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Thread: Improving some low-quality original objects?

  1. #901
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    obj/txt/ripoff8

    Meh, good enough.

  2. #902
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Well done

  3. #903
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Here's a more rounded version of the 'alcmixer' object.

    Link

  4. #904
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by R Soul View Post
    Here's a version of the pub sign with a more rounded light on the end:
    http://www.mediafire.com/download/jh...tru48/wmpub.7z



    When I tried to look at yours with DEOCI, the conversion failed. So I ended up making my own version with the sign's joint moved from @x01po0606 to @x00po0000. With NewDark at least, the 1st joint on a model has to be the 00 (Joint 1) joint. The OM model has the 1st and only joint on 01 (Joint 2) and so the sign won't swing in the wind as it was designed to do. (I didn't check old dark.) If you switch the joint to Joint 1 in the model it works.

  5. #905
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Here's a version of the ElevatorButton that moves in the right direction when pressed:
    http://www.mediafire.com/download/55...61/elevbut.zip

    The original comes out then in.

  6. #906
    bikerdude
    Guest
    Is the OP upto date..?

  7. #907
    Member
    Registered: Mar 2001
    Location: Ireland
    Nope, it's terribly out-of-date.

    I'll at least edit it and put a link to the EP2 thread there.

  8. #908
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    Hi NV. A couple of corrupt images are in the crf: karports and picnic.

  9. #909
    Member
    Registered: Mar 2001
    Location: Ireland
    I hate Photobucket. Please don't link images from there, use one of the other services (that actually lets you get a direct link to the image easily) instead.

  10. #910
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    I have a request: the snowy branch texture.


    All the other EP trees look fine, so let's have a full set!

  11. #911
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I still have some stock snowy trees in DCE, so I second that request!

  12. #912
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    About time to give this project another push. obj/txt/ripoff5

  13. #913
    Member
    Registered: Mar 2001
    Location: Ireland
    Very nice!

  14. #914
    Master Builder 2018
    Registered: Jul 2008
    Yes, that looks great!

  15. #915
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    ...

  16. #916
    Member
    Registered: Mar 2001
    Location: Ireland
    Updated the archive in the EP2 thread with that new painting.

  17. #917
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Thank you, NV.

  18. #918
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    The UV mapping of the office door (whd4x8-3) was wonky so I've corrected it:

    http://www.mediafire.com/download/u3...hqw/doffice.7z

    I also moved the handle to line up with the metal plate, but I'll be happy to move it back to it's original location if the EP gets a version of the texture with the metal plate lined up with that location.

  19. #919
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    I think that either the door or the texture or both still need some work ...

    Click image for larger version. 

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    Click image for larger version. 

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  20. #920
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    That's using the original texture. My edited version is meant to use the EP texture.

    Edit: Here's the barred door, which also needed tweaking: http://www.mediafire.com/download/aq...48/dorwbars.7z
    Last edited by R Soul; 25th Mar 2016 at 19:17.

  21. #921
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Shouldn't the EP texture be a drop-in replacement?

  22. #922
    Member
    Registered: Mar 2001
    Location: Ireland
    The metal parts of that texture (ofdor2, and ofdor too) are in significantly different locations from the originals. They really ought to be closer to the ones in dor5x12.

  23. #923
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    I have a question regarding tga textures, i have been using tga textures with transparency with any kind of resolution, during game mode they work fine, i was wondering if other players can have problems with it, if so , what´s the max resolution i should use and are there specific values i must use such as 8,16,32,64,128,256,512 and 1024?

  24. #924
    Member
    Registered: Mar 2001
    Location: Ireland
    Only use textures which are a power of two, and a maximum of 4096x4096 (though, to be fair, using anything over 2048x2048 is probably insane.)
    Some graphics cards can cope with non-power-of-two textures. Others will crash. Stick to power-of-two.

    I'd use DDS over TGA, though.

  25. #925
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    I'd use PNG over TGA, too.

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