Time to start piling up the bodies!

Discuss model development here.
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tomylee
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Postby tomylee » Mon Nov 06, 2006 02:09 am

Its a nice ghotic lantern. I think it fits perfect with the game and it is a lot better than the old one =P
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Wrim
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Postby Wrim » Mon Nov 06, 2006 05:04 am

I'm making gifs out of some of the textures, like this torch: Image a... flamebowlthingy:Image
and my new avatar.
Doesn't show too good against the black background though.
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DustyStyx
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Postby DustyStyx » Mon Nov 06, 2006 05:33 am

Looks great Wrim
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Wrim
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Postby Wrim » Tue Nov 07, 2006 12:39 am

Thanks :)
I'm gonna make some more, They'll be at http://www.freewebs.com/wrim/blood.htm.

I'm not doing anything illegal now by sharing them on the internet... I hope. At least I think so.
So, feel kiiinda free to use them as avatars n stuff.
(If this is illegal, please tell me)
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DustyStyx
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Postby DustyStyx » Tue Nov 07, 2006 01:17 am

Well, technically it's illegal, unless you have permission from Atari or WB or whoever has rights to the artwork these days. (we do for Transfusion btw) But I doubt you will get in trouble for it. It's one of those longstanding "fan site" liberties.
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Caleb_2k
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Postby Caleb_2k » Tue Nov 07, 2006 01:45 am

how the devil did you extract the textures from blood???

btw i would like to get my hands on a texture extractor for Duke3D, Shadow Warrior and Blood :D
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DustyStyx
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Postby DustyStyx » Tue Nov 07, 2006 02:24 am

I used art2tga Elric wrote for the Blood2Build project.

I've stick a bat file with it to separate out the Blood tiles into a more helpful file listing. you just need to run it in a folder with a copy of the Blood .art tiles. http://cruaich.deathmask.net/tutfiles/art2tga.zip
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Caleb_2k
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Postby Caleb_2k » Tue Nov 07, 2006 04:29 am

thnx, wrim gave me a viewer to view the sprites and extract them as .pcx
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Caleb_2k
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Postby Caleb_2k » Tue Nov 07, 2006 10:18 pm

srry for the double post...

can transfusion engine read and display DDS files correctly?
if so, then Transfusion could take a rocket ride to eye-candyland =)
normal-mapping for teh win :D
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DustyStyx
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Postby DustyStyx » Wed Nov 08, 2006 05:23 am

We use a ever so lightly modified version of the DarkPlaces Quake engine. If it can be done in DP we can do it in TFn. <psst> that's a long answer for "I dont know" I know DP can handle normal mapping though. You might ask around at irc.anynet.org/#darkplaces
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boss429
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Postby boss429 » Wed Nov 08, 2006 07:35 pm

Just put the normal map in the same folder as the original texture name the normal map with "_norm.tga" at the end. example: tile###.tga & tile###_norm.tga.
Bump maps are named with "_bump.tga" at the end and gloss maps with "_gloss.tga" (at least I think so)
I beleive specular maps are named "_spec.tga" but I'm not sure. I don't know what hieght maps are named (or maybe hieght maps are the same thing as bump?).
Anyways you have to have some of the RT options turned on, I forget which ones. Is it just RT lights? I don't think you need RT world or RT shadows.
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Caleb_2k
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Postby Caleb_2k » Wed Nov 08, 2006 08:54 pm

urgh, realtime, how demanding >_>
Kazashi
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Postby Kazashi » Thu Nov 09, 2006 01:57 am

DP does not support DDS files, and I very much doubt it ever will. I know LordHavoc thinks DDS is a silly format, and I'm inclined to agree, so you'll have to make do with tga, or png, textures.

The engine doesn't require DDS files for normalmapping anyhow, just take a normalmap that's been saved in a regular texture format, add the extension "_norm" to the file name, and there you go. If you want parallax/relief mapping you can insert an 8-bit greyscale bumpmap into the alpha channel of that normalmap.
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Caleb_2k
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Postby Caleb_2k » Thu Nov 09, 2006 02:38 am

ok, got half of that through my sleepy brain, could you tru to explain that in beginner in a PM or something so i can fill in the blanks :D

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