Shadowhide Posted August 16, 2011 Report Posted August 16, 2011 yeah exept a vagon model Quote Proceed with caution!
Shadowhide Posted August 16, 2011 Report Posted August 16, 2011 thanks its only a test. i hope to make a better looking map with a gameplay and train with all missing train parts Quote Proceed with caution!
Shadowhide Posted August 16, 2011 Report Posted August 16, 2011 (edited) This is a good use for lod trees. actually,this is SEED trees Edited August 16, 2011 by Shadowhide Quote Proceed with caution!
jaxa Posted August 16, 2011 Report Posted August 16, 2011 You can have SEED+LOD. SEED places them, LOD provides detail levels based on distance. Right? Quote
Shadowhide Posted August 16, 2011 Report Posted August 16, 2011 (edited) LOD provides detail levels based on distance. Right? yeah,but there is no LOD models for those trees Edited August 16, 2011 by Shadowhide Quote Proceed with caution!
jaxa Posted August 16, 2011 Report Posted August 16, 2011 Yeah but Nosslak was working on some superior looking LOD trees, I'll link you: http://forums.thedarkmod.com/topic/11496-nosslaks-stuff/page__st__800 Quote
Shadowhide Posted August 16, 2011 Report Posted August 16, 2011 (edited) yeah,but those LOD tree models isn't in mod yet but yeah,thats is cool idea to place LOD trees with SEED Edited August 16, 2011 by Shadowhide Quote Proceed with caution!
ungoliant Posted August 25, 2011 Report Posted August 25, 2011 generally not what you want to see when you turn on the lantern. I've successfully created a new mouth attach point for the werebeast crawler, with an appropriate offset for this particular bone. If this functionality is desirable for 1.07 I might be coaxed into modifying a few more chewable toys for easy attachment as well. Quote
Springheel Posted August 25, 2011 Author Report Posted August 25, 2011 Very cool! Do you know how to set it so he drops it when alerted (assuming you want him to)? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
ungoliant Posted August 25, 2011 Report Posted August 25, 2011 that is definitely in my plans, I've seen it in the wiki somewhere, shouldn't be too hard to make him drop it when alerted/killed Quote
nbohr1more Posted August 25, 2011 Report Posted August 25, 2011 That is awesome Ungoliant! But it also makes me laugh... Who owns the pet were-beast Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Serpentine Posted August 29, 2011 Report Posted August 29, 2011 Finally finished sorting out Melans textures, committed and happily sitting in the TDM repo (Yes I'll give you a list, shh :V) Decided to clean up some large leaf/fern textures I had lying around from a different project which is glacial atm, look pretty food in TDM, these are just using the two reskinned models (the current textures on both are in the shot, yes I dont like either, but I will try replace them with textures that are closer, these were tests) Oh, and that wood shingle texture has a nice new normalmap to better show the direction of the shingles (looks pretty damn cool in realistic use, not like this shot) Quote
SiyahParsomen Posted August 30, 2011 Report Posted August 30, 2011 I see nice normals over there. njob is not enough to achieve this kind of result. btw. May I ask which tool do you use to create specular maps? Quote
Serpentine Posted August 30, 2011 Report Posted August 30, 2011 btw. May I ask which tool do you use to create specular maps?I just use Photoshop to isolate the area then level/colourise it - But I verrrry seldom use spec maps, pretty much never. The only thing in that image are two textures you cant really see It looks kinda crap on anything other than metal, wood and some tiles (and special stuff like water). Pretty much all of my stuff is done directly in Photoshop, I use it to come up with heightmaps for the different elements of the texture, then save them out and blend/adjust them when I make the normalmap in SSBump Generator (usually 3-4 levels. But the heightmap usually gives you everything you need, even sometimes to replace the diffuse with a little work. The normals on the larger plant should look a lot better, that model is a pretty bad showcase... but good enough cos I'm lazy Quote
SiyahParsomen Posted August 30, 2011 Report Posted August 30, 2011 (edited) I just use Photoshop to isolate the area then level/colourise it - But I verrrry seldom use spec maps, pretty much never. The only thing in that image are two textures you cant really see It looks kinda crap on anything other than metal, wood and some tiles (and special stuff like water). I see. I'll probably skip it then. Edited August 30, 2011 by SiyahParsomen Quote
Melan Posted August 30, 2011 Report Posted August 30, 2011 Speculars are also good for glass, certain shiny ceramics, and wet stuff. It is pretty good if used with moderation (said Captain Obvious). Quote Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved
stumpy Posted August 30, 2011 Report Posted August 30, 2011 specular causes hilights on surfaces that produce hilights. Quote
Shadowhide Posted August 30, 2011 Report Posted August 30, 2011 specular causes hilights on surfaces that produce hilights.everybody know that Quote Proceed with caution!
SiyahParsomen Posted August 30, 2011 Report Posted August 30, 2011 (edited) I already got what I wanted. Edited August 30, 2011 by SiyahParsomen Quote
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