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Domarius

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Posts posted by Domarius

  1. Hey yeah he does look oriental. Check this out, it's awesome...

    (prepare to scroll rightwards a long way)

     

    http://www.cedarseed.com/fire/tutorials.html

    http://www.cedarseed.com/fire/humantypes1.html

    http://www.cedarseed.com/fire/humantypes2.html

    http://www.cedarseed.com/fire/humantypes3.html

     

    Oh btw good luck getting a fur effect... that's a pretty involved thing to look convincing without being lots of polys... personally I think we should go for a different material.

  2. this could also mean that Garrett will turn into an anorexic emo 16 year old bitch, reeking of homosexuality but perpetuates "love triangles" with two girls (that never get "consummated") in order to appear straight, and every time something screws up he runs away flapping his arms and crying his little sissy ass off ...

    and will have huge dragon ball z type spiky hair, show a lot of 'tude on the front cover by raising one eyebrow and lowering the other and smirking, have a huge arse sword, and one of the girls will definitely have baggy white pants.

  3. Yes, this is the problems that making your own def file brings :) That's why I always say to use the actual .def file of the entity itself. I think squill already mentioned that in this thread too.

     

    The safest way to do this is, if you're exporting a proguard anim, you open the tdm_ai_guard_proguard.def file, comment out all the anims that you're not exporting, and just leave the ones you're exporting uncommented. You can see someone has been doing this since the current version on SVN has most of the anims commented out and only the few they were exporting.

     

    then you run Doom 3 and type

    exportModels tdm_ai_guard_proguard.def

  4. That is so wierd... so basically you can install it somewhere, and then copy the folder over to somewhere else and run it and it still works? Essentially that's what's going on if you install it in XP then run it under Windows 7, since it can't possibly have access to any of the special "install information" it puts in the XP registry etc.

  5. Yeah, Ish you can probably relate, if you've ever worked with some code that was poorly written, and you've had to come in and add features to it and you can't because wierd bugs are happening and are going to take forever due to fundamental problems that shouldn't have been there in the first place, which are so bad it warrants a complete re-write - it's demoralising, that's what it was like working with the old rig.

  6. Exactly, I've just submitted the updated rig. It's simply done by selecting the shoulder joint, select pad joint -> Constrain -> parent (in animation toolbar). If you want to unlink the parenting either delete the contrain(parented under the pad joint in the outliner) or set the weight to 0 in the toolbox menu.

    Is that the same as pressing the "p" key? If not, what's the difference? I noticed that when I pressed the p key, the bone connector re-routed to the new child, as if I'd modified the skeleton...

  7. If you see that skirt stuff, you know it's the newer rig -

    RightFrontUpSkirt RightBackUpSkirt LeftFrontUpSkirt LeftBackUpSkirt RightFrontLowSkirt RightBackLowSkirt LeftFrontLowSkirt LeftBackLowSkirt

  8. It has a proper windows interface now, and allows restoring/saving a full OS or HDD etc backup from/to DVDs or HDD or other removable media. I use it atm, and if I get a virus or any other OS stuff up, I just restore the backup. I have Norton Ghost v14

    Stick with Norton Ghost 2003 if you can find it. It's the last version that still uses the original "DOS" file, with the windows portion simply being an interface which basically sets up a batch file that runs the DOS file after it re-boots the system. Very safe and very clean.

     

    After that they bought some other software of another company called DiskSomethingOrOther - all I've heard is bad news and wheN I tried it, it took AGES to boot up, and in the end, just "copied files" no differently than a zip archive process, so when I supposedly "re-imaged" with this "image" the errors (extra spyware files) still existed!

  9. That will move it with the shoulder, which is good, but won't let us pose it seperately without moving the arm (that bone moves the upper arm), so you may as well be weighting it to the shoulder control directly.

     

    I'd like to see what squill says about re-parenting the pad bone to the shoulder bone, that would be the best solution if it doesn't mean too much re-working.

  10. Yeah as good as it is, the idle anims need to be very banal and short. The more expressive it is, the more it'll stand out and get on your nerves the 20th time you've seen it.

     

    I feel like it should end after the very first wipe of the nose. It goes on for way too long after that for an idle anim.

  11. Sound advice, the kind that can only come after years of marriage and a long term way of thinking.

     

    Missed the updates to this thread cause the "view new posts" link doesn't always work...

  12. We might consider what about external mappers when Release 1 is out. How will they feel about game resources with no females?

    Well it's a bare bones release... it's not like they'd never come. I am really getting a kick out of animating, and I have prepared a whole lot of female reference footage I got my female actor friend to act out. I intend to get right into this when it comes up in the list of priorities.

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