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  1. You'll need to download the actual mod, then install it and get a couple things set up with Dark Radiant, then you're in business. Download links and instructions are in the Beta Testing forums and on the wiki. I meant to have a good beginner setup tutorial ready, but it's not done yet, sorry.
  2. Thanks I did make it rather fast, in under 2 days. I really want to get going if I can, all I really need are textures and a direction and I will get started as soon as possible. I'm very eager at the moment because I'm currently on my reading break and I have no mid-terms or final exams in sight. How will I know if I've been accepted and how soon? I'd like to begin even tonight if possible. I am assuming that this forums is where you get judged on whether or not you can help the mod, is this correct?
  3. For someone who spends way too much time on internet forums, your knowledge of the associated vocabulary is evidently quite lacking. The above describes you perfectly.
  4. The number of postings is a pretty weak argument, since you can't really determine what has been done with it. And when you consider that only a very tiny part of it is posted in the public forums, the number on it's own has absolutely no meaning for team members.
  5. With that firey discussion in the off-topic forums about hanging onto the T2 engine, I'm surprised there's a debate about this I went out and bought a cheap DX9 compatible card just to play T3, since it flatly refused to run on anything less. The release date of this game is only going to become later and later, not earlier, so our chances of people not caring that it won't work with DX8 is going to only become less as time goes on.
  6. Yeah, I've asked about that eariler, Pink, and the consensus seems to be that it's possible. I'd like to do that (eventually) for things the AI will do a lot, like walking/running/searching, etc, so they don't all move exactly in sync. http://forums.thedarkmod.com/index.php?showtopic=5157
  7. I am making more textures... http://www.ttlg.com/forums/showthread.php?...226#post1558226 (Yes, they are 1024s : )
  8. Huh, the personification of the forums appears at last! Happy birthday, dude!
  9. I thought that torch versions of animations were being specified using the animation override functionality I developed. See http://forums.thedarkmod.com/index.php?showtopic=5201 (Edit: The contents of that post are now on the wiki as well, here: http://www.thirdfilms.com/darkwiki/index.p...ttached_objects .) If so, it doesn't really matter whether you use a prefix or a suffix from the POV of coders. Do whichever is more convenient for you. As for different styles of animations for different AIs (peasants etc.), wouldn't you just create a new .def file for the other AI?
  10. I have created a new thread to split off the crash analysis from the texture discussions: http://forums.thedarkmod.com/index.php?showtopic=5344
  11. I'm not sure it's been covered & I did search through the forums. So here's a list of web sites covering human propertions: http://realcolorwheel.com/human.htm http://drawinglab.evansville.edu/proportion.html http://www.portrait-artist.org/misc/proportion.html http://www.angelfire.com/ar/rogerart/measure2.html http://www.animatedbuzz.com/tutorials/proportion.html This one makes more sense to me (since the golden ratio is covered here): http://goldennumber.net/body.htm & more about the golden ratio: http://en.wikipedia.org/wiki/Golden_ratio Maybe we should sticky this for future reference (& since I've seen some weird proportions with the nobleman)
  12. He's using the citywatch's animations but you're in such a rush you tend to overlook things often. He's been using those animations for weeks now. EDIT: http://forums.thedarkmod.com/index.php?s=&am...ost&p=94393
  13. --upload archery range map to CVS. --make inventory icon for lockpicks --now get them set up to display and --tweak position/size --test out ragged banner http://forums.thedarkmod.com/index.php?showtopic=5301&st=0 --done, just upload video -- take a look at priest model -- go through remaining AI and post size modification -- research nobleman skin for proguard -- disable lantern
  14. Pleas read this posting: http://forums.thedarkmod.com/index.php?showtopic=609 As you can see there is a section that explains the ftp and download urls. When you upload to FTP, it is prefereable to post a downloadable URL, instead the FTP URL. I updated your link.
  15. Moving here http://forums.thedarkmod.com/index.php?showtopic=5298
  16. I'm looking for people who are able/willing to take on the following tasks: Particle Effects - hand-held torch flame (that moves as AI moves like TDS?) - magic arc-light particle (to go with existing model) - buzzing flies particle effect (for dead bodies, garbage, etc) Improve candle flame particle (flicker needs to be increased) -- http://forums.thedarkmod.com/index.php?showt...hl=candle+flame I know nothing about particle effects and doubt I'll have time to learn any time soon.
  17. There's about seven pages of it here: http://forums.thedarkmod.com/index.php?showtopic=5099 Starts going off-track about half way down the first page.
  18. Added builder priest: http://forums.thedarkmod.com/index.php?showtopic=5264 Needs some rigging fixes & complete normal maps.
  19. You have now beta mapper status *AAAHHHHHHH*! You should see now the internal forums for beta mappers, so you can download the latest build. *OOOHHHHH* You might consider to wait a few days though. We are planning to release a new build in a few days, we are just waiting for one fix that should go into the release first. I expect by mid of next week that we will upload the new release. Since it is more than a gig, it's probably not worth to start downloading right now.
  20. Hi, just to say that im still around, i came here every day lurking the forums but dont have the time to work on my map, please dont give up me. regards
  21. I just saw this on D3World forums, it's a mod for D3 inspired by Descent (for those who don't know, 6 degree of freedom ship-to-ship combat, but more focussed on enclosed environments than wide-open games like wing commander). Good to know that more D3 mods are still alive, and it's got a public beta for download, too: http://www.chmodoplusr.com/IntoCerberon/
  22. Chi Haotian, are most certainly on drugs? Regardless...I will further address your comments, as wacky as they may be. I'm not sure what you think TDM is, but we ARE a fan mission project of sorts. We're creating a toolset to make fan missions. We have beta mappers and internal test maps. How this would make our project more like TDS...I really have no idea how you would come to that conclusion, it makes no sense. Thief 2 had new people come on board...and that didn't ruin the game. It's just a matter of the companies being different and different leaders. I'm sure the team could have put out a much better game if circumstances had been different. Mods like this would never see the light of day if they didn't advertise for help. There is usually a small core group that sticks around, but then other members come and go. This turn over requires a lot of work to keep the level of productivity up. If we never recruited new members, the project would have been dead within months. We have plenty of people who have not been here from the beginning. It was certainly not a similar thing that ruined Deadly Shadows. Being made by a different company, making the game cross platform, poor management, that is what cursed TDS. We're not only trying to attract players, we need to attract Mappers more than anything, which is why we have beta mappers. There are also many people who have played Thief and have never visited TTLG. Aside from that, it doesn't take a Thief fan to make appropriate looking textures, it doesn't take a Thief fan to model a wooden chair....nor does it take a Thief fan to write the code for menus and much more. What it takes, is someone who is interested and dedicated enough to learn about the Thief series, and then put the time and effort into making these assets work within our design. We don't just accept any Sam or Sally off the street, we have an interview process where we evaluate whether or not their skills/style will work within the mod. I highly doubt it. We're constantly seeing people sign up who have only now heard about Dark Mod. Every person who has ever played Thief doesn't hang around message forums all the time.
  23. Ah, here's were I explained that already. But I didn't have the part about pose tweaking, so I just added that. It's a stickied tutorial thread in the modelling forum. I should really Wiki-tize that. http://forums.thedarkmod.com/index.php?showtopic=3563
  24. Now that the search animation is relative to the origin bone, I have a problem with foot slipping, that I've been trying to sort out for 3 hours... The foot makes contact with the ground. You put a key frame on it. You want it to stay there while the body moves forward. So when the hips move forward (taking the foot with it, since it's a child) you move it back where it made contact with the ground, and put a key frame on it. So it should stay on the ground in the same spot whilst the body moves forward, right? Fucking NO. It does some weird arse slide forward and backward again between the two points, still starting and finishing in the same spot, but with a wierd slip forward and backwards in between... Adding "correctional" key frames to keep it still, winds up with you pretty much putting a key frame on every frame, and yet it still seems to wobble unsteadily, and this is a brutal, hacky, messy solution, that will be a nightmare to edit if I ever want to change the animation. Opening the FCurves window to see if the bezier curves are causing some problems doesn't seem to help. I've set those keyframes to be flat (no curves for the movement, for translation and rotation) and they still do it! There has got to be an easy solution to get feet to stop slipping. I've been reading about some arcane solution involving override clips or something, that I can't quite understand yet... surely there's some easy way to say "between these two keyframes, keep the foot HERE no matter what"? I'm going to post on CG Talk... *edit* http://forums.cgsociety.org/showthread.php...472#post4141472 I also posted links to example anims there.
  25. http://forums.thedarkmod.com/index.php?s=&am...ost&p=93484 & download the latest fbx importer. It might be on alias' site.
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