Centurion_13 Posted January 21, 2005 Report Share Posted January 21, 2005 Thanks, Dnas, I will definantly get your version if you make it..Sounds like it wil be pretty good.goodluck with the dds plug in when the player colours are done Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 22, 2005 Report Share Posted January 22, 2005 Well, I meant send you the link and improved instructions so you could have it optimized for your own computers. And then you can have some practice with compiling software in the Linux world. (No, you don't have to get all those dependancies, Linux would have most of them already) But it didn't work. I think I set up some of the dependancies wrong. Anyway....Here's a start. I went ahead and added some variation to all the other wood there as well. Quote Link to comment Share on other sites More sharing options...
Centurion_13 Posted January 22, 2005 Report Share Posted January 22, 2005 I like it, but one question.I see they are using screws.. did they have screws?they probably did but im just not sure, I havent heard of any ancient screw drivers.PS.Okay so now I understand what you mean about gimp.well if you do sort it out, let me know Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 22, 2005 Report Share Posted January 22, 2005 Hmm....good point, but the things here looked like screws.http://www.wildfiregames.com/~art/history/...ages/PILUM.html Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 22, 2005 Author Report Share Posted January 22, 2005 Great detail on the axes, I like it allot! Sorry to come back to the spears, but I was shown a picture by Paul the other day here:http://www.deepeeka.com/store/comersus_vie...?idProduct=3366I'd like make the shank and head of the pillum a darker metal like that image if possible.Not much left to do on that texture is there? I'll have to get some helmet work sent your way Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 26, 2005 Report Share Posted January 26, 2005 Sorry about the lack of progress. These past few days, I have been having extremely annoying trouble with my internet connection.Anyway, I've darkened the spears and will post a picture some time (homework gets in the way of things )Yeah, there isn't much left. But there are some areas that you hadn't started on, so there are a few more objects left than it looks, but anyway.Wow, I've been working on this texture for almost two months already.More helmets? Hmm.... I'm never going to get to do people, am I? Whatever. I can add more damage to props and that's the bit I like best.I'm pefectly happy with whatever you assign. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 26, 2005 Author Report Share Posted January 26, 2005 Alright sounds good. Keep working on it as you can. Yeah, probably won't have you doing units ATM because we don't have many sketches that are totally decided on. All the ones that Brendan has done are ok to texture, and a few of the romans and greeks that have been sketched... but a few things have changed even since those. So its best to hold off on unit textures till we have a better idea of what the concepts are. Helmets are helmets, they won't change Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 26, 2005 Report Share Posted January 26, 2005 I really need to get to sleep. It's nearly 10 over here.Anyway. Here's a render of the axes. (The reason for the excessive blood on the bloody one is because one of my friends wanted to try, so I let him add another blotch of blood making the spot about 1.5x larger. Doesn't look so good with jpeg blurring, though....)And a pic of the texture so far. I've gotten something into every it on the UV map, so (assuming the map is accurate) there shouldn't be any untextured bits there. Some of the texture will have to be tweaked though....The hoe was used for farming, not fighting, right? I want to make sure I'm not supposed to put blood on it. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 26, 2005 Author Report Share Posted January 26, 2005 nice axes! And yes, Paul, we can customize the meshes to make them look persian and not like some viking meat cleaver. correct the hoe, farming only Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 28, 2005 Report Share Posted January 28, 2005 I fixed up one of the polys of the hoe (it was only about 60 changed pixels, so I won't upload anything yet)The rest, unless you have any other plans, I don't think I have much left to do. The rest of the problems pretty much are UV problems (some polys too small on the UV map.)Except for one thing:On the part of the map labeled axe/mallot, the head is wooden. (It was like that to start with)Do you want that to be metal, or did you intend to have the short axe get a wooden head? Quote Link to comment Share on other sites More sharing options...
Paal_101 Posted January 28, 2005 Report Share Posted January 28, 2005 nice axes! And yes, Paul, we can customize the meshes to make them look persian and not like some viking meat cleaver. ←Ah you are starting to read my mind Jason Persian axes are quite slender, not big hulking Kirk Douglas-style weapons LOLGreat texture work David! Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 30, 2005 Report Share Posted January 30, 2005 So....Any more things I have to do? Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted January 30, 2005 Author Report Share Posted January 30, 2005 Except for one thing:On the part of the map labeled axe/mallot, the head is wooden. (It was like that to start with)Do you want that to be metal, or did you intend to have the short axe get a wooden head?Ah, sorry. the axes should have metal heads, and the mallot could have a wood head. Any more things I have to do?If you have everything done on the texture, I suppose so? Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 30, 2005 Report Share Posted January 30, 2005 Mallot/axe thing:Hmmm.... then we have a problem. The head of the mallot and the head of the small axe share the same place on the UV map.I'll just make the new head next to it.BTW, I meant any more things on this specific texture. Quote Link to comment Share on other sites More sharing options...
Dnas Posted January 31, 2005 Report Share Posted January 31, 2005 Alright, Here's a png. (once it uploads)http://wildfiregames.com/~art/david/02-wea...final-maybe.pngI can't think of anything left to do, so I made it a png instead of jpg.Anyway, the UVs will have to be editted in a few places (some polys are too small on the UV map and I made the small axe head a separate bit because you said the axe head is metal (see previous post.)) Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted April 15, 2005 Author Report Share Posted April 15, 2005 Hey David, just wanted to show you some of the fruits of your labor. Yesterday I got around to fixing the uvmapping for all the weapons. This is how they turned out. They are all in the game now too, just need to make the random actor files for them. They look great - excellent work Quote Link to comment Share on other sites More sharing options...
Dnas Posted April 15, 2005 Report Share Posted April 15, 2005 Cool!Me likes.Ends of the spears look a bit dark though... must be the lighting because they seem to look fine in game. Quote Link to comment Share on other sites More sharing options...
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