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Posted

I'd probably use something like this in my own FM but is it acceptable for Dark Mod?

 

post-400-128523604357_thumb.jpg post-400-128523605848_thumb.jpg

 

Damn - now I see a line around the cap in the screenshot I didn't notice before - I'll to look at that. [edit] no it's just two overlapping clones. :blush:

 

I looked at different ingots old and new and they do vary somewhat. Then I found this old one that looks like it was puddled in an open mould and is an interesting shape. http://www.pandaamerica.com/upd_images/china_gold_ingot_01.jpg

 

 

This beaten gold texture is not the same thing of course but I do like the look of it because it brings out the gold colour and texture. Plain smooth gold does not always look so good and the fine texture of a sand-moulded metal might not be so visible. Logically an ingot is poured not hammered but I just think it looks a nice texture.

 

I've wondered about putting an impressed stamp on it to make it official. If I put it in the texture I probably then need two textures so it might be more economical to put a patch on the top and use something we've got like the lion to give a vague suggestion of a mark or maybe even the part of the gold coin.

 

I'm also considering some nuggets from this material also silver. Again, it makes no sense if it is hammered but I'm not sure I would think of it as hammered if I didn't know - just a very rough metal surface.

Posted

The texture scale looks a tad too large for my taste - is this a brush & patch combo or an actual model?

 

I can offer to model an ingot for you if you provide me with the gold texture you're using here.

Posted

The color is great, but it looks a little too rough to me. It'd be better for unprocessed chunks of gold. In this case I'd clearly prefer a much smoother one.

Posted

OK, thanks greebo. Yes, it would eventually be a loot model.

 

I did a quick test with part of the crown normal and clearly if it did have an impress stamp it needs a new one I think. It almost looks like a kind of currency at this scale - worth 25G, 50G?

 

Anyway, I'll commit the texture and see what you come up with. You're probably right about the scale. I firstly did it very small scale and it tiles badly.

 

post-400-128523972207_thumb.jpg

Posted

OK, committed gold_beaten to flat metals. Note, not done dds yet in case you want to do anything with the diffuse. Also not put in the new HDR stuff in the material as I've not kept up with that and I'm working externally mostly.

Posted

I have some rather nice looking 'perfect condition' bars that I'll try damage a bit, add a little variation.

 

Also that screenshot shows my next port of call; Fabrics, for too long have you been an unsightly blemish on my TDM!

Posted

Here's a first version with a custom diffusemap (based on your texture) and baked normalmap:

 

ingot.jpg

 

It has 116 polys, plus 12 poly collision mesh and 12 poly shadow mesh. If this one is fine, I can make several sizes of the ingot.

Posted

Here's a first version with a custom diffusemap (based on your texture) and baked normalmap:

 

post-406-128542604515_thumb.jpg

 

It has 116 polys, plus 12 poly collision mesh and 12 poly shadow mesh. If this one is fine, I can make several sizes of the ingot.

 

Nice one! *lusts for gold*

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Yes that's fine. What scale is that texture - could be useful for some other stuff. Don't know what sizes we want. I guess a small one comfortable to lift in one hand and one two-hander. Any opinions on loot values? Not sure if we need a big one. If too big then the value is out of proportion. Typical FM might have 3000 to 6000 loot objective so a couple of large ingots worth 1000 each might be a bit misplaced.

Posted

Diffusemap is 512x256

Specularmap is 256x128

Normalmap is 512x256

 

The diffusemap is a blend of several ones, but it is nontiling, so it might be of limited use for anything else.

 

I agree about the ingot size, massive gold ingots are awfully expensive, so I'll create a couple of smaller ones and upload them to SVN.

Posted

Diffusemap is 512x256

Specularmap is 256x128

Normalmap is 512x256

 

The diffusemap is a blend of several ones, but it is nontiling, so it might be of limited use for anything else.

 

I agree about the ingot size, massive gold ingots are awfully expensive, so I'll create a couple of smaller ones and upload them to SVN.

 

Gold is also very very heavy, heavier than lead. According to:

 

http://rudhar.com/gold/de/watevalu.stm

 

a one-kilogram gold (2.2 pound) bar is just 52 cm³ or 37mm x 37mm x 37mm big. Thats smaller than 4 cm across each edge.

 

And one kg gold might be worth quite a bit already, at the current value 32610.82 €uro if it is pure Gold :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Posted

Really? How come you know all that stuff?

 

Anyways, the ingots are uploaded now and can be tested in test/inventory.map:

 

gold_ingots.jpg

 

I hope all the necessary files are checked in and I didn't miss anything.

 

The screenshot also makes it obvious that the hue of the golden ingots and the rest of the loot (which is presumably gold or is it an alloy?) is different, our loot has more of a reddish tone. I don't know how much of an issue that is, that's up to Springheel to decide.

Posted

It struck me as a little bit too yellow at first. It's probably within the realistic limits of "gold colour", but the rest of our gold does tend to be more "tan". I'm not sure it needs to be changed. A google search for gold shows lots of different shades.

Posted

When working on my thesis I often had to evaporate pure gold for my device electrodes, and I remember that the colour is definitely more on the yellow side than on the red one (and an ounce is a very beautiful thing to look at), but in any case it can be argued that the loot items are made of all kinds of alloys. Even if a goblet is not made of 100% gold, a gold alloy is still worth some cash.

 

The diffusemap is located in darkmod\dds\models\darkmod\props\textures\gold_ingot.dss, in case it needs to be adjusted.

Posted

Looks fine in game and the values seem OK so that's an extra loot option for mappers. Not a display decorative item but in a safe, vault, etc. The tiny ones might even be held by rich folk as a kind of currency or securities in their home safe.

Posted

Really? How come you know all that stuff?

 

I guess that was sarcasm? :)

 

My uncle used to collect lead (to sell as scrap metal), he had a small bucket full in his garage, which looked innocent, until someone tried to lift it. Simply impossible to steal :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

  • 1 month later...
Posted

When working on my thesis I often had to evaporate pure gold for my device electrodes, and I remember that the colour is definitely more on the yellow side than on the red one (and an ounce is a very beautiful thing to look at)

Did you also briefly consider running away with a big bag of gold pellets someone gave you to refill the evaporator? I thought about it for about a second before I realized that gold worth a couple months vacation in Mexico wasn't worth throwing it all away and living as a fugitive. :)

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