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  1. great work ! but it's hard to tell whether it's already ok or if you should change something, without a texture...
  2. oh, I think I missunderstood that. I thought you were talking about, how to change the texture of the lightgem, when you're in light/shadow. well UV-mapping isn't so easy to do. it's hard to do that without the finaltexture....hard to explain though.
  3. I don't understand this. Can't you use some other textures for the UV mapping? One problem though. I'm not sure if the ASE file can handle more then one texture file. I think I read something to that effect so you might investigate this on the D3 board.
  4. Mood art is good for our 3D artists, texture artists, and mappers to be constantly reffering to. Now that I'm playing Thief 3, I'm constantly getting certain views and thinking "GEEZ!!! These guys just took the concept art and made it 3D!!!" It does so much for the mood of the game.
  5. Hell, do we even NEED to skin it? The metal parts look pretty good just like that. And the gem is going to be done by a 2d texture anyway, isn't it?
  6. Ok, I imported it into blender, but it'd be cool if oofnish could send me his gem texture. I think it looked quite cool:
  7. Either way we will need a handless version, to use in the inventory screen. Could also be used as a loot item with a fancy texture.
  8. lol not sure if I can teach you anything... I've got some trouble uv-mapping the table: (the side-parts aren't that dark, that's a rendering issue) I can't UV-map the table-legs. they're completely black and when I click on them in the "UV face select"-mode my texture is gone in the other window. anyone an idea ? the whole table is one object !
  9. I don't habe a texture for it. Only the normal and UV map. I don't know that I need to use the UV map though.
  10. Actually, the gem isn't translucent at all so there should be no light transmission of any kind, and I didn't have radiosity on, so I think the color you're seeing is just an illusion. The compass texture is a few different rusty type noise patterns and the combination may be causing that. But yes, I think the compass ring can be placed on the gui, and the overlay can be a more static image. We'll see if the image qualities clash.
  11. I was thinking last night about the most effective way to get some of our models into the game for testing purposes. Then I remembered that our plan was to use some of the zombies already present in the game (since the model and animation are already done) with modified textures. I've also been looking for ways to try my hand at skinning. So in a brilliant flash of synthesis, I thought I would try my hand at creating custom skins for one of the zombies. Since I'll be modifying something that is already created, it won't stretch my limited skills as much, and we should be able to use it fairly easily in our mod tests once I'm done. However, I need someone's help, because I have absolutely no idea where to look for the relevant files. I need the UV map, the texture map at a minimum...I can make my own normal and specular (if they even use that). Can anyone tell me where to find those files? I'm thinking of the thin zombie with pants and no shirt (although the fat one will do in a pinch).
  12. Not strictly necessary. This is a UV issue, not a technical issue. By mirroring, they cut the necessary texture space in half. I've seen non-mirrored models, so it should be fine.
  13. Did anybody of you played around with the shader parameters/definition? I'm currently trying to highlight the doors for frobbing but they always stay the same. For items it was pretty easy. There are some shaderparams 0-8 and I could use number 4 for it. I tried to manipulate all of them but to no avail, so I was wondering if you played around with it and could explain to me how they work. I was thinking of doing it the same way as it was done in T3 by applying a texture dynamically but I have no idea how that works.
  14. Breathe in. textures/Darkmod/Objects/Windows/windowpane/Windowpane { noSelfShadow noshadows twosided translucent glass forceoverlays //sort decal qer_editorimage Textures/custom/Winyel1_d.tga { Program heatHazewithmaskandvertex.vfp vertexParm 0 time * 0 , time * 0 // texture scrolling vertexParm 1 .5 // magnitude of the distortion fragmentProgram heatHazewithmaskandvertex.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/glass/4x4 } { maskcolor map makealpha(textures/glass/glass1) } { blend gl_dst_alpha, gl_one maskalpha cubemap env/gen2 red Parm0 green Parm1 blue Parm2 texgen reflect vertexcolor } { blend filter map Textures/custom/Winyel1_d.tga } { blend diffusemap map Textures/custom/alpha1.tga alphatest .1 } } The bit with the actual fragment shader parsed is this line: Program heatHazewithmaskandvertex.vfp But try the whole thing. The rest is a mish-mash of trying to get the alpha transparency to work properly. It's probably more complicated than needs be.
  15. And looking at that screenshot, i would imagine they are using the same. A spiderweb texture coiuld be made at a MUCH higher resolution than the ones in that shot. It would also be nifty if we could make the webs kinda flutter a bit, though i think they did that in doom3.
  16. I've been looking for a good spiderweb texture for a long, long while now. I've tried everything, even dog fur, but so far haven't come up with anything wispy enough. Dom...I don't remember spiderwebs being in the game. I've looked through the editor but haven't found anything even remotely resembling them.
  17. oh, yeah you were right. I must have accidentally put a light half into the ground. that light caused that strange effect. thank you - I was really shocked, cauze first though that my normal caused that. now it looks much better: http://www.dark-project.com/BlackThief/pavement_test2.jpg what do you think - shall I upload the texture to the ftp ? which family ?
  18. ok - made a rust texture, so that renz can add some pipes, gears etc: http://www.dark-project.com/BlackThief/rust_test1.jpg http://www.dark-project.com/BlackThief/rust_test2.jpg edit: made a blueish-metal version:
  19. I tweaked the colour of the 2nd frame work texture - now they fit better together: edit: uploaded them to the ftp - City/Medieval/Facade
  20. I dunno. Everytime I try to add "heightmap <map>" on a seperate string the editor starts reporting errors and won't display the texture in render mode. I've seen other material files on D3W that do it that way so I must be missing a step. I'd love to see our own parallax map mod, but we gotta find someone that can write GLprogs to do it right. Spar might be able to, but he's already got alot on his shoulders already. Think Nex or Oof would be up to it?
  21. although the text wrapping shouldn't really matter. So, who's up for parallax mapping? We could do it in a better way than the parallax mod, by using a separate heightmap image (does however bump up to 4 tgas per texture which uses it), instead of the blue channel of the normalmap method, which is unrealistic and dodgy. Could look quite good on bricks and cobbles especially.
  22. lol, don't ask. YOU DO NOT WANT TO KNOW! Looking damn good, man. I'm impressed. I've started getting into the materials a bit more deeply over these last few days, and I've finally discovered the joys of heightmaps. I used my most recently wall as an example since I already had a greyscale height on hand....and this is what I came up with. Doesn't look vastly different at first glance, but the sense of depth is a little better and the shadows seem to contour to it a bit more realistically. I added this line to my bumpmap material to achieve it...addnormals blends heightmaps and normalmaps (or 2 normalmaps) together to achieve both a sense of depth and detail. I wanna get into more, but since the editor crashes or bugs the texture when I try something more spectacular out (even stuff I rip already proven to work perfectly) I'm stuck with the basics at the moment bumpmap addnormals(textures/dark_mod/crypt/walls/stone/crypt_wall_stone02_local.tga, heightmap(textures/dark_mod/crypt/walls/stone/crypt_wall_stone02_h.tga, 25 ) ) Edit: The forum wrapped the text around...the bumpmap command above should all be on one string.
  23. All this time I've wondered why ATI hasn't produced a normalmap plugin like Nvidia has when suddenly....I figured out they have. The ATI normalmapper is alot more spartan than Nvidia's effort, it doesn't allow you to tweak anything and only a basic GUI...but when I tried it out on BT's Griffin trim textures I was VERY impressed with the results. Compare the 2 normalmaps I made with the respective normalmapper and see what you think... Nvidia Plugin Vs. ATI Plugin No matter what settings I used the NV plugin couldn't pick up nearly as much detail as the ATI one, which just spit it straight out after telling it which texture to normalmap. The final test will be seeing how it looks ingame, but it seemed to do pretty alright with my crypt_bricks.
  24. lol - thx. texture is on the ftp (crypt/walls/brick/brick02)
  25. a new brick-texture (also from the Cloister) http://www.dark-project.com/BlackThief/brick_test2.jpg
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