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Springheel last won the day on August 15

Springheel had the most liked content!

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About Springheel

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    Creative Director (retired)
  • Birthday 02/17/1972

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    Toronto, Canada

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  1. A little necromancy here, but I tested the things in the package and couldn't get any of them to work. Although there were no errors, none of the animations would play (when the AI was supposed to run it just walked, no pain was played when damaged, etc) and the ik didn't appear to do anything (AI bounced up steps as before). I don't know what to make of that, but I've uploaded them to SVN in case anyone else wants to have a look. When opening up the animations that work vs the ones that don't, I see the two have different numerical values for each bone. I suspect that's a problem, but don't know exactly what those values mean. Working animation: "origin" -1 0 0 // "Bone001" 0 5 0 // "Bone002" 1 32 2 // "Bone003" 2 56 3 // "Bone004" 3 56 6 // "HeadBone" 4 56 9 // Non-working animation: "origin" -1 63 0 // "Bone001" 0 63 6 // "Bone002" 1 63 12 // "Bone003" 2 63 18 // "Bone004" 3 63 24 // "HeadBone" 4 63 30 //
  2. So this is the last I can see on the topic. I guess those animations/ik was never tested? edit: Ok, gave it a quick whirl...the ik isn't very convincing at the moment (if it's working at all), and I can't get the included pain or run animations to work. In fact, none of the animations offered by Destined appear to do anything, though I don't see any obvious reason why.
  3. Actually, I just went in and tested this, and the werebeast DOES appear to have a ragdoll--he collapsed when I killed him (though the legs bend the wrong way). So now I'm not sure what's keeping him from being usable, beyond a limited range of animations.
  4. If your primary concern is performance, that's correct. However, TDM has a goal most game companies do not, and that's making assets that are flexible and easily modified by casual users. Using multiple materials is an obstacle to the first goal, but is highly useful for the second goal. Exactly where we should have drawn the line between those two competing concerns is open to debate.
  5. You can probably do that now with what is on SVN, using the ambient AI method. Although if you don't want it to move at all, you might need to hack a new animation by isolating a single frame of the idle.md5anim.
  6. It does have a few animations, though not many. I think it has the basics (idle, walk, run, attack). I remember getting it to move around a map. But the AF is needed in order to create a ragdoll for it. I can't remember now if there were other issues.
  7. Until we can get a working AF for the werebeast, I don't think it's going to be appearing anywhere.
  8. Yes. Can't tell you why, but that's what I've observed.
  9. I've had issues similar to that which I was able to solve by moving the visportal 1 unit forward or backward. Sometimes having two visportals on exactly the same horizontal or vertical plane can cause that problem.
  10. I would suggest revisiting the texture scale of the walls in these shots. The mortar between the stones looks far too thick and it is really distorting the sense of scale.
  11. I enjoy art to enjoy the art, not to endorse the person who made it.
  12. No, we don't have that data. Missions can be spread across multiple mirrors.
  13. I use a notebook too, but it's not convenient when I need a password and I'm out of the house.
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