Trestkon's To-Do List

Stare in awe at the fascinating machinations of the TNM team during the last two years of production, this was our private forum.

Moderator: TNM Team

Post Reply
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Trestkon's To-Do List

Post by Trestkon »

In order of importance:

-import scissors
-connect slums to DXI (fix up entrance elevator spot/do cinematic)
-finish menu map
-add option to not install voice files to installer
-create TNMOnly.dx map *DONE*
-clean DXI_Ruins, DXI_A51b, and DXI_MCR *DONE*
-merge DXI_A51b and DXI_MCR (if they aren't already) *DONE*
-finish/import chemical container *DONE*
-import scalpel *DONE*
-add that easter egg value to whatever .ini file it's supposed to go in ( tnmuser.ini -> [TNM.trestkon] -> eggs=19734) :p *DONE*
Last edited by Trestkon on Sun Apr 16, 2006 8:44 pm, edited 9 times in total.
-Life does not snap to the x-axis
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

I'm currently setting up the cameras in the training map. They'll look shit but they'll work such that you can move them around etc so they don't look shit
that guy
The Nameless Mod
The Nameless Mod
Posts: 1312
Joined: Mon Apr 26, 2004 1:54 am
Location: Perth, Western Australia

Post by that guy »

it's all working nicely and passed back to jonas who set the actual path up
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Sweet!
-Life does not snap to the x-axis
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Okay, I've finished modeling and UVW mapping the scalpel, chemical container, and scissors. But we we all know, I have no texture skills. So I'm just going to post the UVW maps and reference pics here until I get someone to do them.

Actually, didn't you say you wanted to have a go, Jonas?

Chemical Bottle UVW Map
Image

Chemical Bottle Reference Images (Left and Right Sides are mirror images which means any actual text will be backwards on one side. I can change that...but I'd rather not)
Image
Image
Image
Image
Image
Image

Scissors UVW Map (Doesn't need reference pics)
Image


Scalpel UVW Map (Doesn't need reference pics)
Image
Last edited by Trestkon on Sat Mar 04, 2006 11:11 pm, edited 1 time in total.
-Life does not snap to the x-axis
User avatar
Phasmatis
Off Topic Productions
Off Topic Productions
Posts: 2057
Joined: Sun Apr 25, 2004 7:55 am
Location: UK
Contact:

Post by Phasmatis »

You're better off splitting those scissors up so incase the need to be turned over.
Keeper of the pointy stick of injustice™.
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Phasmatis wrote:You're better off splitting those scissors up so incase the need to be turned over.
I just have both sides using the same map area, so save space, won't that work?

Okay, I've imported the models, barring any kind of small changes, they're done and just need to have the skinning done.

http://tnm.offtopicproductions.com/team ... odels2.rar
-Life does not snap to the x-axis
User avatar
Phasmatis
Off Topic Productions
Off Topic Productions
Posts: 2057
Joined: Sun Apr 25, 2004 7:55 am
Location: UK
Contact:

Post by Phasmatis »

It's really hard to explain but I will try. The scissors lay on top of each other, I can't see which one is the top one on the UVmap so lets say it's the left scissor.

Note in the picture below the left scissor is yellow and it all looks fine as it is.

Image

The problem arises when you want to turn the scissors over, the right scissor becomes the top scissor but because it's been textured like it has the middle of the left scissor will show through (marked in red in the picture below).

Image

You're also better off laying the scissors side by side because the straight edges will be straight. At the moment they are jagged and that's a lot harder to texture. Plus they will take up less space in the UVmap and the texture could be 128x256 or even 64x256.
Keeper of the pointy stick of injustice™.
User avatar
Jonas
Off Topic Productions
Off Topic Productions
Posts: 14224
Joined: Sat Apr 24, 2004 9:21 pm
Location: Hafnia

Post by Jonas »

I'll add these skins to the graphics thread.
Jonas Wæver
Chief Poking Manager of TNM

I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Okey dokey, I'll change the scissor UVW map. Thanks Phas!
-Life does not snap to the x-axis
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Hey Phas, you don't happen to have all your old weapon models, do you? We want to redo all the weapon shots for the manual. If you don't have them we'll just do ingame screenshots, but renders are nicer:D
-Life does not snap to the x-axis
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Updated zee list with a few new things I need to do, as well as some things I've finished up.
-Life does not snap to the x-axis
User avatar
Trestkon
Off Topic Productions
Off Topic Productions
Posts: 2820
Joined: Sat Apr 24, 2004 9:03 pm
Location: Canada
Contact:

Post by Trestkon »

Updated!

I need to fix the mapping on the scissors, which is why I haven't checked them off.
-Life does not snap to the x-axis
Post Reply