664a27643cbb6

664a27643d05f
1 Guest is here.
 
664a27643da35
candle1.bin
I took my blend file and just exported it again. So source is still the same as the old one.
I hope you keep all the sources

With blacjack. The original UV mapping was already kind of messy, so I did no special effort to make the texture align for the bottom and just placed it somewhere on the UV map.

664a27643dbb3voodoo47

664a27643dc05
working/looking good. thanks.

well, all the files are on my harddrive, and here on the forum as well. should be pretty safe.

664a27643dcd0voodoo47

664a27643dd4e
all wooden ladders appear to have their vertical bars untextured. not a big deal in the original, but becoming really ugly when hires textures are used. making the vertical bars use the same texture as the horizontal ones would be ideal (included ladder.bin which is proper as reference).

664a27643deb9ZylonBane

664a27643df12
The ladder rails could also use being subdivided, since they're currently made of single loooooong polygons, which can make the lighting weird.
664a27643e052
Seems like it was intended to be like that.
As far as I can see into the model they just gave the verticals and the horizontal caps a simple colour.

But I can change it to be like ladder.bin

664a27643e10bvoodoo47

664a27643e165
hard to tell - they did fix them for the metal ladders in T2. anyway, yeah, making it look like ladder.bin should do just fine.
664a27643e2af
Did the subdivide and some UV work on the ladder.bin.

Tell me if you like it this way and I will do the same treatment on the other ones.

664a27643e38avoodoo47

664a27643e3db
looking good as far as I can see (fixed rod tops yaay). same treatment for the rest would do nicely, I believe.
664a27643e4db
You should check them thoroughly, it was quite a (repetative) hassle so I might have fucked up somewhere.
But hopefully I didn't.

664a27643e5advoodoo47

664a27643e5fa
everything fine as far as I can see. off to the TFix resource pack they go - thanks.

this should also be added to the TafferPatcher resource pack btw, as T2 uses the old wooden ladder models with untextured vertical bars as well.

664a27643e6a3voodoo47

664a27643e6f1
quick note - vhotted candle2 wick very short, also very 2d so only visible from certain angles.
664a27643e7e8
I only added the vhot, anything else was the model you gave me.
Is this better now?

664a27643ea0fNecrobob

664a27643ea5e
Right, repost in the proper thread this time. Thanks a lot for the link, voodoo47. :P
It goes as follows: Hey-heyyy, Bob of Necro Age-texture pack infamy here! I was told I could get some help with something in this neck of the woods. See, one of the main ways the Thief Gold resources in the Necro Age differ from the Metal Age resources is the lack of high poly human meshes. Because when I try, THIS happens: Image: http://lh3.googleusercontent.com/P8kE7PAkTgR4_tPAEzG5_wYjM7WSUYwP9Ma9goZ_cmU=w317-h633-no
Any chance any of you folks could take the time to help get some of the meshes to fit the Thief 1/Gold model rig?
664a27643eb4d
Hey, can you upload your source files so we can take a look at them?

664a27643ecb5Necrobob

664a27643ed0a
All of the models by tdbonko can be found here: http://darkfate.org/view/details/files/editors/dromed/models

For the record, the only models I really could find use for in Thief Gold are the Hammerite Model (armed and unarmed for Cragscleft factory), the archer model with the red uniform, the swordsman model with the purple uniform, and the mechanist model unarmed and with swords (no macemen needed). Apebeasts, watch officers and guards with long tabards unnecessary.
I *think* they're all in the AI Part1-3 archives.
664a27643edf9
So you just take existing *.bin files and do no creation or whatever on your own?

664a27643ef58voodoo47

664a27643efa9
I had a quick look, and actually couldn't replicate the problem (crushed/weird joints, reported on TTLG), everything seemed ok (btw, those models would have been included in TFix for years should I have been made aware of them sooner). clean TFixed install+Dromed basic, just loaded miss2 and shape/model name changed one of the guards (textures did not load, but definitely no joint/limit planes problem).

I think you might not be using the correct cal file (it's in the darkfate archive together with its corresponding bin). anyway, if the models work properly in T2, they have to work properly in T1 as well, it should be just a matter of setting up the resources properly (if you have renamed the bins, you need to rename the cals as well).

can you post your full setup? I'd like to replace/override models in the same way you do, maybe that will get them to bug out.

664a27643f075Necrobob

664a27643f0c5
Odd, I did do some extensive mucking about with different .cal files, to no avail. Will have to re check.

@Olfred
At the very most I just hex edit a .bin to point it to another texture. I can't do cg modeling at all.
664a27643f1aa
Then I'm out. Everything wonky with the engine or ShockEd is out of my competence.

664a27643f26eNecrobob

664a27643f2bb
Welp, I've found the culprit. Apparently, the .cal files must be in the base mesh folder, not that damned HIPOLY folder. Feels kinda counterintuitive if you ask me, but thems the breaks. Alls well that ends well, problem officially solved.

664a27643f370voodoo47

664a27643f3bf
I think hipoly only gets activated properly if you have set character_detail 1 in cam.cfg.

anyway, would be nice to get my hands on the next version a day or two before the public release - I'd like to make sure everything plays nicely with TFix.

664a27643f51fvoodoo47

664a27643f56b
thanks - drop me a pm here or over at TTLG when you think the time is right.

Your name:
This box must be left blank:

Look at you, hacker: a pathetic ____ of meat and bone!  (Fill in the missing word):
1 Guest is here.
Chaos. Good news.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664a27643f678