Goldwell Posted September 4, 2015 Report Posted September 4, 2015 Only gone and fixed that for you avn'I? Just replace the skin file with this one. Added it to the zip too, obviously. Thank you! That fixed the problem however I have found another bug now Whenever the paintings are frob highlighted they show another painting transparently http://i.imgur.com/blByqii.jpg http://i.imgur.com/6UJSfLr.jpg Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Airship Ballet Posted September 4, 2015 Author Report Posted September 4, 2015 (edited) I'm actually not sure why that is; to my knowledge the reference is in the right place: merrypainting01 { qer_editorimage models/darkmod/props/textures/merrypainting01_ed wood diffusemap models/darkmod/props/textures/merrypainting01_d bumpmap models/darkmod/props/textures/merrypainting01_local specularmap models/darkmod/props/textures/painting01_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/merrypainting01_d <---- Pretty sure it's this line. rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/merrypainting01_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/merrypainting01_local // Bump fragmentMap 2 models/darkmod/props/textures/merrypainting01_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular } } Anybody know what's up with it? Edited September 4, 2015 by Airship Ballet Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Goldwell Posted September 5, 2015 Report Posted September 5, 2015 (edited) I'm actually not sure why that is; to my knowledge the reference is in the right place: merrypainting01 { qer_editorimage models/darkmod/props/textures/merrypainting01_ed wood diffusemap models/darkmod/props/textures/merrypainting01_d bumpmap models/darkmod/props/textures/merrypainting01_local specularmap models/darkmod/props/textures/painting01_s { if ( parm11 > 0 ) blend gl_dst_color, gl_one map _white rgb 0.40 * parm11 } { if ( parm11 > 0 ) blend add map models/darkmod/props/textures/merrypainting01_d <---- Pretty sure it's this line. rgb 0.15 * parm11 } // TDM Ambient Method Related { if (global5 == 1) blend add map models/darkmod/props/textures/merrypainting01_d scale 1, 1 red global2 green global3 blue global4 } { if (global5 == 2) blend add program ambientEnvironment.vfp vertexParm 0 1, 1, 1, 1 // UV Scales for Diffuse and Bump vertexParm 1 1, 1, 1, 1 // (X,Y) UV Scale for specular vertexParm 2 global2, global3, global4, 1 fragmentMap 0 cubeMap env/gen1 fragmentMap 1 models/darkmod/props/textures/merrypainting01_local // Bump fragmentMap 2 models/darkmod/props/textures/merrypainting01_d // Diffuse fragmentMap 3 models/darkmod/props/textures/painting01_s // Specular } } Anybody know what's up with it? I think that line you pointed out was the problem because I just modified that line on merrypainting02 from "textures/painting03_d" to "textures/merrypainting02_d" and now the transparent painting is gone! I will go through and change each of them for the respective painting and post back here soon. I believe that will fix the issue overall edit: and here's the updated materials file, I went through and changed all of "painting03_d" references to the correct ones as per the painting. http://www14.zippyshare.com/v/rfSnEgk6/file.html I have tested it with a couple and it seems to be working so hopefully that solves the problem! Edited September 5, 2015 by Goldwell 1 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Airship Ballet Posted September 5, 2015 Author Report Posted September 5, 2015 Why thank you, saves me the trouble! Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Airship Ballet Posted November 30, 2015 Author Report Posted November 30, 2015 Oh hi. The halloween rush burned me, so I've turned to modelling for a while. Last night I went a-googling, found a picture, modelled it and turned it into a light entity within a few hours. I was pretty happy with how it turned out, but, of course, there's a problem. I found this. With it, I made this. In-game, it looks like this. I thought I modelled it pretty well. So what's the deal with this? Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Springheel Posted November 30, 2015 Report Posted November 30, 2015 Yeah, something weird is going on with the smoothing groups, by the look of it. I assume there's no normalmap? 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
Airship Ballet Posted November 30, 2015 Author Report Posted November 30, 2015 (edited) Fiddling with the smoothing groups did it, thanks! I hadn't added normals, because I didn't want to go through the hell that is UV mapping with a model that was ultimately broken. Looking good now, though! Edited November 30, 2015 by Airship Ballet 3 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Melan Posted November 30, 2015 Report Posted November 30, 2015 That's one good-looking lamp. Not a steam lamp, though! 1 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
Airship Ballet Posted November 30, 2015 Author Report Posted November 30, 2015 Sure it is! You just didn't look closely enough. 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Melan Posted November 30, 2015 Report Posted November 30, 2015 Well played. 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
Airship Ballet Posted December 4, 2015 Author Report Posted December 4, 2015 (edited) I'm up to like five lights. It's simple, but good practice! Here's the most recent one. Edited December 4, 2015 by Airship Ballet 4 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Bikerdude Posted December 4, 2015 Report Posted December 4, 2015 Are you saving them as prefabs? so they can be converted in .LWO or .ASE in a proper modeling app - so the tris count can be reduced etc. Quote
Airship Ballet Posted December 4, 2015 Author Report Posted December 4, 2015 They're made in Lightwave Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Bikerdude Posted December 4, 2015 Report Posted December 4, 2015 Nice, whats the tris count on them..? Quote
Airship Ballet Posted December 4, 2015 Author Report Posted December 4, 2015 They range from 1-1.5k! Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Bikerdude Posted December 4, 2015 Report Posted December 4, 2015 Hmm, Springheel/others would know better than me - but that figure sounds a bit high for such a small object. Ive heard the usual trick is to have a low poly model with a high qaulity normal, but dont know how well that would apply to your model in this instance. But as you have a handle on LW, then you might want to have a look at the model wishlist - - http://wiki.thedarkmod.com/index.php?title=Model_Wishlist Quote
Airship Ballet Posted December 4, 2015 Author Report Posted December 4, 2015 (edited) They were actually built pretty low-poly. Every cylinder had 8 sides maximum, often fewer, it's just because there are a lot of them. They're intricate-looking steampunk gadgeridoos, so even if made efficiently they end up breaking 1k when made into tris. Still, there are a few core lights that break 1k, and even some that break 2. My models obviously have super-duper low-poly shadow meshes, and the tris themselves haven't proven to be a huge performance drain in the past. I've been replacing lights in my maps with these, and the FPS counter stays the same. They're not intended for inclusion in the core game anyway, so I'm none too worried, and I'm sure I'll get more efficient as I keep learning regardless. Edited December 4, 2015 by Airship Ballet 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Melan Posted December 4, 2015 Report Posted December 4, 2015 The new lights look like something that could crop up in Metropolis. WRT their level of detail, if they are not used much in outdoors areas, a higher than average tri count is probably not absolutely relevant. Plus, as hardware gets better, even as this process has slowed down recently, it becomes less and less important. 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
Goldwell Posted December 13, 2015 Report Posted December 13, 2015 I'd like to make a request please... Would it be possible to have some bourbon bottles and more wine bottles too? I find the current ones in TDM get a bit stale over the use of a map and i'd love to add some more variety. Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Airship Ballet Posted December 13, 2015 Author Report Posted December 13, 2015 Sure! I'll do some models later, but for now I bashed out some more vibrant skins for the existing models (with a new label). 4 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Goldwell Posted December 13, 2015 Report Posted December 13, 2015 Oh fantastic! Are those available for download yet? Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Airship Ballet Posted December 13, 2015 Author Report Posted December 13, 2015 Maybe 1 Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
SteveL Posted December 13, 2015 Report Posted December 13, 2015 Nice! Although the label is a human face -- was that inadvertent? -- so they'll quickly be recognised on re-use. Quote
Airship Ballet Posted December 13, 2015 Author Report Posted December 13, 2015 Haha! I didn't notice it, no. It's a real (public domain) label from the early C20th, apparently. I've already done a few others, though. Before I make different bottles, the idea is to just add variety to what's already there. Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Bikerdude Posted December 13, 2015 Report Posted December 13, 2015 Can you drop a link for these skins, as I would like to add them to the mod. Quote
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