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Posted: Fri Apr 27, 2007 05:54 am
by Ransu
If you can eventually make a whole Total Conversion with this, then that'd be awesome! :D

Posted: Fri Apr 27, 2007 06:15 am
by HYPE
already thought of that before...
maybe I can get some help from the transfusion team when I'm stuck?
*looks around*

@scarecrow: I am not very good at animating, I dont think I can make that fork usable :?

Posted: Fri Apr 27, 2007 07:59 am
by Slink
Keep trying to animate. Try to figure out where to effectively place key frames. ;) -Slink

Posted: Sun Apr 29, 2007 12:25 am
by HYPE
no modelers here willing to help? :lol:

Posted: Mon Apr 30, 2007 02:55 am
by Kazashi
To do the work for you, no. To give advice on modelling, yes. I'm busy with Transfusion and the Real World, but if you have a question (hopefully not application-related ) I can try to answer it.

Posted: Mon Apr 30, 2007 05:08 am
by HYPE
okay, thank you, and yes, I meant help as advices. :)

Posted: Mon Apr 30, 2007 02:52 pm
by HYPE
oh, I think modeling is nothing for me at the moment :?
I have one question (yeah, and I know it sounds noobish, but): where do you start when making a mod? basic game mechanics and rules? custom content? or doesnt it matter?

Posted: Wed May 02, 2007 02:34 am
by Kazashi
Start simple. Change some weapon damage values, redo a skin for an existing model (just beware of distributing the original game's content). Then, add simple things together to make more complex things (e.g. recode the Doom3 fists to do Blood's damage, work on converting that pitchfork to an unanimated md5mesh and replace the fists ingame, texture the pitchfork, build animations and learn to convert them to md5anim, adjust code to suit). Other people will probably have other ideas, but that's what I'd suggest.

Posted: Wed May 02, 2007 02:23 pm
by Caleb_2k
srry for being a bit inactive, been busy with stuff >_>

great model btw =D

Posted: Mon May 07, 2007 11:54 pm
by HYPE
today I played around with photoshop, and I thought It would be nice if someone made hi-res versions of the blood textures. so I put my hands on it. what do you think? maybe I use them for my MOD, if I continue, or I give them to you as early christmas presents, maybe as optional hires packs for transfusion, dunno :lol:

Image


and sorry for the big image :roll:

Posted: Tue May 08, 2007 04:12 am
by Willis
I like the fact you had to distinguish old and new lol

Personally, I think stone looks absolutely terrible glossed. But unfortunately, that appears to be all that people want to see these days.

Posted: Tue May 08, 2007 05:35 am
by HYPE
yup, you are right, a bit too glossy maybe, looks more like wet stone I think : /
I think I should do a remake with a more dry and "blocky" looking texture, this one has a bit too much noise huh?

Posted: Tue May 08, 2007 11:40 am
by Dimebog
Could you change the "material" to a less reflecting one?

Here's a tip if you ever go through with the mod: don't make hi-res versions of the hardly distincive textures such as walls - especially stone walls and tiled surfaces. If you HAVE to make hires stuff, remake only stuff such as normal mapped carved walls, carpets, paintings etc. Stuff that you recognise easily.

However, you might check the legacy doom mod for D3 - whoever made it, used the exact same low-res textures from Doom, and implemented them into the D3 engine.

Posted: Tue May 08, 2007 02:04 pm
by Caleb_2k
i loved that doom mod for D3, too bad they never made the rest of the eps =(

that texture looks sweet HYPE, now all you need is to de-gloss it, blurr it a bit and normalmap or parralax map it :D


http://www.irrlicht3d.org/pivot/entry.php?id=6 <-- Parralax mapping

Posted: Wed May 09, 2007 01:10 pm
by HYPE
hope you like this version better:

Image