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Re: Spiderweb Beautification and other stuff...

Posted: Sat Oct 20, 2012 1:59 am
by Batty
Neikun wrote:THAT IS A A LOT OF BLOOD OH MY GOD.
Did some one die? o-o;

Also, I'm all for removing gears from models.
well, that's what happens when a party of champions meets the jellogre :lol:

I'm hoping to ungear the whole thing, one way or another.

Re: Spiderweb Beautification and other stuff...

Posted: Sat Oct 20, 2012 2:04 am
by Neikun
Batty wrote:
Neikun wrote:THAT IS A A LOT OF BLOOD OH MY GOD.
Did some one die? o-o;

Also, I'm all for removing gears from models.
well, that's what happens when a party of champions meets the jellogre :lol:

I'm hoping to ungear the whole thing, one way or another.
And the Jellogre's hard candy mace..

Re: Spiderweb Beautification and other stuff...

Posted: Sun Oct 21, 2012 4:12 am
by Batty
Here is the first in my Hieronymus Bosch series. The artwork is from his Last Judgment fragment currently residing in Munich.
SpoilerShow
Image
files:
gobelin_bosch_01.zip

defs:

Code: Select all

defineMaterial{
	name = "gobelin_bosch_01",
	diffuseMap = "mod_assets/textures/dungeon_gobelin_bosch_01_dif.tga",
	specularMap = "assets/textures/common/black.tga",
	normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineMaterial{
	name = "gobelin_bosch_01_torn",
	diffuseMap = "mod_assets/textures/dungeon_gobelin_bosch_01_torn_dif.tga",
	specularMap = "assets/textures/common/black.tga",
	normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

cloneObject{
	name = "gobelin_bosch_01",
	baseObject = "gobelin",
	model = "mod_assets/models/gobelin_bosch_01.fbx",
	brokenModel = "mod_assets/models/gobelin_bosch_01_torn.fbx",
}

Re: Spiderweb Beautification and other stuff...

Posted: Sun Oct 21, 2012 8:00 am
by Belblindd
The first one in a great run!

Re: Spiderweb Beautification and other stuff...

Posted: Sun Oct 21, 2012 2:49 pm
by Batty
Here's a second Bosch. It's a scene from his most famous Garden of Earthly Delights:
SpoilerShow
Image
files:
gobelin_bosch_02.zip

defs:

Code: Select all

defineMaterial{
	name = "gobelin_bosch_02",
	diffuseMap = "mod_assets/textures/dungeon_gobelin_bosch_02_dif.tga",
	specularMap = "assets/textures/common/black.tga",
	normalMap = "assets/textures/env/dungeon_gobelin_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

defineMaterial{
	name = "gobelin_bosch_02_torn",
	diffuseMap = "mod_assets/textures/dungeon_gobelin_bosch_02_torn_dif.tga",
	specularMap = "assets/textures/common/black.tga",
	normalMap = "assets/textures/env/dungeon_gobelin_torn_normal.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = true,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}

cloneObject{
	name = "gobelin_bosch_02",
	baseObject = "gobelin",
	model = "mod_assets/models/gobelin_bosch_02.fbx",
	brokenModel = "mod_assets/models/gobelin_bosch_02_torn.fbx",
}

Re: Spiderweb Beautification and other stuff...

Posted: Sun Oct 21, 2012 2:54 pm
by Neikun
Oh I like that one a lot :o
I'm unfamiliar with Bosch. I should probably look him up now.

Re: Spiderweb Beautification and other stuff...

Posted: Mon Oct 22, 2012 2:47 am
by Ciccipicci
For the first code, you've past the bosch_01_torn instead of the 2.

Re: Spiderweb Beautification and other stuff...

Posted: Mon Oct 22, 2012 4:08 am
by Batty
Ciccipicci wrote:For the first code, you've past the bosch_01_torn instead of the 2.
thanks, fixed :)

Re: Spiderweb Beautification and other stuff...

Posted: Wed Nov 14, 2012 10:11 pm
by Batty
Here's a degeared statue, if anyone is interested in this, say so & I'll post files.
SpoilerShow
Image

Re: Spiderweb Beautification and other stuff...

Posted: Thu Nov 15, 2012 1:11 am
by Neikun
I don't understand. What's the purpose? o: