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Showing content with the highest reputation on 04/11/26 in all areas

  1. There's a run animation called run_jog that lays unused. I think it could be used in nobles or the old man. Made some small fixes: I did both run animations before I had a proper rig in Blender. They are based on mocap files from Carnegie Mellon University. It was pure forward kinematics and pure nightmare. So they are a bit messy.
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  2. If you go down to the woods today...
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  3. I updated three animations: sit_2_sleep_on_chair sit_sleep_idle sleep_2_sit_on_chair There was some elbow twisting, but mostly I wanted to fix the neck: Files are now 413 KB in stead of 1.02 MB (unpacked), thanks to the new export script. I made changes to Blender rig so had redo a big chunk of the animations. By the way, it's funny how the guy immediately screams "raise the alarm" when getting hit with a water arrow to the face, before he even opens eyes. Only then he slowly wakes up. It should be "what was that" state first. Or there should be entirely new animation for that.
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  4. Thanks for working on this. I’ve been meaning to take a look at it, but the current project I am working on uses kingsal’s modified footsteps and that is so over schedule it rather requires my full attention. Not sure if it’s possible as they maybe share core definition files, but out of curiosity would you be willing to split the ai sound mods and player sound mods into separate pk4s? I know it’s intended as a mod to the full game, but that’d add some nice modularity for mappers who maybe want to include one element or the other integrated directly into a mission.
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  5. Cool. You stick to vanilla and don't use the mod. Mod it! And share your mod with us This sounds like a terrible idea but who knows, perhaps you are right. Let's let that sink in.
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  6. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
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