A while ago I picked it up again and finished the model. So here it is. A Mantian huntress. Inspired by the Bugbeasts in Thief 1. I had the idea that they have an insect colony type society, except where the gender roles are reversed. A single male king and a whole hive of female drones and warriors. They live in huge jungles far outside The City, but a few of them remain in the ranks of pagans. They have peculiar feet that are great for climbing trees and hanging upside down to ambush prey. They have a thin and flexible but sturdy exoskeleton and sensitive eyes that can see a wide angle. Their pinkie fingers are shaped like deadly scimitars that can stab, cut and slice with ease. Even with a normal map the polycount is pretty high. About 30k quads, but I'm sure that can be lowered with a little work. Textures are diffuse, normal, specular amount and specular color. FYI the model is not yet rigged with a Dark Mod skeleton, just a temporary one for posing. Trying to bind it to an MD5 mesh skeleton can prove difficult due to MD5 models being in a T-pose and my character being in an A-pose. Model and render made with Modo 901
  10. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  11. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  12. I love the texture changes in 1.08. The original visportal texture was one hell of an eye sore!

    1. Show previous comments  1 more
    2. PranQster
    3. Serpentine

      Serpentine

      My pleasure - Please be on the lookout for other editor textures which look bad. Shout when you find some :)

    4. Sir Taffsalot

      Sir Taffsalot

      Thank you serpentine! I also love the unique ladder textures too. Eg climbable foilage, climbable chains. Its great fun finding all these neat little changes in DR.

  13. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  14. Hey, I've noticed a lot of sites with good free models, and was wondering what stands in the way of using some of these free to use ones? Especially .gsm and .3ds models.
  15. No guarantee I'll continue with this as I don't know yet how practical it might be but thought it worth blogging progress and gettings suggestions, input from others. Basically, texture blending doesn't work on brushes and patches but it does on models. If you know how to model you can make your own custom terrain but most mappers won't so I'm seeing if it is practical to make some generic models panels that can be overlaid, eg, over the edge of a grass/stone path, snow/cobbles, ash/fireplace, to soften the edges. The panels are just flat surfaces much like patches but they behave differently to patches so you cannot just adjust them to fit where you want; they are fixed models. My idea is to make a range of lengths and curves like a model railway that you join together and overly where needed. Also planned are heaps for dirt, ash, etc. You might even need to plan your path etc by laying these down first then making your brush/patchwork later. Dunno yet. I know nothing yet. Once done, the mapper can easily duplicate the model(s) he wants and change the two textures to any pair that he wants so no need for thousands of combinations. They are also tiny files - 17K was this one) This next test is to verify if I can get the model texture scale to match the terrain texture scale, and more importantly, get them to join seamlessly. The answer is yes. I'm using the compass image as a test because I can easily detect alignment and other errors. In the first image below you see in-game a brush set into the floor with the compass texture set at default 0.5 scale 'natural'. Laid upon it is a model test panel with the same texture and scale. You might think you can see the join but that is a glitch in my model and the actual model edge is invisible - it merges seamlessly I'm glad to say and is approximately along the line that the yellow arrow is pointing. In the next image you see the same in Dark Radiant with the model highlighted. One thing I didn't tell you. As well as the glitch in the model, I also had to rotate the texture 90 degrees on the brush to align. Dunno why but I should be able to just rotate it on the model later so that won't be needed. The brush is 128 x 128. The model is 128 x 96. Reason is that I figured 32 solid grass, 32 solid stone, 32 in the middle would be gradient. Again, I have no idea if that is the best way to do it. Maybe just the 32 gradient is enough. And how wide should this overlap be anyway for general use? 32 is about a man's stride I guess.
  16. https://www.youtube.com/watch?v=rLtVh_1Bwfw
  17. I'm not sure what sort of reaction I will get to this but I would love to put out a request for some new food models to be added into the core game or if not as a custom asset that could be added in by myself or other mappers who need it. Here is a list of some new food items that I think would compliment the already existing ones in game BaguetteMeat/salami rollWatermelonBananasCucumberDeer leg (similar to Thief 2)Mutton and other meats on bones, sort of like a chicken leg but not as defined as a modern day deep fried chicken leg of courseCheese (more than the existing couple)LeeksPiesThat's all that I can come up with, if anyone else has any other ideas post them here and i'll add them to the list. If any modelers have the time/desire to fulfill part or even the whole list that would be greatly appreciated. Thanks!
  18. Dont know if this has been asked before, but if there any way to target a model, in this case a window to and target it from a light. So when I extinguish the light the skin on the window model changed from unlit to moonlit or self-lit etc.
  19. Got the following pack from Cbeam thats been sitting on my hard-drive for a long while now, In a nutshell I would like someone to help me create this pack or better still take over from me (as I have numerous other projects to be getting on with) https://www.youtube.com/watch?v=uco5WHa0aTQ The list of tasks that need to be done and I will update this as we go are - Create correct folder structure as per TDM norms. Create good hi-res normals. Create DX1/3 .DDS files. Create material defs.
  20. I'd like to scale up and make some other changes to TDM's crystal1-4.ase models because the rotation hack makes them pop out of existence when seen at the border of the screen, which looks very bad - Yet my Blender .ase importer simply does nothing for these crystals, while most other .ase's are fine. I'm using the JediAcademy importer for Blender 2.76b, with my Blender being that version. Then I tried open3mod which can import the crystals but gets unhandled exceptions on exporting to any other format. Also tried Wings3D but it doesn't even seem to support .ase? There's no .ase import option by default, and wings3d forums seem to imply there's no support (i.e. Post #3). Could someone please share a working alternative .ase importer setup for me to try out, or send a zip with these 4 crystals in .obj, .blend, .lwo or another common format? It'd be appreciated
  21. Hey guys, So in the course of building my most recent map I've run into several situations where I wanted to place a trim texture on a rotated brush. Something like this: The best way to apply a trim texture to a standard brush is just to use the fit tool on the surface inspector to align the texture. However, if you try to fit a texture onto a rotated brush, you get something like this: The standard solution to this would be to rotate the texture until you (hopefully) got something that looked decent. That method is both time consuming and prone to failure. Aligning a trim texture on two rotated brushes this way is also out of the question. So here's an alternative: use patches on the rotated surfaces. In my example, I apply caulk to the rotated face: Then select the surface, and create a decal patch for it. Unlike rotated brushes, patches can be properly aligned using the fit tool. So, just apply your texture to the patch and fit/flip accordingly (in this case I fit it 1x2): You might want to filter caulk while doing this step so that you can see the patch more easily. Note that because the brush surface is textured with caulk, only the patch will be visible in game. Note also that occasionally when you fit a texture onto a patch it may end up looking very squished. If so, usually rotating the texture by ninety-degrees will solve the issue (I think this happens when DR gets the x and y degrees on the texture confused). And there you have it. Perfectly aligned textures on rotated brushes. You can use this method to align two rotated brushes side by side quite easily as well:
  22. I need a simple sphere: - radius 8 - textured with "models/darkmod/metal/flat/gold01_ns" - a single joint named "Light" at the origin - no shadow mesh - a low polygon count between 70-100 is fine This is for an experiment, so I might request minor changes until I know what I'm doing. Thankx.
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