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Posted

So I decided to try out making the door in-game and.. I think it turned out pretty well. What do you guys & gals think? any pointers?

It looks nice, and very close to the original! The woodgrain texture on the sides is oriented wrong, though. It can be fixed by treating the door like this:

 

post-2023-0-44803100-1438158715_thumb.png

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

Posted

It looks nice, and very close to the original! The woodgrain texture on the sides is oriented wrong, though. It can be fixed by treating the door like this:

 

attachicon.gifwinframe.png

 

Thank you!

 

As for the revisions I have changed a couple of things.. firstly I set the texture to 0.1 scale so it looks more defined.. I split the door frame into your suggestion above and I moved the little corner triangle pieces in a doom unit each side.. this is what it looks like (which looks even better to me).. The only thing I don't like at the moment is the circular part where the door handles go

 

Here's some shots of the new door

 

avRVfQF.jpg

 

OMQoOVL.jpg

 

7YiJS5I.jpg

  • Like 4
Posted

Got a prefab so I can do the patch thing for you I mentioned above... ^_^

 

Sure man, here you go http://www80.zippyshare.com/v/TcnNJHfs/file.html

 

Make sure you setup the textures and material from my other zippy share link in the previous page too! :)

  • 2 weeks later...
Posted (edited)

Here yer go - mega

 

Oh nice! Thanks man

 

edit: so after testing it out ingame I found it looks a bit strange, have you tested it ingame yet? theres lots of jaggered edges which makes it a bit off putting, especially when its frob highlighted. However i've reverted to my own version of the door which doesn't have the little bits you placed in (which I believe is what causing the jaggered edges) and it looks good so i'll just stick to my one.

 

Thanks for trying anyway though!

Edited by Goldwell
Posted

Got a screen shot of the issue, it sounds like you dont have AA on...

 

You are correct I do not have AA turned on, I don't usually play games with AA to be honest as I find my resolution is usually fine with handling that. I have noted that not just your door but others seem to have this problem when they are frob high lighted and AA is turned off. But not everyone plays with AA so when testing I usually put the graphics on low to make sure they look good there and then it only scales up.

 

Below are two shots, one of your version and one of mine. The graphic settings on both shots are AA off.

 

However going forward i'm just going to stick with my version, but thanks for your help anyway! :)

 

This is your prefab

 

 

VkkZOdk.jpg

 

 

 

And this is my prefab

 

 

HimNfLA.jpg

 

 

  • Like 1
Posted

Ah ok, I see what 2 of the issue will be -

  1. I scaled the glass texture you used to 3*6, thats whats causing the over-bright glass.
  2. I had no-draw texture on all the hidden faces - that is what is probably causing the 'sparkelies'

Let me redo the model for you.

  • 4 weeks later...
Posted

Looks great! Nice work.

"My milkshake bringeth all ye gentlefolk to the yard. Verily 'tis better than thine, I would teach thee, but I must levy a fee."

"When Kleiner showed me the sky-line of New York I told him that man is like the coral insect—designed to build vast, beautiful, mineral things for the moon to delight in after he is dead."

https://soundcloud.com/paralytik

 

Posted

I wish there was an easier modeling program that supported .ASE/LWO than Blender/lightwave. I could then export models made in DR and then clean them up etc.

 

Have you tried Wings3D? It is easy and supports .lwo out of the box.

  • 4 weeks later...
Posted

That lion texture is certainly a keeper! The winged lion is interesting, but maybe too closely associated with Venice. And I like the old door.

 

Not sure about the concrete. The first one we have in a similar version, while the others are from a category we already have in abundance.

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

Posted

The lion panel and the door for certain. It's hard to tell what the other textures would look like in game once they're tiled. I think Melan is right that we have enough concrete already.

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