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  1. Candles are already modelled in D3 so that shouldn't be hard. I wonder what other D3 objects we could use if we retextured them? We could put a wood texture on the boxes, for starters.
  2. ...and another victorian wood texture - actually I'm very proud of it, cauze it's a really good looking high-res texture, however I didn't get the right color, so that it doesn't fit to the other wooden stuff I made here are 4 different versions (the 1st is the original) - maybe someone else can do the color-work better, so that it'll fit better to the other stuff... 1. version 2. version 3. version 4. version I think the texture will look good at the upper edge of a wall. I don't know how you call it in english.
  3. No, definitely not the end. And I know that I didn't do it in the most awesome way possible, either - I was kinda learning as I went during my modeling, especially since it started as a low-poly model at first. The end result will certainly be better. But it's still a major bummer.
  4. Not yet, no. The specular maps are the one big thing I'm missing at the moment. Based on what I've seen thus far they're not a dire necessity...can't hurt to have em, but everything looks fine without em. The texture package...so far I've kept everything nice and organized, but there are a few textures in there that absolutely refuse to work no matter what I do. Considering that about 1/3rd of Id's textures aren't showing up, I'm starting to believe it's more of a bug with the editor than a problem on my end.
  5. lol, I'll get to it. I was planning on doing it tomorrow after I clean it up and straighten things out inside of it a bit. But on another note...Fireplace You have to see it in motion to really appreciate it, what with the (bit too frequent at the moment) lightning lighting everything up nice and cooly. I'll include both my maps in with the texture pack when I upload it to the FTP.
  6. you mentioned somewhere, that you want to add a fireplace. maybe this texture will be helpfull:
  7. great work man I hope I get D3 tomorrow in the computer store, where I buy my new computer components. If everything works fine I'll be able to play D3 on highest-details in 2 days BTW: as soon as you've got your ceiling we should post this screen in the ttlg-forums, I think people will be really impressed.
  8. I would suggest you make the normal texture (with lattice) transparent and translucent and then put the lattice on it. of course everything must fit exactly, but I think this will look best. I tried to make a no lattice version, but it looks like crap, cauze of the dirt and some other things on the glass, that is dependent to the lattice. I hope you understand, what I mean - sometimes it's hard to explain in english edit: a new wallpaper
  9. Whoa, place lost alot of it's cheer since while I was away...now it's all gothed out. Anyway, new textures placed in a more properly lit room for your persual. I even threw in my ugly ass wallpaper texture just to show it off....still think it belongs in a bathroom. Pic I intend to throw in a fireplace near the center of the room once I get an appropriate texture in place. I also wanna make it less angular, but I figured it'd be good to test out the lighting engine so I made a few pillars and grooves to see how it'd do. I haven't imported Blackthief's paneled ceiling yet (hence no ceiling), but it'll be in there soon. I'll also try out his other wallpapers in place of mine, too.
  10. There's nothing wrong with the window, looks perfectly thiefy to me. A moon? Never! No time to modify. Springwheel's stuff's perfect anyway. (Runs away with the artwork to the Imperium forums.)
  11. Can you make a lurvely all-glass (no lattice) version of your window texture monsieur BlackThief? Cos then we can make it translucent and transparent and all sorts of graphical loveliness, and overlay it with the lattice or a frame. :lol:
  12. a new texture: a pavement-texture (<-- is that the right name ?) I wanted to test it in thief 3, however the bumpmap didn't work properly for some reasen. so I just uploaded the texture - somebody else should make the bumpmap for it
  13. Guest

    I Want To Help

    Arg. Sorry forgot to include contact info. God_is_my_goldfish@yahoo.com Or PM me in ttlg or ionstorm forums.
  14. Poo bang. No one noticed yet. Anyway, I distracted them with some posts of concept art, model WIP and screenshot.
  15. most of them are really nice but I think the white wooden door and the other white wood texture don't fit properly into the thiefworld.
  16. hm, the shadows look a little bit strange to me on the shot anyway I just uploaded a new texture and some other textures in new colors. a white wallpaper - actually I didn't had to do much on this, cauze almost everything already fit. demo: and here's the ceiling in yellow - I just changed the colors in Photoshop - its quite easy demo: I also changed the color of the panel.
  17. I realise now that, sorry, I'm not a 24-hr admin, I tried my best to make team-members team members, but you and Renz slipped the net (too late registering of course ). Anyway, I agree with the design document thread, but hadn't considered game design. Alright, I'll remove the lightgem board too. Art boards will remain, I like the classifications. ~Programming ~AI ~Sound programming and a new board for SFX. I'll make the design document section read-only, and I'll make a 'team issues/general' board. I'm wondering about the special fx board - this is a mixture of art and programming, mostly involving the .mtr files, which the texture artists should learn to deal with anyway. But if you are really stuck on this, then I'll make one of course. Sound good?
  18. hm, the ceiling looks a little bit unsharp in doom3 in comparison to my thief 3 shots. I uploaded my bumpmap of the ceiling to the ftp and a new texture a made today. probably one of the most difficult textures I made yet - it's only a baroque wallpaper, however I only got a small piece of the wallpaper and so I had to draw about 1/5 of the hole texture in PS by hand. Hope I did a good job, so that you can't recognize the areas I made here's the demo: full version (512x512) on the ftp. I think the style fits to the panel and the ceiling - now we can create a whole thiefy room
  19. well, I made a bumpmap for the ceiling, but I think Fingernail made one, too, to test the texture ingame. nevertheless I can upload my bumpmap to the ftp. Now I'm working on some classic wallpaper in thief 2 style. I think we don't need to do bumpmaps for that BTW: Where the hell are the admins - you guys are still "normal" members and I assume you can't see the whole forum.
  20. Since we started with this project I haven't heard anything about which license we will use. This is IMO quite an important decisision, as some memebrs may not want to use one license modell while others may and still others don't care. As we have seen in the case SCO against IBM this issue is NOT so trivial and can potentially affect everybody here. This is also important to protect our project against copyright claims or others ripping off. So I would suggest to discuss this BEFORE we start to create to much content and afterwards being dissatisfied with the decisions. One question: If we code for D3 what resctrictions are there for our mod? As with DromEd we had the restriction that all FMs had to be free and were not allowed to be commercially used without permission. I expect that a similar restriction exists for D3 mods (but then again it may not) so this already might affect the decision on which license model we can use. There are also other considerations, because if we choose i.E. GPL or any other open source compatible license model (there are several of them) we can register for services like webhosting, shell accounts, CVS services and others, which may not be available for closed source developments. I think it is better to use such existing services instead of relaing on private resources, because this gives us a major advantage. If there ever is a break in the private resources we will have to find new resources where to translocate them. If we use public resources, everybody has access and we don't need to worry over uptime or accessability or support. That doesn't mean that we can NOT use private resources as well, but it gives us many advantages for free and serves as a seamless backup. If this is comptable with D3 restrictions therfore I would suggest to use GPL/LGPL or a similar license model and I think there is also an Open Content license for art so we could put this there as well. Since this is a community project and we want to use community resources as well, I think this would be a fair decision. One reason why I also want to have this clarified is, to protect our work (I already have seen such a thing happen). If i.E. somebody writes a good AI code and suddenly decides that the code is so good that he no longer wants to offer it for free, then we are screwed. In this case we woould have to start from scratch and rewrite all this code from new. I don't want something like this to happen, so we really should decide an a license early on, so everybody knows what he can expect or not expect from the project. Of course this is also true for art (images, sound, models, levels, etc.), despite me writing mainly about code because I'm a programmer myself.
  21. Hey, thanks for the texture. I think I might try and tackle your stained glass windows next and see what I can come up with. Pretty soon, counting both your textures and the ones I've done so far, I might have enough to make a good sized mockup map. But if you can, see if you can make some bumpmaps to help me out with. Photosourced textures usually need to be tweaked alot more than the Blade textures do, so it'd be alot faster if I had an extra hand doing em. Edit: Actually, it'd be a good idea if everyone making textures (which I think is just Blackthief, possibly Alexius, and I) were to get together and started organizing everything. It'll mean alot less work on down the road if we keep everything in order and pack the textures the same way and whatnot.
  22. your map looks great man yes the texture isn't perfect, however I thought it would look a little bit more old and medieval that way let's move this into the art-forum...
  23. I consider this a small occasion since his woodpanel texture is the first normalmap I've done by hand. It's a great texture overall, but I had to do a few tweaks here and there to get it to work properly ingame...like change the paneling a bit towards the bottom cuz they bent a little towards the right and whatnot. Finishing it up helped me learn alot about Photoshop and MS Paint in the process, so it's all good. I still have a bit to go before it's completed, but this is the 80% complete texture, and the first one of Blackthief's textures I've done properly. Check it out HERE, mangs! P.S: It's dark in the renderer cuz I wanted to show how the light would catch it. I'm particularly proud of this one.
  24. SWEET. I have been looking for something like this for DAYS. And it makes sense now, too. Huzzah! I told you all that Doom3 could do normal map generation. So I guess I don't need ZBrush after all. Double hooray! Will just model the damn details by hand, old-school.
  25. A cool tutorial from the D3W forums about creating new creature models. http://www.doom3world.org/phpbb2/viewtopic.php?t=5133
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