66473f5c55a8f

66473f5c56000
1 Guest is here.
 
66473f5c56999
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.

66473f5c56b0dvoodoo47

66473f5c56b5f
working/looking good. thanks.

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

66473f5c56c20voodoo47

66473f5c56c6c
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).

66473f5c56d7cZylonBane

66473f5c56dca
The ladder rails could also use being subdivided, since they're currently made of single loooooong polygons, which can make the lighting weird.
66473f5c56ec0
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

66473f5c56f55voodoo47

66473f5c56fab
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.
66473f5c570ea
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.

66473f5c571b8voodoo47

66473f5c57205
looking good as far as I can see (fixed rod tops yaay). same treatment for the rest would do nicely, I believe.
66473f5c572fb
You should check them thoroughly, it was quite a (repetative) hassle so I might have fucked up somewhere.
But hopefully I didn't.

66473f5c573eevoodoo47

66473f5c57441
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.

66473f5c574e4voodoo47

66473f5c57538
quick note - vhotted candle2 wick very short, also very 2d so only visible from certain angles.
66473f5c5762d
I only added the vhot, anything else was the model you gave me.
Is this better now?

66473f5c57864Necrobob

66473f5c578b1
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?
66473f5c579ca
Hey, can you upload your source files so we can take a look at them?

66473f5c57b14Necrobob

66473f5c57b6b
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.
66473f5c57c4d
So you just take existing *.bin files and do no creation or whatever on your own?

66473f5c57db0voodoo47

66473f5c57dfe
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.

66473f5c57ec0Necrobob

66473f5c57f0d
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.
66473f5c57fed
Then I'm out. Everything wonky with the engine or ShockEd is out of my competence.

66473f5c580caNecrobob

66473f5c58123
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.

66473f5c58200voodoo47

66473f5c5825f
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.

66473f5c5843dvoodoo47

66473f5c584b3
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:

How can you challenge a perfect, _____ machine? (Fill in the missing word):
1 Guest is here.
It turns blue.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
66473f5c5860b