drumple 0 Posted December 19, 2005 Report Share Posted December 19, 2005 Im a huge fan of the thief series, and was pleasantly surprised to see a mod in the works for the d3engine. everything looks fantastic from what i have seen so far. Im very intrested in making a map for this mod, something gothic with a graveyard... here is a screen of a church i started to put together in doom3 ( but not for doom 3 play.. meant for the darkmod ) church 1 its very dark at the moment because i have not added proper lighting, plus the textures are a mish-mashof whatever for the time being. Im more concerned with the overall geometry til i get it proper. but its mapped in d3, and i would love to get a chance to try it on the darkmod. who should i contact to request this? Quote Link to post Share on other sites
Domarius 2 Posted December 19, 2005 Report Share Posted December 19, 2005 That is some mad architecture New Horizon is the guy - he'll see this thread soon enough. Quote Domarius' To Do listDomarius' videos of completed anims Link to post Share on other sites
sparhawk 17 Posted December 20, 2005 Report Share Posted December 20, 2005 The church looks cool! Quote Gerhard Link to post Share on other sites
Fingernail 59 Posted December 20, 2005 Report Share Posted December 20, 2005 not half bad, are those your own textures? Quote Link to post Share on other sites
drumple 0 Posted December 20, 2005 Author Report Share Posted December 20, 2005 no, actually those textures i found on a thief 2 oriented site which had a pile of txtures, hereis the link to it, some of them are real nice http://www.washboardabs.net/thief/textures/ Quote Link to post Share on other sites
Fingernail 59 Posted December 20, 2005 Report Share Posted December 20, 2005 ah of course! I've already used some of them, Vigil is an INTERNET ACQUAINTANCE of mine. Great textures. Quote Link to post Share on other sites
SneaksieDave 40 Posted December 20, 2005 Report Share Posted December 20, 2005 Looks really good, drumple. :thumb: Anything that makes me want to fire up an editor immediately, I like. Quote Link to post Share on other sites
New Horizon 534 Posted December 21, 2005 Report Share Posted December 21, 2005 Not sure what's going on here drumple, but I can't access your account to set you up as an applicant. I'll have to PM modetwo about this as I can't seem to access any accounts with the admin tools. Quote Link to post Share on other sites
Dram 123 Posted December 21, 2005 Report Share Posted December 21, 2005 yes indeed it is a nice church keep it up man! Quote Link to post Share on other sites
drumple 0 Posted December 23, 2005 Author Report Share Posted December 23, 2005 yes indeed it is a nice church keep it up man! thanks for all the kind comments. im just such a thief whore, i cant get enough of that game, andi dont understand why its such an unexplored genre... in fact i dont even play fps shooter demosanymore unless they have something different to offer, like fear but a classic stealth game, with a good history... i would like a crack at the beta for mappers, here are some more screens of my new church,( i have since rebuilt that original screen 5 times from scratch now.. ) this one looks like the oneim gonna go with.. larger area, more gothic... pic1pic2pic3pic4 there were a pile of earlier screens of the church in a diff map, but i started to play with to manythings and it started to look like a ballroom with reflected floors and so on... still a nice look...but not very churchy/thief like.. here's 2 screens from those tossed maps... old church1old church2 i would love a chance to try the beta for mappers, so i can get more done, like doorsand this overall maps objectives. or at the least to see sparhawks models moving around the church and lower crypt. but please email me with any info to offer.. i knew this mod would rock when i saw those incredible models that sparhawk made! Quote Link to post Share on other sites
oDDity 3 Posted December 23, 2005 Report Share Posted December 23, 2005 Have you been doing models behind our backs Spar? Quote Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest. - Emil Zola character models site Link to post Share on other sites
drumple 0 Posted December 23, 2005 Author Report Share Posted December 23, 2005 oops, sorry oddity, dunno how i got that confused... lol Quote Link to post Share on other sites
sparhawk 17 Posted December 24, 2005 Report Share Posted December 24, 2005 Have you been doing models behind our backs Spar? HEHE. Quote Gerhard Link to post Share on other sites
New Horizon 534 Posted December 24, 2005 Report Share Posted December 24, 2005 Nice work! I've moved things inside, to the applicant section. Not sure why it wasn't working before...but it worked this time. Quote Link to post Share on other sites
drumple 0 Posted December 24, 2005 Author Report Share Posted December 24, 2005 Nice work! I've moved things inside, to the applicant section. Not sure why it wasn't working before...but it worked this time. Thanks a lot. I will post some more screens as i go along in here so you all can decided if i can be a beta mapper. There's still a lot of things to learn with the doom editor, and i get side tracked will all it can do. Its a realnice engine. thanks again Quote Link to post Share on other sites
New Horizon 534 Posted December 24, 2005 Report Share Posted December 24, 2005 Thanks a lot. I will post some more screens as i go along in here so you all can decided if i can be a beta mapper. There's still a lot of things to learn with the doom editor, and i get side tracked will all it can do. Its a realnice engine. thanks again I agree, it's very nice to use. We have a few tweaks you might want to try. Makes the workflow a lot smoother. This first tweak will let you run all three views at once. If you want to expand the main window to cycle through views, you can. Go into the editor.cfg file and look for sett radiant_XZVIS "1" sett radiant_YZVIS "1" sett radiant_ZVIS "1" Back up your doom3.exe and replace it with this one....make sure you have the 1.3 patch installed. This fixed .exe will allow you to minimize the 'Inspectors Window". http://www.timgormley.ca/FIX.zip Quote Link to post Share on other sites
SneaksieDave 40 Posted December 28, 2005 Report Share Posted December 28, 2005 drumple, would you be willing to put the map in the images above (the newer one - vastly improved over the "tossed" one) up for download, or at least post some wireframe screenshots? Your patch work looks really clean and efficient, properly done for lighting (something we've discussed internally and I'd still never seen a solution, until I stumbled across a cap tutorial), and just really, really good. I don't think I've seen anyone do those bevelled arches and windows before, and they're simply fantastic. I've no problem admitting I'm still a DoomEd n00b myself, and I believe I could learn quite a bit from seeing how you did things in those shots. Even if not just a case of "getting it done," maybe one of "getting it done properly." Quote Link to post Share on other sites
SneaksieDave 40 Posted December 29, 2005 Report Share Posted December 29, 2005 I think I've figured out the shapes I was wondering on the map. So posting the map or a tutorial would be mostly academic at this point (to me at least). Seeing what you did here inspired me to sit down and try to figure out how it's done, so thanks, either way! Quote Link to post Share on other sites
drumple 0 Posted December 29, 2005 Author Report Share Posted December 29, 2005 drumple, would you be willing to put the map in the images above (the newer one - vastly improved over the "tossed" one) up for download, or at least post some wireframe screenshots? Your patch work looks really clean and efficient, properly done for lighting How i got those arches took a bit of time and running around, and i know its not the most efficient wayto go about, but it works for me... and if u want to try it u will need a few mostly freeware editors orequivilent's that u may already have. i'll run down the list of what i used to make them, - Wolfenstein Enemy Territory ( the game ), and a decent gtk editor for it, i prefer version 1.3.13- Deep Exploration, used to convert model types, free trial- Lithunwrap, UV unwrapper ( used to be a freeware version, became Ultimate Unwrap ) but can still befound in its lith free form somewhere on the net.- Milkshape 3D, 30 day free trial to edit low poly meshes- 3ds Max 7 to export ASE models. now then, there are 2 parts to the arch, and here's the run down on how i got thespacer one ( basicly same for the other large ceiling one ) I opened up gtk enemy territory editor, and made all the brushwork in there 1st,i did initially use a simple patch mesh to make the layout, making ity curve in a quarter circle, but ajustedsome vertex's on it to make it arch more upward and to a point in the middle ( more gothic feel ), then i made brush work, simple blocks and moved the corner edges to where the patch matched closeston a grid of 1 when it looked alright, i deleted the patch ( there's actually no patches in those arches, it just looks that way )i textured the parts that were going to be shown, saved it and bsp'd it. then i used q3map the latest version, and converted the bsp to an ase model, everything that was texturedgets compiled into an ASE model, everything that has caulk on it gets ignored. i then took that ASE converted it with DeepExploration to a .3ds, which i then used LithUnwrap to convert itto a milkshape model format. opened up milkshape and edited the polys/verts to make the bevels and so on. afterthat, back to lithunwrapto edit the UV map, saved the new model as a .3ds again, that gets loaded up into max 7 and exportedback to an ASE, which i then use in Doom3... all those arches are models. and i know its a long winded round about way to get them made, but i dont ownthe 3ds max 7, its at my friends place, his brother has it so i cant use it to do all the work.i have to split it up among diff editors. but that process works for me and i can flip between all those programs uber quick since im used to them.all i need in the end is the finished .3ds which i burn to a cd or disk if its not to large and go visit myfriend for a bit and get the ASE exports. im thinking of trying gmax, because it has an md5 exporter script somewhere and it would reduce a lotof the running around. Quote Link to post Share on other sites
SneaksieDave 40 Posted December 29, 2005 Report Share Posted December 29, 2005 Wow. Well, it's good to hear that perhaps I'm not strange then, having to put much time and effort into trying to understand this stuff and get it right. I've begun to assume that everyone else just spends 10 minutes and gets great results. As of now, I've made a (not perfect, but pretty good) bevelled arch (I assume that's the right term for the arches with the diagonal cut), learned about using simple patches to make more things than I thought they could be used for, thickening (also from that other post - w00t), and *finally* made a proper vaulted archway without lighting problems which come from using square cylinder (learned that bad habit from a misleading tutorial) - all from studying your pictures. And all in DoomEd. The only thing I'm unsatisfied with in my progress is, as usual, texturing. Either DoomEd just doesn't have useful texture alignment features, or I don't know them. I get warping no matter what I do - doesn't look smooth and proper like yours on the vaulted ceiling. Aside from that though, I'm pleased. Summary: I've learned quite a bit from this. Quote Link to post Share on other sites
drumple 0 Posted December 29, 2005 Author Report Share Posted December 29, 2005 nah, your not strange. to make a decent looking map takes time, even on some of the more littlethings players may not notice. acrhes and curves are the worst for me, thats why i prefer to them in brushwork and then to models for manipulation. aligning textures in doomed is a painlike all the radiants are. in model form they are easy to align. plus another reason i prefer itis that its modular, in that 1st pic of the newer church, everything in it is a model except forthe pillars and floor. the arches, far wall, torches on the pillars and the windows are all models. i just copied and pasted to make more, that map file of the church is only 444k so far. as for the lighting.. thats a pain in doom3 to get looking right... i added the light bluish to appearas moonlight.. but as i have seen in the thief games, everything is slightly lit, even the dark areasand ambient light in doom3 is non existent so i have been reading, but not due to the enginesdesign, but to hardware limitations with the new lighting system... even though i dont understandwhy nvidia or ati couldnt just add a sorta hardware minlight to the gpu's that adds whatevervalue of minlight to all textured areas .... but anyways... another way maybe is to add another stage to all the non light emitting texture shaders thatblends in a fixed color texture that will act as a light... maybe a real deep blue that will makeevery corner thats dark lit up ever slightly... thief 3 managed to do it somehow... maybe i'll screwaround with that idea for a bit... i have been playing with the particle emitter and i think i mayhave a way to get that moving moonlight streak effect that was in deadly shadows... so farit looks promising... EDIT: i had a chance to play with blending a very darkened diffuse image with a very slight tinge of blue added,and it seems to work very well.. very "thief 1 or 2" like... maybe with more ajustments thief 3 like.... before with only 1 light source from the window no thief style ambient after with the same 1 light source and added textures ambient textures added still needs a bit of playing with i think.. lower blue ajustment, or even just a straight darker diffuse withno colors added, but it has some advantages in that it does make it look thief style, and you can reduce theamount of lights needed to reveal the corners and other pitch black area's. hiding in those now easilyseen dark corners should decrease your light gem since its still a 'pitch black' shadowed area. i reduced the size of the ambient texture by half and up close in the dark it has that campy thief style oflook, flat and blotchy, but when a light is added all the bumps and specular comes back. up close no light up close with light Quote Link to post Share on other sites
drumple 0 Posted December 30, 2005 Author Report Share Posted December 30, 2005 well, i added some blend add textures to all the ones im using in the church map ( except forthe light emmitting ones now, such as the stained window ). this time around i did not add anybluish effect, as it seems they take on a slight blue themselves when their brightness is turned waylow ( i used irfanview and a setting of -220 for everyone ). now i can see everything as if in a dullish moonlight, and i'll add some lights now and see whateffect it gives... i use my fists that i can see ingame as a lightgem. i'll post some screens shortly of thebefore and after look plus a count of all lights used. EDIT: some screens... all ambient 1 all ambient 2 all ambient 3 and with no lights just the ambient added... no lights 1 no lights 2 original map had 36 lights, and it still needed more, beacause a lot of the map was in darknessstill... i cut the lights down to only 18 now, and you can see everything in it, and you can stand inthe shadows and still be in total darkness with no light cast on you, but see the floor/walls ect.. ofwhere your standing in. im going to go with this type of lighting for now, little more tweaks i think, but its what i was lookingfor in some kind of minlight/ambient system. Quote Link to post Share on other sites
sparhawk 17 Posted December 30, 2005 Report Share Posted December 30, 2005 So NH, can you set him up as Beta mapper? Quote Gerhard Link to post Share on other sites
New Horizon 534 Posted December 31, 2005 Report Share Posted December 31, 2005 So NH, can you set him up as Beta mapper? Done. Quote Link to post Share on other sites
sparhawk 17 Posted January 1, 2006 Report Share Posted January 1, 2006 Cool. We seem to gather a lot of them by now. I hope that all of them produce a fully working map. Quote Gerhard Link to post Share on other sites
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