Jump to content
The Dark Mod Forums

City Concepts - Buildings


kfmccall

Recommended Posts

Thanks NH, you've been more than helpful :D , i've just spent a good part of today doing some research into exactly how the timber framed houses are built, I didnt find a hell of a lot. If anyone has any info on this it would be realy helpfu, le.g... Foundation, fixings, materials. I did manage to find this image of a damaged wall which will make a great reference for the high poly models :)

I'd also like to know about texture resolution, are we keeping it standard doom3 sizes?

 

ist21992895timberframedcf0.th.jpg

Link to comment
Share on other sites

  • Replies 55
  • Created
  • Last Reply

Top Posters In This Topic

Thanks NH, you've been more than helpful :D , i've just spent a good part of today doing some research into exactly how the timber framed houses are built, I didnt find a hell of a lot. If anyone has any info on this it would be realy helpfu, le.g... Foundation, fixings, materials. I did manage to find this image of a damaged wall which will make a great reference for the high poly models :)

I'd also like to know about texture resolution, are we keeping it standard doom3 sizes?

 

ist21992895timberframedcf0.th.jpg

 

For the most part, we're sticking with standard doom 3 sizes, but don't worry too much about it. Just go ahead and make things a fair size. 1024 x 1024 TGA is genearlly our max size for source textures, then our texture department will convert them to .dds and we save the original in our hi-res repository for release in a separate "high quality" patch for the mod. :)

Link to comment
Share on other sites

sounds great :D , before I start I probably should ask what sort of poly restriction's you have in place. I can imagine some of these buildings will be in open areas.

 

poly counts is something you have to experiment with yourself when modelling. I've made buildings (based on kfmccall concepts) with poly counts ranging from 1000 to 3000 poly's. These were fairly simple models using a combination of brushes and static models. Lot's of details can be done thru normal mapping and textures.

Link to comment
Share on other sites

poly counts is something you have to experiment with yourself when modelling. I've made buildings (based on kfmccall concepts) with poly counts ranging from 1000 to 3000 poly's. These were fairly simple models using a combination of brushes and static models. Lot's of details can be done thru normal mapping and textures.

 

ok thanks squill, it looks like you're already underway with these buildings so i'll start on the castle instead. Those are some great screens of your map on the site, I mean the layout looks good but I think they could do with a few distressed looking textures/models. If you need any help like a specific texture or model just let me know, i'd love to help out :)

Link to comment
Share on other sites

Yeah, our models are looking great, but we definitely need more in the dirt and grime area.

Link to comment
Share on other sites

ok thanks squill, it looks like you're already underway with these buildings so i'll start on the castle instead. Those are some great screens of your map on the site, I mean the layout looks good but I think they could do with a few distressed looking textures/models. If you need any help like a specific texture or model just let me know, i'd love to help out :)

 

feel free to make your own buildings like castle's, houses whatever. Let your imagination flow because like Springheel said we can use more.

 

i believe i saw your postings over at doom3world with some building models which looked very impressive, i'm looking forward to see what you can come up with ;)

 

i love the kind of "nature is taking over" thing with plants covering buildings and rocks laying around. Giving your models a dirty/overgrown look will definitely help.

Link to comment
Share on other sites

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

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...