M&B Art Collaboration

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I was just thinking, there's no real point to having various modelers make models only for certain mods and the like, and keep others from using the same resources.

I just wanted to suggest that perhaps we can open a thread for requests and links to Unofficial Repository (Suppository? HO HO HO) files. No point in segmenting the art resources unnecessarily.
 
GUIDELINES FOR MODELS/TEXTURES

Please upload models in OBJ format.
Textures should be uploaded in a NON-lossy format, such as PNG, BMP, TGA, DDS etc. NOT JPEG OR GIF

If you have multiple files to contribute, please put them in a standard .ZIP or .TAR archive.
 
n00854180t said:
You never know, maybe eventually we can get them to roam around in the water for immersion purposes. Or a fishing mini game or something.

indeed, some of them could easily be added as new merchant items :smile: or objects in scenes....that is the more sensible ones.
 
what I was going to do was to compile my own BRF file contianing various objects...
 
I thought obj files might be better so people could add them into their own brf file if they had already modded it.
If you want to put my stuff in with yours that is fine with me.
 
One thing you gotta worry about is not overloading a system with DDS files. as you can see with the weapons1.dds, it's been made pretty universal. It holds the mappings for most weapons, and still has room to spare. It would be a good idea to get one good skinner to work up the empty space, or create a specific DDS file for the added objects... If not, we should be trying to use the default DDS files. In some cases, that may not work. Just trying to keep things neat at the begining before our texture folder is plastered with 100000000 DDS files... :smile:
 
as soon as i get support for creating new materials i will make a big blank .dds and move all my fish skins over to that :smile:
 
I have a set of weapons I've created (regular - fantasy) ready to post somewhere. I've kept my stuff set with the weapons1.dds as well
 
jik said:
One thing you gotta worry about is not overloading a system with DDS files. as you can see with the weapons1.dds, it's been made pretty universal. It holds the mappings for most weapons, and still has room to spare. It would be a good idea to get one good skinner to work up the empty space, or create a specific DDS file for the added objects... If not, we should be trying to use the default DDS files. In some cases, that may not work. Just trying to keep things neat at the begining before our texture folder is plastered with 100000000 DDS files... :smile:

Is there a reason for this for other than organizational purposes? Personally I'd rather have 1000 organized and named individual dds textures, than 10 huge dds textures with 100 objects each. Does it have any effect on the game engine? I know each object wouldn't get its own texture (unless it was square), but would there be any detriment to having, say, 6 different dds files for the weapons (like one for each faction/culture in the lotr mod, for example).
 
Is there a reason for this for other than organizational purposes
?

The main reason to do this:
Currently it is very hard to associate a mesh with a .dds file other than the vanilla ones.
We would all love to have different .dds files but until the .brf viewer supports material editing there are only two ways to add textures that I know of.

1. use an existing .dds
2. use a hex editor to add the new .dds, which is time consuming.
 
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