Bikerdude 3741 Posted July 26, 2014 Report Share Posted July 26, 2014 That's one stove I wouldn't mind owning, even if it would be a chore to heat. My family had one of these when we lived back in Ierland, its not that hard to heat. Unlike a regular fire once upto to temperature it keep that heat for a lot longer - due to all the lovely cast iron. The new stove reminded me that the large couldron and couldron_large needs some skining, the chamberpot & small couldron skin work on them. So springs if you dont have any objection i will creat the skin entry for those two items. Quote Link to post Share on other sites
Lux 206 Posted July 26, 2014 Report Share Posted July 26, 2014 Beautiful work, Springheel. Quote Link to post Share on other sites
Springheel 4645 Posted July 26, 2014 Author Report Share Posted July 26, 2014 the chamberpot & small couldron skin work on them. So springs if you dont have any objection i will creat the skin entry for those two items. I changed the uvmap to get those skins to work, so I'll need to do the same for the larger cauldrons...I will probably add a couple more polys to round them out at the same time, so maybe wait on the skins for them. 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 Link to post Share on other sites
Springheel 4645 Posted July 26, 2014 Author Report Share Posted July 26, 2014 Also how do you do these models? do you draw the textures yourself or pull them from othersources? because the work is all very high quality (not doubting your ability just curious) One thing I always do now is work from reference pictures of antique objects. Then I usually look to see what textures we already have that can work (reusing textures helps reduce loading times and mod bloat). If we don't have anything suitable I'll go searching online for things I can use, though I usually only use bits and pieces of things rather than taking entire textures. The pattern on the stove doors is actually pieces of a clip-art border, modified and then run through a nvidia filter, for example. I've also discovered the power of dirt decals to simulate ambient occlusion. The top of the stove is perfectly flat, but there are a couple decals there that make it look like there is a raised area with round lids (a detail I learned about from studying reference pictures). 2 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 Link to post Share on other sites
Bikerdude 3741 Posted July 26, 2014 Report Share Posted July 26, 2014 I will probably add a couple more polys to round them out at the same time, so maybe wait on the skins for them.I've already updated the tdm_gen_metal.mtr file, but one thing I noticed on all those related models and the new wall shelf is some texture stretching. Quote Link to post Share on other sites
Springheel 4645 Posted July 26, 2014 Author Report Share Posted July 26, 2014 Where is the stretching? 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 Link to post Share on other sites
Bikerdude 3741 Posted July 26, 2014 Report Share Posted July 26, 2014 Where is the stretching?When looking for the model viewer in DRCauldron & Chamberpot its on the bottom of the model, you can also see the join in the texture.The new wall shelf, on the bottom triangular brackets. Quote Link to post Share on other sites
Popular Post Springheel 4645 Posted July 28, 2014 Author Popular Post Report Share Posted July 28, 2014 Thanks to SteveL's work with LOD AI, we can now have higher-poly AI close up. The left column is the current, default hand (which will now be seen only at mid-range). The new, higher poly hands are on the right. 8 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 Link to post Share on other sites
grayman 2974 Posted July 28, 2014 Report Share Posted July 28, 2014 Tres Nice! Quote Link to post Share on other sites
Bikerdude 3741 Posted July 28, 2014 Report Share Posted July 28, 2014 I never really looked that closely till now, but the higher res meshes are much better. Quote Link to post Share on other sites
Moonbo 843 Posted July 28, 2014 Report Share Posted July 28, 2014 Cool, will this cause any problems if the player uses the spyglass to zoom in on AI? Quote But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.-Sun Myung Moon My work blog: gfleisher.blogspot.com Link to post Share on other sites
Bikerdude 3741 Posted July 28, 2014 Report Share Posted July 28, 2014 Cool, will this cause any problems if the player uses the spyglass to zoom in on AI?Im guessing we can't have opur cake and eat it. Quote Link to post Share on other sites
Springheel 4645 Posted July 29, 2014 Author Report Share Posted July 29, 2014 Cool, will this cause any problems if the player uses the spyglass to zoom in on AI? The worst that will happen is you'll see a lower-poly stage, and the transition from one to the other is more noticable. It also depends what you have your LOD settings at...if you don't want to see the transitions even through the spyglass, you'll need to set your LOD setting to High or Very High. Here is a shot from the edge of the transition to LOD stage 2, looking through the spyglass on Normal setting. You can see some differences, but you have to look for them. My approach in general is to have transitions just a little noticeable on Normal. One step higher and they're barely noticeable. 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 Link to post Share on other sites
Airship Ballet 880 Posted July 29, 2014 Report Share Posted July 29, 2014 ? Quote Link to post Share on other sites
Bikerdude 3741 Posted July 29, 2014 Report Share Posted July 29, 2014 Ok, lets not sully our good mod with the likes the above arsehole (assuming AB isnt being ironic) Quote Link to post Share on other sites
Lux 206 Posted July 29, 2014 Report Share Posted July 29, 2014 Honestly, that is hilarious when scrolling down from Springheel's pic... lol Quote Link to post Share on other sites
Popular Post New Horizon 524 Posted July 29, 2014 Popular Post Report Share Posted July 29, 2014 All AI should default to Kanye for the ultra low LOD settings. 5 Quote Link to post Share on other sites
Airship Ballet 880 Posted July 29, 2014 Report Share Posted July 29, 2014 (assuming AB isnt being ironic) I was sincere once: I got light-headed. Quote Link to post Share on other sites
Bikerdude 3741 Posted July 29, 2014 Report Share Posted July 29, 2014 I changed the uvmap to get those skins to work, so I'll need to do the same for the larger cauldrons...I will probably add a couple more polys to round them out at the same time, so maybe wait on the skins for them.How go these mister..? Quote Link to post Share on other sites
Springheel 4645 Posted July 29, 2014 Author Report Share Posted July 29, 2014 I'm working on AI atm. 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 Link to post Share on other sites
Springheel 4645 Posted July 30, 2014 Author Report Share Posted July 30, 2014 Could you make a model with placeable doors? like I did for the square stove Ok, I've added an open stove and two separate door models...I'll leave it up to someone else to make them a prefab. Also fixed the uvmap on the cauldron and large cauldron...I don't have time to make higher poly versions right now, but the skins look decent. 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 Link to post Share on other sites
Bikerdude 3741 Posted July 30, 2014 Report Share Posted July 30, 2014 I'll leave it up to someone else to make them a prefab.Also fixed the uvmap on the cauldron and large cauldron...I'll do thatTa. Quote Link to post Share on other sites
Bikerdude 3741 Posted August 8, 2014 Report Share Posted August 8, 2014 @Springs, trying to add your kitchen and shelf models to my FM but cant seem to locate the textures and the material defs. Quote Link to post Share on other sites
Springheel 4645 Posted August 8, 2014 Author Report Share Posted August 8, 2014 If you use the model viewer in DR, it lists the material shader names used by the model being viewed. 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 Link to post Share on other sites
Bikerdude 3741 Posted August 9, 2014 Report Share Posted August 9, 2014 ta. Quote Link to post Share on other sites
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