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Domarius

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Everything posted by Domarius

  1. and after seconds of ten times four, D3 crashes, as before, and the raven cries "Nevermore."
  2. Thanks Spring, I really like the new animation list (didn't want to post there cause it's a sticky). Those are all good essential anims and I like the way its layed out with the numbers and colour codes. This is exactly what we needed. I don't think you need to bother making a list of anims that have been made but not been exported. I think I'm the only one with those sitting around.
  3. Happy Birthday, and thanks for your continued free support for the DarkMod forum
  4. I think so. There's always functionality to add, but this is fine. (Later it would be useful to have "last played, completed" etc. fields to sort by, like DarkLoader) You meant to have "Thief's Den" in the list on the right didn't you?
  5. Looks pretty 3D- the Quake engine by the look of it. You might be referring to the lack of anti-aliasing and the use of 3D sprites. I remember trying the demo of this - didn't know it still had a following
  6. Well the Pirates, Vikings and Knights looks interesting from the features page. I have HL2, so I might give it a go. Thanks for the link
  7. Yeah - AFAIK, you're not waiting on us anymore Let us know if this changes.
  8. I should have mentioned - this is like NH's vocal set - actually doing it is the hassle, not so much how much material you record. So too much is better than not enough. It's covering for the future too, after the initial release. I imagine people would want to feel like they are in a living world, not just a universe of guards and noble people So yes there's a lot of variety. Eg. Back in those times, the upper class servants are for the noble people, they know how to walk, they have expensive clothes etc. Regular servants (eg. a yard servants ) are just common people plodding around with crappy clothes. Also the reason I'm doing this now instead of animating is because my friend will be moving to the UK in about a month, so I'm just doing it while I've got the chance. @greebo - a lot of the ones you suggested I already have covered I did consider a variety of "interact" anims but the I felt the differences were so minimal that it didn't need reference footage - twisting a door knob isn't that much difference than the generic reach out anim we're supposed to be using to cover all situations (handing something to someone else, picking something up off a table, opening a door, etc) @SH - thanks, I really want to be sure I cover everything we actually need - I wouldn't want to film all these variety of things and come back and realise I've missed something crucial for the first release @Tels - Actually I already made a shake fist anim but never put it into the game I put that in my todo list. Other taunting anims I can film myself doing any time, so we should be okay for that.
  9. Next weekend I'm going to film more reference footage, is there some list of anims we will want, not just urgent ones but future ones? I already looked at this thread for ideas. http://forums.thedarkmod.com/index.php?showtopic=5342 I've made up quite a list myself. The focus is on female reference this time, as I've got one of my female friends to act this stuff out but she gave me some good ideas for the male characters too, which I'll get someone to act out as well. I have a table of characters, and animations for each. CHARACTERS Female Guard Female Guard with sword out Noblewoman Nobleman Upperclass female servant Upperclass male servant Common female (peasant, servant, civilian) Female holding torch Big matronly servant woman ANIMS FOR EACH (some will be redundant, there will be overlap.) Walk Search Run Cower Take damage Death Look under Give up search Startled Flee Look around search Point alert Frustration Bored Knock out Greet GENERAL ANIMS (some generic, some specific to characters, also just notes. Eg the apron one is an idea for the big servant woman "idle" anim) Carrying tray (servants) Hold skirt and walk up steps (females) Flirt (female upper class servant greet male, no lesser than guard though) Conversations Shrug Drunk idle Drunk walk Blind weapon swinging Restless sleeping Kneel down and examine Kneel down and examine, holding a torch Writing at desk Admiring something Take Bored Shiver Cast spell Fluff out dust from apron (big servant woman) Fix hair (noblewoman, upperclass female servant) Bluster eg. "Don't you know who I am??" (nobleman cower)
  10. Don't worry, I got a chance http://208.49.149.118/TheDarkMod/models/viewmodel_source.zip
  11. squill might. Maybe just upload them to the FTP for now in a zip, under models. I'm fairly sure Dram was doing everything from importing md5s, but we'll see.
  12. This is good stuff, very clear - I can understand it instantly. I will be happy to add the animation related info to the wiki myself, since I will actually be using it, and could add notes etc. (I put it in my todo link) Probably best if someone else adds the modelling / rigging related stuff if possible (give it a good title, maybe include it in part of another tutorial, whatever they think is best) I guess I will do it anyway if it's not done when I get around to wikifying the animation stuff.
  13. That's what I mean You've done stuff I haven't, it's been a while since I've done this, and not everything is on the wiki yet. Of course, make a reasonable assumption on how much they know, but then err on the side of caution and give a bit more info, because it's a forum and responses are a day apart. And just relax! Swearing is really unnecessary. I just thought of something, if the rotation messes up the view cone angle, wouldn't scale mess up the view cone origin?
  14. Thanks, I see now, tdm_ai_thief points to citywatch_mb for the animations but thief_mb for the mesh. To me, sharing could mean using the same FBX files, using the same mb files, or using the same md5anims, and I've never done the latter two - my attempts just end in # joint errors but I think I get it now and I'll have another go at my next opportunity. Was going to send this as a PM but it seems you've disabled PMs. Sometimes you sound impatient - but try to remember not everyone has your knowledge. This is how I share info. I didn't talk down to him or be unessecarily brief, I just gave him the info he asked for in the best way I could. That one was complex, but I was thorough too cause if they have another question, it'll be 24 hours till they get a reply and can continue working. Plus info like that can go straight into the Wiki, never to be re-explained again. Think of the big picture! Oh okay good, cause I wasn't sure if I was going to find the time to add them to the player before the weekend. They are done for the citywatch, and sqill is doing the first person anims.
  15. I'm a bit confused about how to do that now without mb's in the thief folder, how does it work?
  16. I have reference footage already uploaded on the wiki for "search walk without sword"
  17. Yeah it should work fine in Max. @ascottk - so how do we get anims onto the Thief body now? I tried copying the citywatch md5anims and making the new entries in the tdm_player_thief.def, no go, Doom 3 complains # of joints don't match.
  18. I'm at work and can't check for certain, but here's a post I made where I asked Dram in a PM where he got the source for them, and he'd replied that he'd imported the md5s. It was in August last year and we had oDDity's files by then. http://forums.thedarkmod.com/index.php?showtopic=6365 And here's the thread where he worked extensively to adjust it to our liking, with pics and everything. http://forums.thedarkmod.com/index.php?showtopic=5889
  19. That's cool but why the hell was this existing inside the zombie? Just how detailed did they model their characters?? Maybe an unused feature where you could blow off chunks of flesh and see the underlying bone?
  20. He does need the first person and body anims for the player though, he told me in a PM. He might use the player body sword for collision with the AI's sword. Oh wow I just realised something - tdm_player_thief.def is first person anims, tdm_ai_thief.def is the body anims, right? That might be why just copying the md5anim files over didn't work, because I edited the wrong .def file.
  21. Yeah resorting - if this path thing worked for bones it'd be better - the path actually exists in 3D space.
  22. Every time I try to import motionbuilder animations and export them to Doom 3, it won't load the thief when I test it, saying # of joints in the animation don't match the mesh. I checked the SVN logs and noticed the thiefmesh.mb was updated recently, but the fbx_import.mb is still the original version that was first uploaded, that might be why. Ishtvan is waiting on the combat anims to be added to the player but unfortunately I don't have the knowledge to fix this.
  23. @Spring - yeah that makes sense. I've put "combat_" before them and committed to SVN. So now it's; combat_idle_sword combat_attack_left combat_attack_right combat_attack_overhead combat_attack_thrust combat_parry_left combat_parry_right combat_parry_overhead combat_parry_thrust Still having trouble getting the animations onto the player mesh. Doom is saying # of joints don't match.
  24. Just to keep everyone up to date - I already sorted this out in a PM with Ish and squill. I assigned the first person anims (view models) to squill. @squill - from memory, we lost the original files for the view models, but it was not an issue - Dram (I think it was him) just imported the md5mesh and md5anim into 3DS max. You can find the importer/exporter somewhere, maybe in the wiki - I've used it myself and for meshes at least, it seems to work perfect. He was adjusting the bow firing anim for us.
  25. Thanks, yeah I remember resorting to fcurves to get them swinging properly, but it's been so long I forgot about it!
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