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Builder's Bedroom set


XendroX

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For transparent textures, you use the following:

 

{

blend diffusemap

map textures/darkmod/decals/cracks/decal_wattle_corner

alphaTest 0.5

}

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Nice, nice, would it be possible to take advantage of the ability to have alternate "skin"s? (I have no idea what is involved.)

 

I agree the middle end table appears most universal, but the rightmost one would fit an opulent setting. Similarly, varied looks from all those great desk appearances capitalizes on the work of one model.

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Can someone make test obj, like simple box, or sphere with all needed stuff, like dds textures with alpha channel, wirght source tga with alpha for this dds, skins, material description, glowing, translucency, glowing when selected in game... whatever can be apllied to material and share it... It will be VERY usefull, beacuse I'm going crazy when try to solve some new issue.. I have spent 2-3 hours and still haven't working alpha %(((

 

Closer to weekend, I try to write some tutorial with example object and all defintions for it correct use ingame

Edited by XendroX
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After all issues, I decided to make endtable in 3 skins in dds textures with alpha channel...

 

I don't know how it be in full set, but I don't see much difference between black with steel symbol and black with gold at shot

19360106711d.jpg

Edited by XendroX
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All of these shots are looking great! Can't wait to see them in an FM :)

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Those are big candles, but you should probably make sure the height is consistent with our other end tables for the sake of animations.

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First try and affirmation of my doings %))

Very very pre-version of bed (Final of polys, and light by textures)

But today it has monsterously polycount about 6500 tris, shadowmesh I purpose wiil be about 1000-1500. I have resimpled all models ang have 6500 tris %))

Here it is, not in engine. Without displacement and specular mapsb927c1b62589.jpg

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