Jump to content
The Dark Mod Forums

Deshtat quick stuff


Deshtat

Recommended Posts

Hey there.

So I came across a painting with a nice looking sundial in it, and since I'm learning Maya, I thought it would be a good start. Here are the refs and the result :

 

1425483855-tdm-forum-sundial10.jpg

 

This is a very basic shape, but I thought it could be nice to have this in a workshop, or as a loot item.

I don't really know how to put it in DR though. I'll try to do that later.

Edited by Deshtat
  • Like 1
Link to comment
Share on other sites

You need to either export it as ASE or lwo.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Ship that slightly moves left and right would be movable object?

No, just things that the player picks up and moves. A bobbing ship would just be a big func_static attached to a func_pendulum.

Edited by Airship Ballet
Link to comment
Share on other sites

Well, since this a quite a small thing, maybe the player could move it around... if I recall, even loot items can be pushed around by other objects.

Let's say I would like it moveable, should I include a second mesh in my file, with another texture, that would serve for collisions only? I don't really want the small triangles to collide with everything...

Link to comment
Share on other sites

Yes, you would then create a separate mesh, textured with one of the tdm_collision textures. Collision meshes for movable objects have to be 16 planes or fewer, with no concave planes.

Link to comment
Share on other sites

Those are really cool man, love those eggs!

 

Actually, regarding different textures in an ASE files, thats not too difficult at all. Its been a while, so the details are hazy, but its basicly this: all your textures will be appearing in your ASE text file, linked to whatever the actual images used were located. You would only need to change those lines of texts and refer them to the material files in the darkmod folder that you will have to have created for each new texture you use (or stock ones).

 

Creating the material file for a texture is also fairly easy, there are tutorials for that. You basicly tell the game your texture is wood, or rock, and which images and bumps and speculars to use (there are advanced options but dont worry about that for now). Its easier to grab a file of one that works like the one your introducing and just change the images paths.

 

After that the texture is game ready and you can just refer models to them (by editting the ASE file like I said above). The UVs will be kept so everything will fall into place inside the game.

 

And yeah, you can have the main mesh, a second, simpler one (a lot less tris) textured with the shadow texture (to be used as shadow mesh), and basicly kind of a box outlining your model, textured with the collision texture (the collision mesh), all inside the same model, as "layers" (thats how it worked in modo). Just make sure the paths inside the ASE file refer to the right folders and materials once you have your model exported.

Edited by RPGista
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 1 reply
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...