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  1. THe wallpaper texture is from http://www.decorate-waverly.com/Search_Pro...?intCategory=16 A great resource for tilable wallpaper, fabric and carpet swatches. Yes, that's the rendeered model, but let's wait to see it in-game before saying it's any good)
  2. Well of course the models won't look as good in-game. THe single biggest difference will be the lighting. THe D3 renderer is worthless shit, it's as simple as that (when compared with the Lightwave renderer that is) Though having said that, some of the doom characterss look pretty good, even though they only have one 512 texture for the whole head and body, and the models themselves are low res (mostly around 2k polys, that's even lower than UT2K3 models, and UT's models have two 1024 textures per character as well) It's just a matter of working out the normal mapping and the best way to apply it, that's the key in this engine. I suppose I can hook one up and shoot it in-game as a static mesh to see what it'll look like.
  3. great work oDDity !! maybe we should just remove the names on the globe, then it'd be fine. BTW were's the wallpaper-texture in the back-ground from ? looks really nice - almost exactly like the old T2 ones, just very highres
  4. Man, that looks like I could pick it up, it's so real. One thing to consider...people are going to look at the globe and wonder what universe they are in...does The Dark Mod take place on an alternate earth? If not we should probably texture it in a way that is fairly neutral.
  5. BlackThief

    Plate

    of course - I just don't wanted to leave reflections on the actual texture
  6. BlackThief

    Plate

    ok, here's it with a loot texture: what do you guys think ? lootish enough ?
  7. Springheel

    Plate

    Nice one. Can you do up a 'loot' texture as well? Something shiny.
  8. Thjat reminds me. We could use a cube and put the gem on this. If the texture has proper alpha then this should matter, because the player will only see the round gem. Since we don't need to rotate the gem nobody would notice it, and a cube is easy to render. I think I will try this.
  9. I thknk we may have to do it this way after all. The only problem is. I currently don't know how to change the texture on the model on the fly. I know that the model has a material just like all the other stuff. So my initial idea was to deal with it, just like with the frob highlight. The only problem I have is, that I don't know how to find the entity for the HUD elements. And I need it to pass the message about the lightlevel to the material shader. In the logs I can see all entities that are spawned in the gameworld, but the HUD elements don't sho up there. So this means that it is not instantiated as an idEntity class ini the code. I hope you understand what I'm saying here.
  10. the chair, the texture (which is also used for the table), the normalmap and the material-file furniture.mtr are on the ftp now. (/TheDarkMod/models/props/furniture/chair/vic_diningchair1.ase /TheDarkMod/models/props/furniture/table/coffeetab1.ase /TheDarkMod/models/props/furniture/table/tab1_chair1_d.tga /TheDarkMod/models/props/furniture/table/tab1_chair1_local.tga /TheDarkMod/models/Material-Files/furniture.mtr) the normalmap isn't perfect yet, but it's ok for now. I'd really like to do something different now. I'll post that into the model-request-thread.
  11. Is there some special hoop I must jump through to actually see the textures in D3Ed? I have the textures (the old archive) expanded onto my drive. I can double click and view them externally just fine. I start up D3Ed with Doom3 +editor +set fs_game darkmod It starts up just fine, and the dark_mod texture branch shows up in the media tab just fine. Now, I've wondered why soooo many stock D3 textures would show up as just black, but I've read that "they are just leftover (somethings) that they left in there and didn't clean up." So I took the guy's word for it. Well, it's probably not correct, because I can't view (actually see) or use any of TDM textures. They're in the tree. They are recognized. And when I use them, I get black walls. What the hell is going on? Is there some crucial step I'm missing? By my estimation, far more than half of the stock D3 textures are empty/black, which means clearly something's bugged or set up wrong. I strongly doubt they left THAT much unused junk behind.......
  12. Well then. I know what you might have missed; did you make a new definition file with all the texture paths in? Did you put the textures in the right place? Did you use the 'bumpmap' key in the definition?
  13. OMG he is back ! and this model looks just damn AWESOME ! with a better red-cloth texture this will rock !
  14. Crystal and Broadhead Arrows are up on the FTP - includes two .ASE files, 2 UV guides, and 2 shading guides (basically, I burned some light onto a 50% gray texture, so you can use this to make the diffuse map), and 1 incomplete normal map. For the normal map, fill all gray areas with RGB of 127 127 255, and it should work fine. Feel free to not use it if you'd rather. No screenies, as the model itself is not at all different from what I've already done - but now it can get in game (hypothetically). 280 polys for the broadhead, less for the crystal.
  15. Well, knocked up a texture for the water arrow, but I'm gonna see if I can't figure out the whole fragment shader dealy. It's a good learning opportunity.
  16. I definitely, definitely like the ideas for the arrows. Drool. Not sure how best to implement it, tho. The shifting colors/shaders, that's easy with a combination of a shader and an animated texture blend, but the tendrils, the haze, the swirling gas, and the droplets are all less clear. This does not mean we shouldn't try to do them! There are a few approaches I can think of, but most are going to delve into frame-based mesh animation. Not sure how this work in D3 so I'll get right on it.
  17. sparhawk

    Goblet

    I know what you mean. I also can't sleep when I'm on the SDK. If you texture this stuff do you know how to get it in-game? I know how to do this, but I don't know how to apply the normalmaps, so I usually do only the colour map.
  18. This is a texture issue. I placed the coins outside the light and still looks quite bright. I check this with real coins but I think it doesn't look realistic.
  19. We won't be using a flashlight, so does it matter? The flashlight in D3 isn't actually a 'light'. It uses some kind of texture-shader cheat. The player's flare and and lanterns/torches carried by guards will be true dynamic lights, so they probably won't have the same problem. Still would be interesting to know why though....
  20. yes, but there's a shadow on the texture which souldn't be there. go ingame and use the flashlight and you'll see what I mean. the flashlight doesn't lit up any of our custom objects. they are lit up by the static lights but not by the flashlight.
  21. But the texture can be seen on the image??? It's not black there.
  22. no specularmaps don't have anything to do with that - a specularmap just defines, which parts of the texture reflect the light and how much light is reflected.
  23. I think as long as junk looks like junk ( drab - no specular) and the fancy stuff is gold and jeweled ( with a nice specular) we can clearly establish what is junk and what is loot. Junk plates in the original games for example were white or a somewhat rough looking metal. With Thief 3, they never really set any specific rules for what was junk and loot. In many cases they just used the same model with a different texture. I think to be successful in this, we would have to vary some of our models a bit. Not so much with plates, but cups perhaps.
  24. I did a new screenshot and this looks real good. Of course the coins look rather crappy as they are right now. We should fix them and also create a better texture. They look pretty drab. Shouldn't they look more valuable? More gold or something. Don't know. Another thing I noticed (Hey Ne Horizon ). There is no single frob highlight value. When you try the books in game the frob highlight is barely noticable. So I think we must do this for every single item to make it look good. Might also be because the books are now in full light, but somehow I doubt it. If this is the case then I must do something in the code, probably. Edit: Just tested it. When I set it to .60 then it is ok for me. But keep in mind that I'm colourblind so it may be different for you. And one other issue I noticed. We will need collision models for the tables and the items need to be properly aligned. Currently they are totaly off.
  25. variety is really no problem - I'd just have to change the texture...
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