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City/street Props


BlackThief

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The model looks terrific, as always BT. A couple crits about the texture though--it seems awfully heavy on the rust (ie, it's very red), and the light is pretty faded. It might look that dull in daylight, but most often the glow is going to be more saturated, closer (but not quite as extreme) to this:

post-9-1150739857_thumb.jpg

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Nice improvement! Would it be easy enough to do that with the Thief-like wall lamp? I always remember that one as kind've dull in texture, and low contrast.

 

yeah I'll probably redo the whole model anyway - it lacks detail and is kinda boring. (I think it was one of my first models...)

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Model is nice although I think it could be a bit wider in the bottom part.

 

Does this model uses self-ilumination map?

 

Did you think about transparent glass? I'm just curious cause I suppose it might be too hard to make it convincing... Especially the flame inside.

 

BTW: do you need any other models of lamp posts or you're taking them so I can start modeling something else?

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the window is self-illuminated the rest is just lit up quite bright.

 

yes we discussed transparent glass, but came to the conclusion that it's not worth it - it would require a lot more polys and a particle effect + a glass shader and thus it'd mean quite a heavy performance drag.

 

yes I plan to redo the walllight and I think that's enough, at least for now.

so feel free to model something else for the city or mansion theme.

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I couldn't see any doors in the Object Gallery. Are we really missing such important things? Maybe I'll model some...?

 

Is there anybody modelling in 3DS Max? What are the proper units? As I can't still test my models ingame I should know the common dimensions (AI, door width and height etc...) What are they?

 

BTW: The Atti's well model is more than 5 metres tall in my 3DS Max.... Atti - what was your intended size?

 

And coming back to models-to-make: is there a kind of Object Request Thread? I think it would be better to make models which people need for their missions rather than producing random stuff...

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I couldn't see any doors in the Object Gallery. Are we really missing such important things? Maybe I'll model some...?

 

Better check out this thread: http://forums.thedarkmod.com/index.php?showtopic=3725

 

is there a kind of Object Request Thread?

 

These are some left over ones from the last list that I put out--BT may want to put out a new one.

 

Standing Candelabra

 

http://www.cowboyindian.com/waai1540.jpg

http://www.aoweb.com/images/2622600-R1-043-20.jpg

 

Curtains -- (never uploaded by DeepOmega)

(open and closed)

 

http://www.pushby.com/tomas/img/lrg/mint-drawn-curtains.jpg

 

Candlestick holder

 

Example #1

http://www.condellceramics.com/images/g1946.jpg

 

Folded towels/clothing

(a small pile of generic folded fabric to stack on a dresser, or beside a bathtub)

 

http://www.vet.ohio-state.edu/sa/atcenter/...32/image08.jpeg

 

Chimney

 

http://www.historiclandmarks.org/images/chimney-pots-3.jpg

http://www.englishantiqueimports.com/chimn...Chimney_200.jpg

 

Door knocker

 

http://www.paintquality.com.au/press/press...r%20OS17078.jpg

http://www.sunbronze.com/165.jpg

 

Shovel -- http://members.memlane.com/gromboug/shovel.gif

 

Brazier -- http://www.sandylodge.demon.co.uk/images/brazier.jpg

 

Gravestone -- http://www.mass-doc.com/images/mgoose2.jpg

http://www.kinfolks.info/arner/churches/zi...ille/jacob1.jpg

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Thanks Springheel, lots of work to do! :)

 

Yes, I've read this thread but never finished... (when I see these code lines I automatically press BACK... ;) )

So it looks like simple model of door is available for mappers. What about the bars gate, like kind of small one to the garden etc... ? I think it might be useful as well...

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Thanks Springheel, lots of work to do! :)

Yes, I've read this thread but never finished... (when I see these code lines I automatically press BACK... ;) )

So it looks like simple model of door is available for mappers. What about the bars gate, like kind of small one to the garden etc... ? I think it might be useful as well...

 

Yeah, we actually do have a door model ingame and I have a bunch of door textures from John. P that I really need to upload to CVS and apply as skins to the door model. :) I'll get on that this evening.

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What about the bars gate, like kind of small one to the garden etc... ? I think it might be useful as well...

 

Well, if you're desperate to model a door, any door... ;)

 

A garden gate would be fine, and we could probably use a full-sized prison door (bars). We technically could use the regular model and an alpha map for that, but I'd rather have modeled bars so that arrows could go through.

 

We also, I suppose, will need a generic door with a rounded and pointed top. But you would need to make sure they're the same size as the other standard door.

 

edit: Whoops, hold that thought and see new thread. http://forums.thedarkmod.com/index.php?showtopic=3871

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  • 2 weeks later...
Would it be easy enough to do that with the Thief-like wall lamp? I always remember that one as kind've dull in texture, and low contrast.

 

I went ahead and modified the textures for that lamp, as I noticed Dram's streetlamps use the same window texture and thus also looked very washed out. Dram, I changed the textures of those streetlamps as well--the ironfence texture they pointed too was really 'clean' and didn't look that great (not to mention the specular was way too high). I've made a separate streetlamp texture that can be used for these things...couldn't dirty it up too much due to the way you did the uv map, but it looks a little more roughed up and believable. I'll add them to CVS and the model website.

 

streetlamps.jpg

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With regard to the street lamp, I noticed the player is currently able to walk up it just by pressing into it, and it's a metal surface so the footsteps are quite loud when doing this. It could easily be done by accident and become frustrating. Maybe it needs a clip box or at least player_clip box around it?

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Lamps are too small, in my opinion. Should be at least 2 times taller than human. 2,5 times would be even better.

 

And the colour of texture doesn't match the colour of the light. I suppose it's possible to do it by mapper but wouldn't it be better to set the proper light colour for the final release version?

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the player is currently able to walk up it just by pressing into it,

 

How is that possible? Wouldn't it have to be set to 'ladder' to do that?

 

Lamps are too small, in my opinion. Should be at least 2 times taller than human

 

Well, I didn't make the models. Though I don't have a problem with that size--if you make them too tall, then you have to put a gigantic light on them in order to illuminate the ground. Something a little taller would be nice too, though BT's looks like it might fit that need.

 

the colour of texture doesn't match the colour of the light.

 

Not quite sure what you mean here. The lamps don't have a light attached to them in that screenshot.

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Not quite sure what you mean here. The lamps don't have a light attached to them in that screenshot.

I thought that the light on this screenshot came from the lantern(s). The colour of the light seems to be white but the texture of the light is very saturate orange. It would look more believably if the light was yellowish/orange too.

But it's just a test, I suppose...

 

BTW: In Dromed you had something like "gamesys" where all objects, particles and other stuff was ready prepared to put in the mission with all theirs properties. Is there something similar in Radiant? For example if you put the street lamp will it have the light attached already? If so, then who's going to make it?

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There are some similar things, we would have a few options. You can make prefabs that are basically groupings of entities that you can paste into your map. You can also make "def files" for the map which is basically a file storing default values of the key/values (spawn args) you put on the entity during mapping. For groups of objects, you can either group them in the prefab, use D3's existing abilities to spawn the other objects when the first object spawns, or write your own script for the entity with the spawning of helper entities done explicitly in the ::Init function. So far we've done all of those options on a case-by-case basis.

 

Prefabs are probably the easiest to handle and the first choice, but they don't work for more complicated relationships between entities where you have to set one entity to target two others and stuff like that.

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I thought that the light on this screenshot came from the lantern(s).

 

No, the lights are just placed behind the camera so you can see the model. We could presumably attach a light to the lamp by using a prefab, as Ish said, but we haven't got that far yet.

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Thanks Spring :)

 

I intended to do this eventually but always forgot etc. As for the walking into it and climbing it, it happens wherever they arer and is super annoying. I think I'll open them up again and add a collision box so that you cannot do that. I'll also scale them up to a better size because now that I remember it those lamps were lit by lighters about 2 metres long. Luckily enough there is a park nearby here where there are lamps like this. They're not actually old but they use the old design etc and are about 2 times my height (im around 6 foot or so, bit under i think).

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  • 2 weeks later...

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