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Furniture Models By Atti


_Atti_

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ok it's on the ftp now.

(/TheDarkMod/models/Finished Game Models Only/Furniture/shelfs/bookshelf1.ase

""/bookshelf1_d.tga

""/bookshelf1_local.tga) those tgas are 1024x1024 - so everything together is bigger than 6mb...the 56k users will like that :rolleyes:

 

the finished game models directory is ok so far, but we should keep the same structure.

 

here's the thread with the structure. I think we agreed on that:

http://forums.thedarkmod.com/index.php?showtopic=496

Edited by BlackThief
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ok it's on the ftp now.

Thanks!

 

BTW: The model with the lamp raised one question (at least for me). When UV mapping I can load a different texture for different parts of the model and assign it there. Now the problem I have is that in D3 you can only assign one material per model, is that right? So you would have to create a UV mapped texture. Do you know how to do this? In case of the lamp we would need some alpha on the glassy part and with a proper UV texture this should be possible without having seperate models.

 

If you know how to do this can you post some instructions?

Gerhard

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BTW: The model with the lamp raised one question (at least for me). When UV mapping I can load a different texture for different parts of the model and assign it there. Now the problem I have is that in D3 you can only assign one material per model, is that right? So you would have to create a UV mapped texture. Do you know how to do this? In case of the lamp we would need some alpha on the glassy part and with a proper UV texture this should be possible without having seperate models.

 

If you know how to do this can you post some instructions?

maybe you have to export it as a md5. they can have several material shaders per model.

Edited by BlackThief
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Thanks!

 

BTW: The model with the lamp raised one question (at least for me). When UV mapping I can load a different texture for different parts of the model and assign it there. Now the problem I have is that in D3 you can only assign one material per model, is that right? So you would have to create a UV mapped texture. Do you know how to do this? In case of the lamp we would need some alpha on the glassy part and with a proper UV texture this should be possible without having seperate models.

 

If you know how to do this can you post some instructions?

I'm not sure that would work, are you sure you can assign shaders to a model based on alpha clipping? Doesn't it just affect transparency?

YOu can put the alpha mask in the alpha channel of the diffuse texture, there's no prioblem there.

Edited by oDDity

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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dear Atti,

 

 

It looks so cool man...You are working like IKEA!!!! but gothic version of IKEA

 

I dont believe any other team will reach that much mesh quantity in their game...Im so excited...And every object im seeing from the game engine giving me heart attack..I dont think i will survive ....after seeing the first level....

 

Yesterday i was suffered with the sexual climax problems, today im getting so emotional ..... tomorrow... i dont wanna guess it..

 

 

 

Best..

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maybe you have to export it as a md5. they can have several material shaders per model.

No. The MD5 is for animation. You must be able to create this weird looking UV textures. This way you can apply alpha levels to different parts of it and you can paint them properly. But I don't know how this is supposed to be done. Maybe I must ask on the Blender forum. I know that Blender can export something like that because it asked me to overwrite the old one, but the problem I always have is - I don't know where it writes this. I have search all my harddrive partitions and it's nowhere to be found.

Or I don't know the filename.

Gerhard

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No, I wouldn't put it on wheels. I think it looks awesome! Man, did we get some of the best modelers around or what?

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I dont believe any other team will reach that much mesh quantity in their game

Oh! TYROT! When I read your sentence I was seeing "... that much mesh QUALITY ..." and I wholeheartedly agree. Now I realized that you wrote QUANTITY instead and that's also true. :) Either someone must have flipped the word when I quoted it or it was a freudian error, but both are true IMO. :)

Gerhard

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No, I wouldn't put it on wheels. I think it looks awesome! Man, did we get some of the best modelers around or what?

Yeah! I don't know whats up with our mod. Often when I see amateur projects I think that they put a nice effort but it's not professional quality, but when I look at our modelers I perplexed that WE, of all mods, seemd to get the best modelers money can buy, erm, yeah, for free, or such. You know what I mean. :)

Gerhard

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Your models may not have any gaps. D3 wont handle such models. It als can't have single polygons with double sided texturing.

Just to prove to spar, it doesn't matter what you do with models, as long as they are triangles doom will accept it. Here's half the belcher model I thew in ((to textures yet) just to show you.

post-5-1102979428.jpg

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Just to prove to spar, it doesn't matter what you do with models, as long as they are triangles doom will accept it. Here's half the belcher model I thew in ((to textures yet) just to show you.

 

Good! :) I thought I read that somewhere but never tested it. Glad that this is sorted out. Maybe it was just a missunderstanding on my part.

Gerhard

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