Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/doom 3/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I just got DOOM3, so instead of playing it, I went out and checked what kind of stuff there is out there for the game. Now of course I knew about The Dark Mod before, you can find 2 of my posts here, as a guest, but I have been watching this project for a few month now, began visiting the site about 2 month or so after the Thief 2D project was promoted through the TTLG forums (ya I know I got weird ways of orientation in time). Anyhow I got DOOM3 for 2 reasons, (1) This mod, and SScar, even though it now looks as if it is going through some rough times(hope SScar team will make it through to finish the project), and (2) to maybe start learning how to mod. I was always a "Quest" game fan, games like Monkey Island, or the more recent The Longest Journey. And so today while watching stuff to get inspired with for something I might try do make after getting through the basics, I found this really cool thing, it had lots of "Interaction Points" of various types, I began thinking about MYST, a game I have never played, but just seen a few video reviews, and screens. So anyhow, after seeing what can be done with the engine, I decided to try and map my first room. As someone who's most "codeing" was making a +/- calculator in Flash ActionScript, and work with 3D environments was about nothing (tried looking at the DeusEx unreal 1.0 based MODing tools, but it was to much for me, to much stuff to remember...), I expected it would take me some time to make my first "map". but it was not so, I was able to make my first room in less then 20 minutes, using a video tutorial form Trepaning.com, and when I got an error during BSP it was so well laid out in the console window, in such nice human like syntax, I was able to understand my error and fix it. I am now pretty sure I was right when I was saying you should stick to TDE when I posted a week ago. Especially after seeing what can be done with it, apart from the DOOM3 Demo. As always I apologize for any inconvenience caused by my poor English, I used a word processor this time, so I hope I don’t have many mistakes. If you believe a mistake of mine stands out to much, and makes it hard for you to read my posts, please point it out, preferably in a PM. (this kind of thing happens a lot when you chat with people with Masters in all kinds of languages, so I am just being careful as it happens too me a lot)
  2. I got a question. Is there a tutorial that explains how to add textures to a texture pack? I searched the entire Doom3World.org texture forums, but didn’t find any.
  3. actually, T2X board is tiny and the Hammerite Imperium forums are really quiet compared to this.
  4. Well it depends on what you're using, of course, but what exactly is the problem area? Just overall/in general? For instance, since I just did this last night as quickly as I could for a monster_clip hull test, here's what I did with Blender (roughly). 1. Open Blender, create your object. Or, leave it a cube. Doesn't matter for this example. 2. Create a material for it. I just think of this as a "material insertion point", really, because I don't use Blender to do the texturing. I make the textures in PS and check/test them out in D3. Anyway, F5 to choose or create my material, and then F6 to define the texture for this material; choose Image type, and load an image. Now when I export, the model will have a material defined (even though I'm going to change it by hand). 3. Make a UV map. I recommend searching for greybeard's UV tutorial; it's not the big scary thing it seems to be. For this simple test, just make a single seam and unwrap it. Who cares what it looks like. 4. Export the model with the ASE export script. 5. Open the ASE in a file editor, and change the *BITMAP line to a format that D3 will use. E.g., from "D:\programs\blender\.blender\textures\whatever.tga" to "//base/some_d3_material" 6. Open it in Doom. Of course it gets way more complex than that, but that's the basics.
  5. You guys should totally add the Sword Gattsu uses in this anime 'Berserk'. I wonder if your thief can bypass a doorway with that... (Great anime btw.) Edit: added a better picture oh, and can't bother to start a new topic: can we get a direct link to these forums? It always throws me in to the Dark Mod page when refreshed. Pretty Please~~!
  6. The thievery community has heard (EDIT2:http://forums.blackcatgames.com/showthread.php?t=5086), but the last time I went there was a while. Also, it was made for mainly personal use and anyone wanting it is free to use it/change it/etc, not that I care. Just that since I changed so much, a lot of people here wanted those kind of changes so I thought, hey waht the hell, and so that's why you hear about it. Don't worry, it's not like I'm against the Thievery community anyway (I play Thievery very often, though not lately), so yeah. BTW, when I made it, it was made to balance a 1-on-1 thief vs guard LAN-Play with my bro, so there is no good balance in multiplayer. EDIT: Yeah, I know that the sounds are copyrighted (probably), but it just isn't the same without them . I am not trying to be illegal anyway . Just wanted to share the spoils --Dram
  7. Actually Dennis Nixon (DenTheef), Modetwo just supplies the lovely forums. It's due to both of them that we're still here!
  8. Glossmaps kind of work, but not well enough for general use. The ideal situation is to set the specular exponent from the alpha of the specular map (which is currently ignored), but it seems that Doom 3 does not pass the specular's alpha to the shader. This meant that the glossmap mod had to use the diffusemap's alpha to set the gloss factor, which is not acceptable due to the conflict with the normal use of diffusemap alpha to control alphatesting. Perhaps further investigation might reveal that it is possible to pass in the specularmap's alpha, I haven't really looked into it.
  9. I have started to investigate this. It seems that the actual "centrepoint" of the entity is placed at world origin when it is created, so adding the "origin" key afterwards causes the entity to undergo an additional translation, which is not what we want. Interestingly, vanilla GtkRadiant does not set this key either. I wonder if standard Doom 3 users ever noticed this problem.
  10. Not sure, I've never come up accross that particular problem. Might be best to visit http://ttlg.com/forums and check the FAQ. If someone else has experienced the problem, it's likely there.
  11. That's a cool take on them, Saxmeister. With them floating, they can gracefully float in or out of a scene. Gives them a sort of "heir apparence" to them. I suck with cliches, so I have no clue if that's the right one You know what I'm trying to say, ROFL. EDIT: Dude, just went over to the TTLG forums and someone wrote something about an "air of mystery." Heh. Please toss this cliche into my above description also. Thank you very much.
  12. Hippo

    New To Thief.

    I couldn't give a damn about hockey. I haven't never really been keen on any sports. Yes, call me a nerd. I've no life. Maybe that's why I'm writing on these forums.
  13. indeed, thief could be played that way too. did I hear something about 1000 AI's? there's some wcked possibilities with that. maybe it's time for me to go buy Doom.
  14. Why should I give it up? I already payed for it. Also there are many reasons for an engine choice. I'm not sure I should rather stick to Doom 3 anyway, as it has many advantages also. Most noticable, that I already know it's workflow and it's code, and there is a big codebase now available, which also makes up a big deal.
  15. Okay, since it hasn't been done yet, I'll kick it off. First let me say, I assume this thread is to contain requests out of the ordinary, as stated by sparhawk at the TTLG forums: QUOTE I'm not talking of the standard features like buttons, switches, or similar stuff. Rather I'm thinking of things you might have wanted to implement in an FM but you couldn't because of limitations in the engine or in DromEd as opposed to the obvious, like rope arrows, swimming, etc. So here's a few ideas just to get things going. -random treasure spawns. An author would place a piece of optional treasure, and set a percentage chance that it will appear or not. -optional path nodes (although I think this might already be possible with Dromed). The AI can choose to ignore a node or go on a different, separate path altogether. -AI actions similar to NOLF2. I never played the game myself, but I'd heard they do things that are unexpected, at unexpected times. Many times I've played Thief and thought to myself, "why is that cook just pacing back and forth?" Clearly for gameplay, NOT realism. "Why would a guy just be standing here in a dark room, facing the wall, then turn to the fireplace, back to the wall, back to fireplace, etc?" Again, gameplay, not realism. I'd heard that in NOLF2, AI will often kick a can around, or fidget (already in Thief), or even leave patrol to go to the restroom. That sounds like a fantastic addition that might really lend some tension to the overall experience. -AI ladder climbing. Touchy subject, that, as it eliminates some safety and comfort in the game, but probably a good addition. Okay, there's a few for now. What ideas would you suggest?
  16. TYROT

    New To Thief.

    dear Kris ! HEY i just noticed ...Thanks for stopping by...I dont know what to say.. I m about to finish that Lost souls.. status report to Phobos Mod from the DARK mod forums...But HEY accept me as i am.....I have three sides in my brain. 1-Thief side... the DARK MOD 2-Sci Fi side...Phobos MOD..(Im the only guy here actually fell in love with DOOM3) 3-........side... .......... MOD... Wait for 31 th of JAN. Finger! calm down..i cant help it!.. i have to make a teaser every month otherwise Life is becoming BORING and DULL.. Kris I am definetly so happy that you loved the thief...Every thief player acting like a evangelist and spreading the word of thief... so ... it s your turn...GO outside and find a stranger....Tell him to play THIEF if he doesnt ..Push him..if he still doesnt care...you know the first rule of Fight club.......IF you cant reach Tyler Durden...call garrett ...he must be in that particular room in T3 and waiting for help..SO..remember we do not have names...we are not snowflakes...(*)... BEST (*) mixture...(**) (**) in case you dont realize... (*) see i have created a DEEP NOTE WARP
  17. Fingernail

    *sigh*

    We sorted a lot of stuff out, reorganised the forums, set clearer targets, but I think the big step was assigning department heads. We'd be nowhere without delegation, and at the very beginning it was just me trying to coordinate the whole thing.
  18. actually I was just too lazy to change dave's wallpaper edit: oh and before I forget: as you can see your painting-model is rather small ingame, Oddity. we could use some bigger versions as well. and I noticed a little uv-mapping mistake on the edge - nothing important though. @ dave such areas are great, but I think we should really start to try to make some bigger maps for playtesting (performance etc) now. If you need inspiration check out the mansion reference thread http://forums.thedarkmod.com/index.php?showtopic=1038
  19. Quote: ---------------------------------------------- Thief 1 and 2 are still the greatest games in the world... but sneaking past AI will never be as intense, difficult, or fun as sneaking past people. The thievery formula is probably one of the best multiplayer thief formula's out there. It's not perfect, but it's a lot better than most people give it credit for. They should try it. ---------------------------------------------- you should try my mod . (lockpicking that ai can hear which is also gui, as in it is on screen, not the normal thievery way. Moving the slightest bit lights you up to 20%, and walking or running to 40%[this the ai can see easy] and when walking or running, the player model becomes unlit [cos i put in silhouette mode, making it hard to hide in those annoying tiny shadows but the shadows in every map are tuned automatically at start to be REAL dark]. Basically, it makes the game super-intense [even against the ai]. LOL, I have'nt even passed my version of Bourgeois ) BTW, SE, I heard the nightblade torches couldnt be taken out on the forums cos of lighting problems (theyre apparently not dynamic). Quote: ----------------------------------------------- If we ever do a multiplayer I would prefer it to be like a normal Thief map. One thief and the other players are taking over what would be the AI. ----------------------------------------------- Sparhawk, I agree with you on that
  20. I'm often surprised by how much of a guilt complex some young Germans have about the Nazis. There was a German guy on the ISA forums who was almost grovelling to be forgiven, even though his grandfather opposed the nazis and helped jews escape. I can't imagine what must be in the minds of those who's grandfathers were actually nazis or gestapo officers and were responsible for murdering 1000 people or something. Of course it's nothing to do with them, but they can hardly ignore it either.
  21. You could get around that with fancy scripting, but it would be a bit complicated. Not impossible though. Most games just ignore it, and it still works okay in most situations. For example, the original Half-Life did this a lot with map transitions, and while you'd get the occasional situation where it looked odd, it usually worked. Just thinking aloud here: I guess what you'd really want for this is some kind of advanced portal system, like Prey... but I don't think stock Doom 3 can do that, and adding it might require modifying the Doom3 renderer, which we don't have direct access to. Actually I seem to remember a discussion about this somewhere.
  22. Hey Arumakani, Unreal ED is completely different from Doom3ED, one is additive and the other is subtractive - Unreal editing consists of carving out the level with the brush tool, while Doom 3 consists of adding brushes like walls etc. This means that a veteran of Unreal ED will have a hard time adjusting at first etc. Just trying to warn you so you don't spend too much time on Unreal ED if you were planning to map for TDM.
  23. HEY GUYS Cloak has been discussed and decided. If you want to rebuke the desicion, read here first. http://forums.thedarkmod.com/index.php?showt...indpost&p=14844
  24. I already found that thanks. I still don't see any Doom 3 assets, nor our own. I had the same problem with GtkRadiant before, but I don't remember what I did to fix it. The path must be set to the main directory of the game or to the base directory? i.e. F:\Programme\Doom3 and not F:\Programme\Doom3\base
  25. What is with the "guest" bashing? Just cuz I'm not a member and new to the forums doesn't? Why does it matter? I just don't understand the climbing glove hate. I'm not trying to make you change your minds (as if!) but if you know that your dislike comes form TDS, you must also realise that it is a little unreasonable.
×
×
  • Create New...