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To Finish Mansion Theme


Springheel

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One of our goals for the next milestone is to finish off the mansion theme for models. Now, I know you never really 'finish' making a certain type of models. But what I'd like is to have enough models to be able to fully furnish a generic mansion map.

 

Below is the list of things we still need. Some of these I know I have seen people post in the past, but they aren't on CVS. I've put a * beside those, and the name of the person who showed them if I can remember.

 

* single bed (BT)

kitchen cutlery

* long, verticle banner (BT)

short display pillar (to put objects on)

* chest (Dram?)

non-extinguishable chandelier

* waterpump (?)

 

 

Those are the only specifics--but we need to pad out our decoratives a little bit. Suggestions:

 

mounted animal head

sword/shield wall mount

small decorative box

alternate potted plant (empty pot with earth that can allow for variety of plants might be useful)

small idol/statuette

mask

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* waterpump (?)

I had to texture it but as BT said the low poly model is missing UVW coordinates. I could make new one but then I'd need high poly version for normal map... I don't know who made it. Black Thief? Maybe when he's back he can send it to me.

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I think it's on the FTP somewhere, but I'll have to look. It's actually not critical, I just included it because I knew it was out there.

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You showed a screenshot once of a room with a few chests. It was in your mansion map.

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i did make some chests, what is there to be done to make them openable?

 

If you make the lid a seperate entity, then you can use the frobdoor class as it will have the same behaviour as a door. It can be locked, it can be picked, etc..

If the chest has one static mesh it would need an animation for openign and closing.

Gerhard

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I'd say the first one for right now. It allows for more flexibility, and doesn't rely on animations, which have been hit or miss with us lately.

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I am making a sword/shied wallmount and i need to use alpha maps.

i didnt have to use it so far so how does that work in d3? i see there no separate files for it? Its somehow incorporated into the diffuse? (i checked for example the chandalier model by BT, but cant make it out how its done)

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You just make a diffuse with the appropriate transparency (be sure to save it at 32 bits/pixel). Then you have to apply some kind of alphablend in the material, like this:

 

{

blend diffuseMap

map models/darkmod/props/textures/plate3b_d.tga

alphaTest 0.5

}

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I have to be honest, I don't think that works very well as a loot object. Even with the gold texture, it doesn't look fancy or elegantly made. I think it would work better as a crude, iron holder.

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No, not junk--it should go in lights/extinguishable.

 

That looks much better.

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Well, I don't know. Pink's candelabra doesn't have candles either--I thought we were eventually going to have the candle as a separate model , so if you frob the candle the light goes out and frob the holder to carry it.

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I just took a look at the skinning thread, and noticed there are still a lot of models that need to be skinned, including some that are on the list above. In fact, there is already cutlery modeled and apaprently with textures, though I can't get them to work and can't open them because they are .ASE.

 

Can someone take a look at the Models/props/misc folder on the FTP? It has a bunch of models that are done but need uvmaps and textures. The following folders are yet to be done:

 

 

Cutlery

 

Feastplate

 

Locks

 

Pots

 

Washbasin

 

Waterpump

 

In fact, just check out the following list: http://forums.thedarkmod.com/index.php?act=S...st=0#entry32292

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the single bed is on CVS now - can someone check if everything works?

 

Works for me and looks great. I like the update you did to the four poster bed as well. I'd love to get you to upload a few other things when you get the chance:

 

the inventor's guild banner

church pew

spikes for torture chair

new city lamps.

 

:)

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