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Full Version: [REQUEST] Graveyard Models
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Nope, textures are fine, love it

if anything, desaturate it slightly so the wood looks more... 'woody' instead of red blood wash
(01-06-2011, 03:02 PM)Tottel Wrote: [ -> ]And, step 2. Texture can still use some more touch-ups, but you'll get an idea of what the end result will be like. Smile


[Image: pewtextured.jpg]


[Image: pewtextured2.jpg]

You. Are. The. Best. Person. Ever.

Thank you so much for that pew model, it'll help a ton with my project! I love both the model and textures.

If no one else takes up the graveyard stuff I'll attempt it on my own, but I'm fairly new to modeling.
I'd make suggestions, make things in blocks and separate

EG
corner post
front wall (with doorway cut out)
back (door filled in)
1 side wall with stone shelves (level editor can rotate it around and us it for the other side)
and a roof

make sure the walls are 4 meters high, the peek is at least 6 meters high
and 6 or 8 meters wide
doors are 1.75 meters wide, and the crypt will have 2 doors so that's 3.5 meters side for the door arch
Hmm ok, for some reason the model shows fine in the model editor and the viewer, but it the level editor, it doesn't have any textures and the outlines are huge and rotated.

I'm guessing it's the collada exporter in Max being fishy. Would anyone be so kind to try and export it from Blender (or anything that works) for me?

http://www.mediafire.com/?2wy1y7r79pu5efu
the issue isn't collada, its most likely a texture path issue, its kinda glitchy, but try importing the collada file again and re-apply the textures too it and export it again, it often helps
I manually edited the material file to have the proper texture.. It should work, but it doesn't. :/
That texture is really really noisy :S

If you weren't using this already.

http://cgtextures.com/
They're all from CG textures. ^^

Since that last picture, I desaturated them quite a bit so they look a bit better.
I'll have a look at it

http://27.media.tumblr.com/tumblr_lciqao...o1_500.jpg
Ok, first, when you create a 'body' you want to select ALL those phys boxes, because you ended created way to many bodies for 1 mesh

and the defuse map should be the same name as your mesh, anything else should have things like _nrm _spec on the end, _Diffuse isn't acceptable
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