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  1. Continuing from this idea: http://forums.thedarkmod.com/index.php?s=&am...st&p=155603 Hmm, it strikes me that this might also be a very easy way to add variety to large groups of AI. It would be extremely easy to have a "tall" "medium" and "short version" of just about every AI we have. In fact, rather than every character needing animations exported separately, why not establish a series of default sizes for AI? We could have something like: Very Tall (6' 3") Tall ( 6') Average (5' 9") Short (5" 6") Instead of having unique md5anim files for each AI, we just make one animation set for each of those heights, and then create separate AI defs that point to each one. That means we could have, for example, 4 different heights of the same townsfolk model without any extra work. It might not always be appropriate for every AI (a Short elite guard would look weird, as would a Very Tall forger), but it gives a lot of extra variety (and saves a lot of exporting and nearly duplicate md5anims). The only downside I can think of is that you wouldn't be able to have a 5'11" or a 6'2" character--but since character heads are all slightly different sizes, I really don't think anyone would notice that AI come in only 4 different heights. Squill, any reason you can think of why that wouldn't work?
  2. Was just browsing through the BCG forums, and stumbled upon this: Thank god.
  3. Okay, I'm done adding a few points. I eventually got stuck on fixing the rotation, so someone with a 3d program can probably do those much faster than me. Documentation for how to do it is here: http://forums.thedarkmod.com/index.php?showtopic=8070 These have been added: Base Humanoid def file (tdm_ai_humanoid): - palm of hand (left/right) - front-right and front-left of belt - back-left and back-right of belt - back-center of belt Builder def file only: - slung across back (left to right or right to left) - stacked across back (left to right or right to left). This is offset one unit farther back so that two weapons may be worn crosswise across the back without obvious clipping) TODO: We can move this to the humanoid base def file, so that other AI can optionally sling swords across the back, but I wasn't sure if all humanoids have Spine2 joint, or is it just the Builder? - Sword at hip (WIP) (I know the builder won't have swords, but wasn't sure if the citywatch mesh was up to date or not). I think the position is okay, but I couldn't get the rotation right by hand. Need a 3d program to generate Euler angles or something.
  4. oDDity

    Mapping:)

    And stop talking about Garrett in every thread while you're at it, this game has no such character. Also, you'll have to show something more than one room in order to get a mapping job here. Anyone could knock up a room like that after reading a 5 minute tutorial. Send us a .pk of an entire level you've built, or at least a partial level, unless you're saying you've never actually made a game level before.
  5. That would probably be better. I can upload the original freeware texture image if you want which is much higher res but I scaled it down to 1024 and cut the rounded corners. There is also a nice old leather book cover if you want. It is deeply 'embossed' (not sure if that is the right word) so would look good with a nice bumpmap. There is a small collection of stuff but I think not much else useful to TDM I don't think but if curious you can get it here... http://www.ttlg.com/forums/showthread.php?...766#post1751766 I also download skybox textures but not looked at them yet.
  6. Baddcog

    Model issues

    Well, I deleted those before Saint Lucia I'm sure. I don't know how they got back. But I don't want them put back in and released. Thiefs Den already uses a chest that's outdated, I'd like to not release more outdated stuff. chest1.ase (and chest1_lid.ase) are now chest_wood.ase and chest_wood_lid.ase chest2.ase is now chest_metal.ase and chest_metal_lid.ase chest3.ase is now footlocker_wood.ase and footlocker_wood_lid.ase Like I said, uv coords, centers, grid alignment, lid/grid alignment, locks have all been updated as have the names to better reflect what they actually look like. Here's a link to the post when I did it, was before thiefs den rleease http://forums.thedarkmod.com/index.php?s=&am...st&p=138312
  7. NOw that we have an animator again, and the first faction model set are done, we should detail exactly which animations the various builder models will need. There is already a comprehensive animation list in the thread below this one, so refer to that for the generic animations that all Builders can share. You should do those main ones first I think. THe individual charcaters will need some animations of their own as well though. Priest - The priest can cast various spells, and lay on hands to heal people, thoug that could be shown by him standing with outstretched arms, in a palm out type of stance. Forge workers will need blacksmith type animations, hammering particularly. Prelates wield a hammer in each hand, so they'll need a lot of their own animations for attacking, and they can cast bolts from their hammers. THe Acolytes are basically servants, so they could do with anims like brushing floors, or on their knees scrubbing etc They wear a heavy weight around their neck as a kind of test of strength and devotion, so it woud be nice if their walking anims and posture reflected this, but it's not absolutley necessary. We dont want to swamp you with work. All of the builders, except the acolytes wield hammers. Feel free to add any character specific anims anyone can think of. For some technical details. I've tried to model the characters with good vertex positioning around deformation areas. If you find you need tham set up differently, then I can adjust them in lightwave quickly without affecting the UV mapping, IF you can adjust them yourself, then that's fine. Animations for Doom don't need to be done in cycles of one. For a walk anim for example, you can animate two full strides with forward motion. This is nice, since it gives more room for creative cycles with mre character. If you need any technical details of how to animate or set rigs up for doom, PM me. There is some technical information I need to give you for Maya, but I don't know which app you're using yet so I'll leave that for now. I haven't uploaded the models to the FTP yet, since I don't know which format you need them in.
  8. Yeah, it's kinda pissing me off too. We're practically sitting on a gottdamn texture goldmine here. It's got all the basics covered, all we'd have to do is provide some embellisment textures...it'd put us ahead by months, and we'd finally be able to start the mapping process way ahead of schedule. But...BUT...the guy hasn't come through yet, and it's been almost 2 months since we first contacted him. I can understand that the guy probably has a few personal issues he has to deal with, but the least he could do would be to bounce a courtesy email back to us to let us know what's going on.
  9. I'd like to be a mapper for the Dark Mod if possible. I've played all three Thief games and I think Doom 3 is my favorite engine to map for. As an example of my work, I made a post (as Gildoran) a while back giving a link to a map (well, room) I made, though nobody responded, so I figured maybe I should email you. Yesterday/today I got around to fiddling with my map some more, so I improved the texturing of the room a little. Currently, the map is at: http://www.xprt.net/~wooster/s/d3/delta.pk4 Some screenshots are: http://www.xprt.net/~wooster/s/d3/pic1.jpg http://www.xprt.net/~wooster/s/d3/pic2.jpg http://www.xprt.net/~wooster/s/d3/pic3.jpg To view the room, put delta.pak in its own directory, run it as a mod, and type "map volunteer" from the console. The idea is your boss moved your office to a storage closet (which was previously a tunnel access point). I'm a newbie to Doom 3 mapping, so I don't know the most effective ways to do things, but I think I can learn quickly, especially if there's people who can answer my questions. I've programmed in several languages (including C/C++, LPC, Java, and assembler for a Sun Sparc), and the scripting language for Doom 3 looks easy and fun. I've made a tiny script for the map (in order to synchronize two lights and a sound for the desk lamp and setup a couple of other things). Once I get more experience, I could probably help with GUIs and AI. I haven't worked much with declarations (materials/particle effects/etc) in Doom 3. I understand that materials are usually composed of diffuse/normal/specular maps and know what each one is, but I don't think I could write a good material file or shader any time soon. I have access to a digital camera and live in Oregon (which is often cloudy) so I might be able to help with getting source material for textures. I'm terrible at modelling, and always ended up frustrated whenever I've tried to use a 3D modelling program. The type of maps I'd prefer to make would be indoors or underground, because of how it's easy to block visibility in such maps. However, given that Doom 3 can do scissoring with portals, maybe I won't be so afraid to try my hand at outdoor/city maps. I usually like to come up with ideas for "undead" maps. Thanks for taking time to read this email. If you have problems loading my map, please let me know (the fact that one of the speakers has the "shakes" setting and an ogg file has me a little worried). -Steve Wooster (aka Gildoran)
  10. same thing with some wip textures. I can't really decide, how to make the pads - that's the "standart issue victorian chair-pad", but I also have one with some nice yellow pattern.... anyway gotta add some details and stuff to the texture and delete some unnecessary tris I found during uv-mapping. give me some feedback, whether you like it or not.
  11. What have we currently that would be of interest to a beta mapper apart from additional textures? Mantling is not really needed for mapping.
  12. Yes, I think the beta mapping materials need to be updated to the current revision of the mod. There are some great things happening in there now.
  13. greebo

    2d help

    Sounds like you're set to apply to Contributor status then - just drop a PM to New Horizon and let him know that you want to contribute textures. We'll set up a thread for you where I can guide you through the texture creation process plus set up your SVN access. To summarise what has to be done for these textures you can have a look at this article: http://wiki.thedarkmod.com/index.php/...to_The_Dark_Mod For your textures, this would boil down to: Find a suitable name, according to our conventions on the wiki Create the DDS diffuse maps (and specular maps, if there exist any) Create the JPG editor image (256 pixels max.) Create a shader which contains the frob-highlighting and ambient stages Send that package to me and I'll see if anything's missing. Upload to darkmod + darkmod_hires As soon as you have contributor status, you can also upload the textures yourself once you have your SVN account readily set up. We have a startup thread in the internal forums, which will explain all the details.
  14. I'm almost certain Dram tried a smaller version but we decided to revert back. edit: Ah, here's the thread: http://forums.thedarkmod.com/index.php?showt...;hl=arrow++size I notice that broadheads don't really sink into AI very much (usually just the tip of the arrow) so that might make them look a bit larger when they're sticking out.
  15. I hope no one would actually play the game with the shadows off, and I hope that the visibility code does depend somewhat on the renderer so that people don't have that sort of cheat available to them... That would utterly defeat the purpose of playing a shadowy stealth game... I do hope a computationally affordable method can be found to take sillhouettes into account... That would really make a difference to me at least Don't forget about AMBIENT LIGHT people, that is the big advantage of lightmaps, they help to give you a more realistic set of shadows, because you can do a realistic global illumination calculation with radiosity or photon mapping. Downside is they aren't dynamic. I guess realtime radiosity is still a while away, but you can simulate it to a degree in Doom 3 with careful use of ambient lighting and non-shadowing fill lights. Unless your map is set deep underground, there will always be a tiny bit of ambient light in a room, even if there are no obvious light sources, so always make sure you adjust ambient lighting in each room to an appropriate level. Does the Doom 3 engine allow you to trigger ambient light levels with a script, so if you doused a torch or switched an electric light off, you can change the ambient light level accordingly?
  16. hah! missed it. Maybe we should texture all the wood fittings in the same style so they look contiguous rather than mis-matched. I could do that, it's basically just mapping some wooden plank/board textures on the diffuse and a light specular.
  17. Fidcal

    Briefings

    But I can't get my custom launcher to work it. I am passing the arguments dmargs_Windowed.txt and dmargs_fullScreen.txt. Just searched the forums but can't find those mentioned. Must be here somewhere. No, it's searching correctly because it just found this post! I know I didn't dream them up so where did I get them from? Did you pm me? wiki?
  18. I checked the forums and didn't see a topic in relation to this, so I apologize if this has been already brought up. Once I used the compass it stuck on my inventory items and made my inventory unusable. I couldn't turn the compass fully off but i could cycle through two of the items in my inventory, but I wasn't able to use them. I had to go outside and pick up another item for the inventory before I could use it correctly. Also once I had it working the gold status was displayed over the inventory. I don't know if this one was my fault or what. Aside from that this is an absolutely amazing piece of coding. The world was fully beautiful and the AI was smart as hell. The water and lighting effects were brilliant. I personally didn't like not being able to jump from ladders, but that's my preference and I'm not gonna knock it because that could mean more coding. If you need more info on this let me know and I'll try to reproduce. My stats for my pc in case you need them Windows XP 1 gig ddr ram amd 3800+ 2.4 ghz radeon x1650 EDIT: I have been play testing it again to see where it messes up and I have found that this is easily clearable in game cycling through the inventory with the [ or ] keys. The problem lies in the - key to get to the inventory. So I don't know if the compass is supposed to stay up when you use the - key for the inventory but that is what is causing the problem for me. Noticed another cool thing though. I hit the fat guy with a gas arrow while he was next to the torch in the courtyard and it knocked the torch out as well. I thought that was awesome, though I am not sure if that was intended. So if I wasn't clear let me know, and if I was just being dumb and breaking the game by doing something I wasn't supposed to let me know.
  19. I am note sure, actually I like the in-game version of the old one more. Maybe the new normal map needs a bit more work? I get this error since last fall and up to day I have not been able to checkout the highres repo completely. After a few months of trying I have given up. It seems to be a server problem, but sparhawk hasn't responded yet. Edit: See here for October 2007 post: http://forums.thedarkmod.com/index.php?showt...st&p=128650 I don't know since I couldn't check out more than a few on none of my computers.
  20. Heyyas. I recently sent an application through E-mail to New Horizon but I hear he is having computer trouble so I should try posting in this section. Here's a bit of an updated version of what I sent to him. - Hey there. I'm Mike. I was interested in applying for a position on the Dark Mod team. I've been searching for something to work on and your project seems perfect for me. I'm a big fan of the Thief series, and I coincidently just started playing around with Thief 3 a few days before I found your mod team. I am taking a two year 3D animation college program and am starting my second year in a few months. We cover a lot of areas such as life drawing and traditional art. We also cover every part of the character creation process from concept to modelling, to getting the character textured and rigged and of course animated. One of my professors suggested that a good place to start getting some more experience with designing for games is the mod community, so here I am. My skills include Character modelling - Mostly low poly until recently I've dove into higher poly modelling for use with normal mapping. Animation - I have studied a lot of animation theory and techniques, 2D as well as 3D. 2D I've done mostly to just understand the basics of timing, posing and such. 3D I have experience animating characters' walk cycles, run cycles, jumps, and various actions such as slams/punches. Art - I noticed there wasn't anything posted about needing a concept artist but I figured I'd put this here since I believe it's relevant to modelling and animation. I've been drawing since I was a kid. I have taken life drawing classes in the past and will be taking more come September when I am back in school as it's one of the courses in my college program. Not much else to say here but I've attached some examples of my work. Weaknesses - Color is a problem for me. I haven't really had much experience with painting or just coloring in general. It is something I am definitely working on though. Another thing is my lack of knowledge about the Doom 3 editor. I'm not sure what kinds of problems that could pose but I'm willing to learn how to use it if I need to. I model using the 3DStudio Max 7 Package, and animate with it as well using Max's Character Studio, mostly just for the biped (All animation by hand, no simple "footsteps" tool or anything). I also have some experience with Adobe Photoshop and Corel Painter. And here are links to some of my work. I am not sure how many pieces you are asking for, but if you are interested in seeing more just let me know since I have tons of work online. (-You will probably have to fullscreen most of these to see the correct resolution-) 2D: http://img108.echo.cx/img108/5503/stunned2lk.jpg http://img104.echo.cx/img104/1706/somechick3gg.jpg http://img115.echo.cx/img115/8546/thaiboxers8wt.jpg http://img277.echo.cx/img277/1791/flesheatercolor29vc.jpg http://img292.echo.cx/img292/1948/monsters0fa.jpg http://img258.echo.cx/img258/7042/scan64aj.jpg 3D (All are either untextured with just colored polygons to get a general idea of the color layout, or they have a fairly low quality texture as it is currently not my main focus): Low poly- Little beast man. Two different versions of the character. First version is just about 2.5k tris, and the second one is around 3.5k tris. http://img296.echo.cx/img296/600/progress13om.jpg http://img204.echo.cx/img204/9853/progress1main2ng.jpg http://img204.echo.cx/img204/8995/progress29ve.jpg Throwing ideas around for a Boogieman type character. http://img206.echo.cx/img206/5954/shot31iw.jpg http://img206.echo.cx/img206/7340/collage8hf.jpg Simple human. 2.2k tris. http://img241.echo.cx/img241/2532/rigging456df.jpg http://img286.echo.cx/img286/4637/textureprogress41ta.jpg High Poly- A work in progress high poly model that will be used for a normals map. The low poly version next to it is currently 3046 tris. http://img208.imageshack.us/img208/3571/progress43ov.jpg http://img208.imageshack.us/img208/2057/pr...4closeup5oz.jpg http://img124.echo.cx/img124/9662/headprogress78vb.jpg At the moment I don't have anywhere to host my animations until I finish up a little logo work where I will recieve access to web hosting for a while as my payment. Though I don't have quite as much work to show regarding animation because I've been mostly focusing on the whole modelling process, I believe I still have a good amount of skill to offer to the team. I am willing to do either of the two (or more) to help the team. If you need to see any more information about me, my work or need to see more of it just let me know. Thanks for your time. edit: Forgot to mention that I also own zbrush and have a handle on the basics of it so far. Every model above was made in 3DSMax though. And another thing - Feel free to comment or critique as hard as you please on any of my work.
  21. Well, some people don't consider TDM forums to be random in fact... Congrats Dram. Have a good one...
  22. Heh, I never noticed the calendar link. But wait, what I am trying to get at is that to know the birthday, the person in question needs to enter it here. So, you say, people actually put in their real birthday when signing up to random forums? Guess I am getting old
  23. hey, nice update. sounds like almost everything i mentioned is actualy on the road map. i like it. other then what i mentioned its going to take alot of playing to find more things that might bug players cause everything seems to be working very good. also of course his post wasnt negative, even if it was i would never handle a situation in a negative way. chances are while i was reading it it would apear as a calm informing voice in my head. i understand what its like to see the same post about the same things over and over on the forums, or posubley a thread about some things already being discoused or have been. thanks for pointing me in the right direction for some info tels. lots of good stuff.
  24. Very nice! Don't feel that you actually have to try and improve the existing image file...it would be equally fine (if not better) to find a *better* reference image and use that to create a new and improved version. For example, if there's a crappy grey board texture, you could find photos of similar grey boards and make a replacement texture. We just want the 'type' of texture to stay similar in case it is being used in maps already. Here are some textures that we know need improving: http://forums.thedarkmod.com/index.php?showtopic=3903
  25. I think every single texture from you is a welcome addition, whatever it is. If you're motivated, you could also look through the textures from the olden days in our repository and replace them - there are a few especially bad ones (like the floor in test/walk_ik.map, which has all the shadows baked in the diffusemap). A short notice on the forums before replacing them would be nice, though.
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