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  1. Stupid, stupid, stupid! All I needed to do was add -scale .95to the def file to resize to 95%! NOTE TO SELF: Look at iddevnet before looking through the forums! Another reason not to use max exporters since they don't have that option. So the options I need for the builder guard (oDD's skeleton)= options -keep Hips LeftHips_Dummy LeftUpLeg LeftUpLegRoll LeftLeg LeftLegRoll LeftFoot LeftToeBase joint3 joint4 RightHips_Dummy RightUpLeg RightUpLegRoll RightLeg RightUpLegRoll RightLegRoll RightFoot RightToeBase joint5 joint6 Spine_Dummy Spine Spine1 Spine2 LeftShoulder_Dummy LeftShoulder LeftArm_Dummy LeftArm LeftArmRoll LeftForeArm LeftForeArmRoll LeftHand LeftHandIndex1 LeftHandIndex2 LeftHandIndex3 joint12 LeftHandRing1 LeftHandRing2 LeftHandRing3 LeftHandRing4 LeftHandThumb1 LeftHandThumb2 LeftHandThumb3 Neck Head RightShoulder_Dummy RightShoulder RightArm_Dummy RightArm RightArmRoll RightForeArm RightForeArmRoll RightHand RightHandIndex1 RightHandIndex2 RightHandIndex3 joint14 RightHandMiddle1 RightHandMiddle2 RightHandMiddle3 joint13 RightHandThumb1 RightHandThumb2 RightHandThumb3 leftpad rightpad joint7 sword -sourcedir models/ask/builder_guardmbs -destdir models/md5/chars/builders/guard -scale .95 Hey Dom, another easy solution instead of resizing through maya
  2. Well s**t! I found another drawback to the MD5s. The animation skeleton sizes override the mesh sizes. It doesn't matter if you resize the mesh because it'll look the same if the animations are not resized. D3world forums pretty much say the same thing. I just tried the d3 skeleton again (rigged with maya of course) but the builderguard took on the size of the d3 animations So if we want to use d3 animations we'll have to have their size.
  3. demagogue

    Bioshock

    Yes, I was just thinking how it's just like a dev to be dying to play his own game: http://forums.thedarkmod.com/index.php?showt...ost&p=85370
  4. demagogue

    Bioshock

    They've released another trailer for Bioshock and it's looking very good: ms.groovygecko.net/groovyg/clients/xbox/xbox_hb.wmv?wmcache=0 It's about 37 minutes in (right after the also very good looking Assassin's Creed demo, which is entirely in-game). for the ttlg thread on this: http://www.ttlg.com/forums/showthread.php?...447#post1506447 The Bioshock movie is prerendered, so you know; I'm not sure how much of it will make it in-game. But it's awesome nonetheless.
  5. Also that's a pretty unfair stab since I am one of the only people who tries to put dates on things I do (see my journal). Only just now I moved the due date for the resizing from today (the day after you asked why I hadn't done anything) to one week ahead. Some issues of note; Maybe you could do a tutorial sometime on a 3D Max workflow that you come up with, because I would like to move to it. I'm used to 3DS Max more, and if you have already developed a workflow that works, and it's faster, then I know I'm not the only one here who would benifit from that. Also if we're going to move to a new rig, how does that fit in with the resizing I have to do? I think maybe I should use the existing models since that was what Spring based the sizes off on the resize chart he did. http://forums.thedarkmod.com/index.php?showt...amp;#entry79517 And then after that, we can convert them to the new rig, and just maintain the size of the previous models.
  6. Good point. He would probably just announce that he was writing a script to announce all his mod projects on forums, as soon as he could find a programmer to actually write it for him.
  7. Perhaps it's Kingers. He needs a script that can post on the forums so he can announce all his Uber-Cool Mod projects.
  8. Hi Komag Your welcome mate, it was designed to make a point, I thought you might like it. So what execly is involved in doing a contest then..? would I be able to do it for you on your behalf etc, or is it far more complicated than that..? btw. ever thought of putting a forum on your website..? a nice simple one, no gifs/images/smiles etc so as to keep your bandwidth down etc.. I did think of this, but I didnt think you would have the editor ready enough for this..? Yet more support 4 u komag http://www.ttlg.com/forums/showthread.php?t=109033
  9. To save you the trouble of looking for it, the link to the full text of Abelard's memoir is here: http://www.fordham.edu/halsall/basis/abelard-histcal.html Aside from being helpful, I just enjoy the surreal aspect of linking to a 12-century tract as a way to "contribute" to a thread on the evolution of the eye. Gotta love these forums.
  10. http://forums.thedarkmod.com/index.php?showtopic=4341 Before it was with a stapler. Officespace?
  11. Well, you'd get access to all the internal forums, so you would have a much better idea of what's going on and what models we need. Not to mention access to the mod itself. It would make it easier for me to assign projects for you as well. Looks great for the high-poly version. I don't know if you're familiar with the workflow for D3, but first you make a high-poly version which is used to create a normal-map, then you make a low-poly version (for something like this, probably 500 or less). The normal-map supplies all the details. Don't worry too much about making great textures for the model, I can always go over and improve them later.
  12. I just browsed Doom3world and there I found this sad news: http://sapphirescar.marsmodule.com/forums/...opic.php?t=1652 Well, the link is to the SS forum, but I found it on D3world first, in case you are wondering. Saphire Scar announced that they will stop production on their mod, which means that yet another one of the big mods is down.
  13. Just one thing though, can he assure that he won't disappear without a trace like he did back then? He was'nt on the forums for almost half a year. Not being an ass, it's just annoying seeing people join and then disappear.
  14. Yeah he posted about applying a while back on the public forums, good to see he finally applied I remember those shots and they were quite good imo, he has my vote
  15. http://ttlg.com/forums/showthread.php?t=108785 Some free app to help make plants.
  16. See here for update on next due date http://forums.thedarkmod.com/index.php?showtopic=4285 I made some progress, I'm making a set up so that they can all be the right size according to the chart Spring made. Also I'm trying to streamline the workflow so it's easier to export models. Currently, you have to manually edit the MD5mesh files to point the each material to the correct entries in the mtr file (time consuming...), but I think I can set it up so this happens automatically on export.
  17. Alright I'm going to make re-sizing the next thing I do. It's in my schedule. Check my todo list for update. http://forums.thedarkmod.com/index.php?showtopic=4285
  18. I'm having some problems too, everytime I want to Post or Preview in the Private Forums, a message occurs. Edit: forget it, it's resolved now (the server or the server does not like the term "g plus plus" (the compiler name with the actual plus characters)...)
  19. I remember coming across glossmaps on the doom3world forums & they got it working I think . I need to follow up on that to see if they actually did get it working. I was wondering if speculars could be other than grey scale I'll experiment with those.
  20. Well basically, having worked in companies before, I'm naturally mindful about saying anything about the project - because you're essentially speaking on behalf of the team, which you may not be in a best position to do. To be on the safe side, I don't consider myself that way at all, and leave it to NewHorizon. Never had a need to speak publically on the forums about it. Only to people I know personally. It shouldn't be too hard to realise you're speaking publically and use the "-like" and "inspired" suffixes.
  21. I don't think that any laywers are lurking here right now (well I probably wouldn't know it if he is smart). But in worst case it might happen that the forums have to be opened for them, so you shouldn't assume that this is a safe haven where you can say whatever you want. If the intentions of the mod have to be proven in court, a judge might easily order that the forum has to be made accessible.
  22. I think the reason why some people (including me) are so fussy about it, is that if we're not it might get used on the public forums (ours and others) and that might be trouble.
  23. The Thief Universe is the single point of reference we are all familiar with, so it's only natural to refer to it in conversation. If you can imagine it there, you can imagine it in a Dark Mod universe. I used it to help try to drive my point home, since it wouldn't have the same impact or meaning if I said, "Imagine this hammer/gear in The Dark Mod!" Oh, forget it, why am I bothering. For any lawyers that may lurk in our internal forums and who may potentially whistle-blow us, I would like to take the time to clarify that any mention of "Thief Universe" is meant to be "Thief-like Universe." The Dark Mod aims to be a dark and moody stealth game inspired by the Thief series by Looking Glass Studios. It is not Thief and will not be Thief.
  24. You guys seen these for inspiration? http://www.ttlg.com/forums/showthread.php?t=108516
  25. They do have a specific function (or nonspecific depending on your point of view). They can be used for meshes or walls which can't be said for the rest of tdm's textures, with a few exceptions. Sorry guys, but I'm going to rant . . . [rant] There's other reasons for pushing this idea though. A lot of people working on this mod do not have the skills to have a clean uvw map & this kind of urks me When I started looking at the textures for the models, I was astonished on how messy the textures looked, especially the characters. Another reason is I can't apply another skin to a model because the texture is model specific & if I don't like the look, I'd have to figure out how that modeler mapped the mesh & create a new texture and skin. With this idea, all I have to do is apply another gen* skin to it. The problem with a community mod is the skill levels of each person vary so the quality of the work varies. Some people submit textures that don't tile and others submit broken models. This causes grief down the road because someone has to take the time to fix these things which delays more important tasks. I can't imagine how much further this mod would be if things were close to being right the first time. For example, the character models are being redone so we can have facial expressions. This should have been brought to the table in the first place. Another thing that urks me are decisions that could have been made on certain features are not in the mod yet because people disagreed about it. UI design and the back story are a couple of those "features" that's been delayed due to disagreements. Either vote on it or just implement one of them until a concensus has been made.That's why most forums have voting features & I wonder why voting isn't utilized more often in this mod. I went against the design documents for the noisemaker because I didn't look that the design documents (I should have). But when I presented the new noisemaker design, the mod team liked it. That's one example of implementing something, without all the discussion/voting, that actually worked. It definately doesn't work all the time but it's something to keep in mind. *Good grief I have to stop complaining here, but here goes . . .* The Dark Mod is held in high esteem & high quality is expected by this mod. When those expectations are not met, people can be total asswipes: Sure were not going to please everyone but when any "pros" take a look behind the scenes, then we'll definately hear about it. I'm not saying GBM is a pro btw In short, I think we should be more consistant with voting proceedures because a lot of discussions so far have been counterproductive. Either that or just implement the damn thing. Don't get me wrong on community projects (or this one for that matter), I love them, but these problems rub me the wrong way. Sorry to keep being a thorn in the members' sides. [/rant]
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