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Domarius

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Everything posted by Domarius

  1. This is a pretty sweet rig squill. This is the file citywatch_rig_00.mb right? It still doesn't seem to have FK controls on the arms? I was thinking of adding them. Now we will only have one rig - so I want to make sure it's the most awesome rig possible This one superceeds all the previous versions, and there isn't any use for the motionbuilder version now, with the layers plugin. I want to tighten up the rigging though, the bones aren't centered inside the mesh's joints along the arms and fingers, so they don't bend so good at some angles, and the finger slider controls need to be able to bend them fully straight, and even slightly backwards a bit.
  2. Yeah the 8 series will give you better performance. The 9 series is wierd - some newer features (that are not used yet) but not enough power to run the latest games as good as the 8 series. Ahhh I'd watch it with the 4 gig. There are some games, even new ones (Eg. Bioshock, Crysis, Grid) that actually crash on systems with 4 gig. People have reported removing a stick so they're down to 2 gig and the crashes stop happening. That's why the pre-built systems I was looking at use dual channel 2 gig - that's 2x1 gig sticks in "dual channel mode", so that it performs twice as fast as a single 2 gig stick. I have two spare slots so I could always up grade to 4 gig later.
  3. That sounds like something that should have been invented as the same time as skinning itself was! But it doesn't look like it's in Maya 7.01. I have a copy of Maya 8.5 but I'm worried about putting it to use incase incompatibilities with the mod occour...
  4. Currently I'm trying to work this out myself (have skinned in 3DS but not Maya before) but I'm posting it here anyway, for everyone's info (and just in case there is some special reason for it being this way - can't imagine why though); The finger joint that controls the rest of the fingers (not the pointer finger) is rigged bent for some reason, while the mesh of the hand is actually straight. So when you actually do go to bend the fingers in an animation, they collaps into the hand all weird. You can see the "Middle finger" joint is bent - it needs to be unskinned from the hand, straightened, then reskinned back to the hand again.
  5. He looks really stiff, like he's keeping his upper body as still as possible. Is this related to that spine issue or is it just the animation? (I've updated to latest data last night, and I'm looking at the walk using "testModel walk", so the current default walk animation)
  6. Calendra's Legacy was great - but because it used a big air brush it would have ran like crap on the Thief 2 target system. But supposedly a lot of people's systems were faster than the original T2 specs so it was actually possible for people to play it. Likewise, if you try to make a city at comparable level of detail to a Thief Deadly Shadows city, using one huge area, it will also run like crap on todays systems, but faster systems in the future could run it. Oh probably not, since faster systems just use more cores these days, and Doom 3 can only use one core.
  7. Thanks for the heads up Okay guys, start the party!
  8. It really helps to open the original Thief 2 city maps in DromEd, such as Life of the Party, and Tracing the Courier. You can really see how from a top down view, it simply is a snaking maze of hallways, and yet from the player's perspective, the illusion of being in a fully modelled city is very convincing. So then you wonder why - and you start seeing the artistic placement of "background buildings" in certain spots where you can see between buildings, and tricks like that.
  9. Okay I fixed it - yep the bone was resized... yeesh. I used animation layers to fix it - technically I didn't need to, but every file I work on will use layers from now on, so I thought this would be a good simple test.
  10. I made this page about Maya Animation Layers in the Wiki, because any file saved with Animation layers will need the plugin if it's to be modified easily. http://wiki.thedarkmod.com/index.php/...nimation_Layers If you're really adverse to layers, well you'll only need to install the plugin if you want to work on files I've edited, and setting up the plugin is very quick and painless. Plus I think all our other animators are already familiar with how to work with animation layers. (i.e. squill, heheh) Now I'm keen to strip out Motion Builder from the Wiki - well put all the motion builder stuff in an "archive" section or something. So we can keep the instructions clean and straight forward, for any new comers.
  11. Sounds like it's in good hands - I'm sure the too easily invisible thing would get fixed eventually.
  12. Woah did someone make a desert map??
  13. Wow, those gameplay changes sound like great news! I guess when me and my bros play Thievery, we are blissfully ignorant of the killing exploits available to the Thief in Thievery, we always play it like classic Thief
  14. Well I'm only doing this to play awesome thief missions - this is a very special voluntary project because it's simply allowing people to make better versions of the FMs I already love to play.
  15. Well 16 is out of the question - most games only use 2 or 3 texture layers per surface. But apparently it's too hard to get working in Doom 3 anyway. Which is a shame, you can do nice patches of dirt to break up grassy areas, and things like that.
  16. ...yeah, and of someone who looks more gender specific...
  17. Freely editable you mean Man, we already have two companies trying to duplicate the entire world once each, do we really need a 3rd attempt??? I suppose it will be like Wiki, anyone can maintain it (or abuse it).
  18. Wow, how is that even possible?? Unless you specifically resized the bone during the anim...
  19. Man, the gloves are off! They bought an entire company just to compete with Google Maps! I reckon MS Maps is beating Google Maps in terms of image quality. http://www.testmash.com/person/ViewItem.aspx?ItemID=102812 Google's functionality is awesome though, they'll have a hard time competing with that. I noticed recently Google has linked up YouTube vids and images with map locations, so you can "explore" areas by clicking on thumbnails that pop up on the map.
  20. Meh - using standard skeletons for different characters is standard practice in the industry... no reason why we shouldn't be trying for it. So don't stress about that, keep up the great work!
  21. If combat is on it's way, I'd like to update the combat anims once there is some rudimentry combat in place. Once I can see how they're being used I can come up with something more suitable. Eg. do they need to be quick, or can they blend... So I could do the other anims before them.
  22. Nice! I was just talking about us having this sort of thing in the other thread! (Can't help with size suggestions)
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