Jump to content
The Dark Mod Forums

Blender's sculpting tool


Arcturus

Recommended Posts

  • Replies 195
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

I'm really hesitant about adding really tiny gemstones like that. We already have a couple, but they're so small that they are *extremely* easy to miss in a game. I think they are best used as enhancements for existing models, like gemstone eyes in a statue or something. At the very least I think they should not be moveables.

Link to comment
Share on other sites

They're not that small :)

 

diamo.jpg

 

 

I'll move them to static loot.

 

Verrry nice work! But you screenshot looks terrible dithered, is that how the game looks on your machine? Ouch! :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

IRC TDM had the health shields in the earlier build screenshots.

 

Looks really good, that necklace is beautiful!

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

Link to comment
Share on other sites

I think Tels was joking :)

 

Not intentionally :D I was indeed thinking this is TDM, because my laptop screen is so small that I can only see parts of the image and when I scrolled through the thread I only saw the gem purse and the gems :P

 

(Dang if I hadn't said anything, everyone would have thought I jest :P

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

Link to comment
Share on other sites

  • 1 month later...

I've made a lock and door handle models:

 

 

handle.jpg

 

Lock has 161 tris, handle has 176 tris + 121 poly shadowmesh. textures are: 128x512, 128x128, 512x256. Our current handles have no collision mesh. Does that mean I should not make one?

It's only a model...

Link to comment
Share on other sites

Ooooh :o

|=-=------=-=|

happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

|=-=------=-=|

Link to comment
Share on other sites

Nice work.

 

Lock has 161 tris, handle has 176 tris + 121 poly shadowmesh. textures are: 128x512, 128x128, 512x256. Our current handles have no collision mesh. Does that mean I should not make one?

Collision mesh is not much of a problem, as handles are set to nonsolid anyway, if I recall correctly.

Link to comment
Share on other sites

Fan-cy! I want some too! ^_^

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
Link to comment
Share on other sites

To make them moveables, you need to create an actual entityDef for them. Right now, they're only visible in the ModelSelector, which is just searching for ASE and LWO models.

 

I wasn't precise. I modified the moveables.def and models appear on list of movables in editor. I can choose them, put into map and they work. I only can't see them in editor's 3d window. That only regards moveables, static are visible. I'm also wondering where should be handle's origin. I put it in center of model but I guess it should be where handle is attached to door in order to rotate properly. If so I'll correct it this evening.

 

Fan-cy! I want some too!

 

Thanks :)

It's only a model...

Link to comment
Share on other sites

Btw, arbitrary number of speed animation on ridable AI is now implemented, so you can see the trot animations ingame. I set the animation rates to roughly feel about right, but they can probably use more tweaking. If anyone wants to tweak the speeds and speed transition points, they're in the horse2 def file, pretty self explanatory.

 

You can test it out in test/vehicle.

 

Something funny happens to the head when the walk animation is played, it bounces up and down much faster than the feet are moving, but it's not happening in the other animations, the head looks fine.

 

I think the control code will now work with a jump and walk backwards animation, but these are obviously low priority compared to human animations.

Link to comment
Share on other sites

  • 1 month later...

I modified the horse model. I've added separate mane. It's using blend filter method. You can see it moving independently which is nice but i doesn't look very good from rider's position. There's also clipping caused by bad random head turning.

 

manew.jpg

 

I also darkened the texture around the butt.

It's only a model...

Link to comment
Share on other sites

Very nice, will come in handy for v1.1 :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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

    • Ansome

      Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!
      · 0 replies
    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
×
×
  • Create New...