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Thief list of broken and lowpoly objects that need fixing
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Thief list of broken and lowpoly objects that need fixing
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664978d973e3d
Olfred
#96
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13. May 2015, 12:51:07
664978d973ebb
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.
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voodoo47
#97
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13. May 2015, 17:01:04
664978d974109
working/looking good. thanks.
well, all the files are on my harddrive, and here on the forum as well. should be pretty safe.
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voodoo47
#98
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20. May 2015, 18:55:20
664978d97423a
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).
664978d974378
ZylonBane
#99
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20. May 2015, 19:17:18
664978d9743d8
The ladder rails could also use being subdivided, since they're currently made of single loooooong polygons, which can make the lighting weird.
664978d97449c
Olfred
#100
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20. May 2015, 23:45:20
664978d9744ec
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
664978d9745ab
voodoo47
#101
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21. May 2015, 07:16:28
664978d974603
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.
664978d9746bc
Olfred
#102
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02. June 2015, 20:43:48
664978d974711
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.
664978d9747e6
voodoo47
#103
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02. June 2015, 21:05:05
664978d974839
looking good as far as I can see (fixed rod tops yaay). same treatment for the rest would do nicely, I believe.
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Olfred
#104
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02. June 2015, 22:27:37
664978d974936
You should check them thoroughly, it was quite a (repetative) hassle so I might have fucked up somewhere.
But hopefully I didn't.
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voodoo47
#105
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03. June 2015, 13:16:18
664978d974a56
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.
664978d974af5
voodoo47
#106
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26. June 2015, 23:12:29
664978d974b42
quick note - vhotted candle2 wick very short, also very 2d so only visible from certain angles.
664978d974bfe
Olfred
#107
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27. June 2015, 00:32:46
664978d974c4d
I only added the vhot, anything else was the model you gave me.
Is this better now?
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voodoo47
#108
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27. June 2015, 09:37:59
664978d974d54
much better, thanks.
664978d974f15
Necrobob
#109
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23. July 2015, 00:27:29
664978d974f6d
Right, repost in the proper thread this time. Thanks a lot for the link, voodoo47.
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?
664978d975014
Olfred
#110
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23. July 2015, 02:51:40
664978d975064
Hey, can you upload your source files so we can take a look at them?
664978d9751ed
Necrobob
#111
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23. July 2015, 04:00:31
664978d975246
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.
664978d9752f7
Olfred
#112
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23. July 2015, 05:23:59
664978d975346
So you just take existing *.bin files and do no creation or whatever on your own?
664978d9754d0
voodoo47
#113
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23. July 2015, 05:50:33
664978d975510
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.
664978d9755e4
Necrobob
#114
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23. July 2015, 16:02:15
664978d97563d
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
.
664978d9756d3
Olfred
#115
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23. July 2015, 16:30:53
664978d97571f
Then I'm out. Everything wonky with the engine or ShockEd is out of my competence.
664978d9757cd
Necrobob
#116
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24. July 2015, 06:45:36
664978d97581a
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.
664978d9758ca
voodoo47
#117
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24. July 2015, 16:57:54
664978d97591a
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.
664978d9759a1
Necrobob
#118
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24. July 2015, 18:29:17
664978d9759ed
Sure, why not.
664978d975a7c
voodoo47
#119
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24. July 2015, 18:30:50
664978d975ace
thanks - drop me a pm here or over at TTLG when you think the time is right.
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então eu terminei toda a tradução dos logs fiz a tradução só pra mim msm e todo o credito vai pra eles
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