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  1. http://208.49.149.118/TheDarkMod/Textures/...raltile01_d.tga http://208.49.149.118/TheDarkMod/Textures/...raltile01_s.tga http://208.49.149.118/TheDarkMod/Textures/...ile01_local.tga Paste these lines to your custom.mtr to see it: textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01 { qer_editorimage Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_d.tga diffusemap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_d.tga specularmap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_s.tga bumpmap Textures/Dark_Mod/Mansion/Floor/Tile/Mansion_Floor_floraltile01_local.tga }
  2. I'm gonna search google for one here in a sec, but someone here might have one on hand or might be able to make one better than I could find..so... I'm looking for a banner flag, large, vertical. Something you would see draped down from ceilings. I want one so I can hang it down in front of the walls on the upper outside floor of the gallery.
  3. Ok, if I'm reading this right, the black box is the size of the hazmat character, so this is a fairly smallish room. Why do the stone walls look so gigantic? I tried using the 'fit' button but it didn't seem to do anything. Are the textures too big or am I missing something?
  4. The best place to find wallpaper textures? Why from an online wallpaper retailer, of course! Browsing through the samples has netted me more than a few potentially good textures to be used in the game, in fact the beige wall that's on display in my most recent room mockup was sourced from here. Some are a little cheesy and wouldn't work in the Thief universe, but if you dig around the site for a few you'll find some excellent textures that are well worth throwing in. I intend on taking a few and piecing them together to make some nice, detailed walls. If anyone else has any good websites we can source from, place em here. They don't even have to be useable as actual textures, if we can get a few ideas or inspirations from then they're more than welcome.
  5. Or it will be in about half an hour. 112 megs of textures (that need to be converted to dds to save on space), 6 map tests, and a material file are included in this release. Make sure you check out the readme to get my current thoughts on the new pack (I don't consider it done, but I figured I might as well release it), and remember that you're all free to tweak, prod, poke, and kick the maps and textures to your hearts content. Grab it here in about 28 minutes.
  6. It's coming along. Still got some issues here and there, and I haven't found all the textures I want to include in the next pack yet, but it's getting there. This is a shot from the map I'm working on, figured I've gotten it to the point where I have something interesting to show off. Imagine it with little colored jars and various other knick-knacks sitting on those shelves, electric lights hanging from the ceiling, wispy cobwebs draped from the ceiling to the walls, and...uh...a floor, and you'll see where I wanna go with it. But without further ado...The Basement
  7. I got a great book for Christmas last year. It's called "Village Buildings of Britain" by Matthew Rice. It is full of illustrations of different buildings, doors, windows, etc from places around Britain. Lots of stuff we could use. I don't want to break the spine, but here are a few example pages:
  8. City Textures - very similar to the Thief 3/2/1 City. Slightly Tudor/medieval, with elements of neo-Classicism and gothic. Also steampunk - ie. pipes, chimneys. Vaguely Victorian. Basically it's melting pot of styles - a bit like London, a bit like Prague, Paris and Vienna in my mind. Mansion textures - similar to the T2 style/Moira's manse from T3. Wood panneling, rich wallpaper, carpets, shiny wood flooring, elaborate doors, grand staircases, large windows and roof lights. A bit of art-deco influence ala T2 would be nice. Church Textures - should be Alexius' speciality . High Gothic, St Vitus, Notre Dame, large stain glass windows, many vaults, columns, transcepts...you get the picture. Stone mainly. Some 'Hammer-equivalent' logos would be nice. Catacomb/sewer Textures - just some boney, wet, damp rock & brick. Quite a small section. Core Textures - very crucial. All the standard bricks, wood, flooring, tiles, edging, grass, that would go well in pretty much any situation. Water Textures - new shaders should be made. This should probably involve new fragment programs, which means someone should have a bash at learning the fragment language (check D3W for scant details). Glass Textures - people have windows, ya know. All styles. Door Textures - some pretty general wood & metal doors. Metallic Textures - all the shininess: pipes, grates, fans, valves, infernal machines. Go crazy & nuts with this one, I want to see all sorts of Edward Scissorhands craziness.
  9. 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.
  10. http://www.doom3world.org/phpbb2/viewtopic.php?t=482
  11. http://www.doom3world.org/phpbb2/viewtopic.php?t=4218 (gothic pack) http://www.planetquake.com/berneyboy/textures.htm (urban pack) ftp/DarkMod <- Renzatic's textures & BlackThief's.
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