Jump to content
The Dark Mod Forums

Recommended Posts

Posted

It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.

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

Posted

To use a well known phrase all the kids use these days, 'man thats sic'. I think Ive said it before in this thread, but these assets are extremly impressive and better than some of the ones in T4.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.

bhm_banner.jpg

Posted
It would be good to have skins for those modules wit windows that uses colorme versions of the glass textures. This way mappers could color the windows using the "_color" spawnarg.

 

 

I've included a few of my favourite windows as skins, but mappers will be able to add whatever skins they like. There's a great deal of flexibility in that regard.

 

One observation is the distance from the floor of the ground floor window in relation to the front door, the floor inside would be level with the bottom of the windows.

 

 

I see what you're saying. I have seen plenty of buildings with raised doors and low windows, though, so perhaps there are stairs going down on the other side of the door or something.

 

http://static.laterooms.com/hotelphotos/laterooms/246827/gallery/1-castle-hill-lincoln_171120111518168746.jpg

 

 

 

This isn't an example of anything, but I found it and want to keep it for reference later:

https://krisgamble.files.wordpress.com/2009/06/img_0295.jpg

 

perfect for posh modules: http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/?p=364608

 

example of city-kit pieces:

http://city.reallusion.com/ContentPreview.aspx?i=JIC155152d1f766aedf3

 

stone arches:

http://2.bp.blogspot.com/_nm9Z7cZ-L_8/SjddqIY0ngI/AAAAAAAAA9o/ey-uEqwQbQo/s1600-h/City+and+St+John%27s+042.JPG

 

medieval timber02 module:

http://www.polycount.com/forum/showthread.php?t=87615

 

timber02 modules:

http://www.polycount.com/forum/showthread.php?t=87615

 

great module site:

https://www.pinterest.com/gabsgomes/honours-project-proposal/

  • 1 month later...
Posted

For the textures:

 

I would say new folder for the leaves/grass based ones -

 

- textures/darkmod/decals/nature , eg tdm_leaves_edge_01, etc.

 

And then use the exiting path for dirt for the dirt//leaves/grass based ones -

 

- textures/darkmod/decals/dirt , eg tdm_dirt-leaves_edge_01, etc.

 

For the models:

 

- models/darkmod/nature/dirt

 

Why make models, would it not be easier just to make decal textures..? that way mappers can just use patches etc.

bhm_banner.jpg

Posted
Why make models, would it not be easier just to make decal textures..?

 

They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.

Posted

They're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that cannot be done with single textures and would take mappers a lot of time to set up if they were doing them manually.

Ah yes, that makes sense.

bhm_banner.jpg

Posted

models/darkmod/nature/dirt

is nice I think - most important is to put them all in one place

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted

I've been making some dirt/junk models for the edges of walls and buildings. They're not as flexible as patches (you can't change the size), but they're able to include more details, like decal edges that blend into the ground, shadows under bushes, etc, that would take mappers a lot of time to set up.

 

My question is, where would mappers look for models like this? Would you want them all in the same place, or the leaf versions in a different place than the dirt ones? A few potential candidates:

 

models/darkmod/misc?

 

models/darkmod/junk?

 

models/darkmod/nature/dirt?

 

Or a new folder?

 

I plunked models/darkmod/junk/dirt_edge01_weed.lwo down on my grass and there are a few things missing.

 

post-3633-0-31118700-1427320088_thumb.jpg

 

Coming later?

Posted

I must have forgotten to upload a texture somewhere. I'll look into it.

 

For the record, I decided to put them in the darkmod/junk, since that's where mappers will likely be looking when they want debris to scatter on the ground--whether it's piles of dirt, leaves or garbage is secondary.

  • 1 year later...
  • 3 months later...
Posted

Very-very impressive!

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

  • 2 months later...
Posted

Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

Also I noticed you mirrored the statue. Good call, as it looks much better with symmetrical details flanking the doorway.

  • Like 1

Modeler galore & co-authors literally everything

 

 

Posted

Coming along nicely! I'm wondering, in total how many new lwo files are encompassing the new pack (all unique variants included)?

 

 

There are 47 model files in the church set. There are about 5 skins for each one, so some decent flexibility.

  • Like 4
  • 2 years later...
Posted

That's looking incredibly Springheel!

 

Looking forward to seeing these released as I can use a few of those in my Northdale campaign :)

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

    • JackFarmer

      "The Year of the Rat." 
      😄

      Al Stewart must be proud of you!
      Happy testing!
      @MirceaKitsune
      · 1 reply
    • datiswous

      I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.
      tdm_logo_video.pk4
      · 2 replies
    • JackFarmer

      Kill the bots! (see the "Who is online" bar)
      · 3 replies
    • STiFU

      I finished DOOM - The Dark Ages the other day. It is a decent shooter, but not as great as its predecessors, especially because of the soundtrack.
      · 5 replies
    • JackFarmer

      What do you know about a 40 degree day?
      @demagogue
      · 4 replies
×
×
  • Create New...