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Dram

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Posts posted by Dram

  1. I'd suggest we'd take you onboard as Contributor, Diego, so that you have access to the other modeling threads as well.

     

    Any objections from the team?

     

    He used to be a while back as well, but then left later on. I remember his other models and he has improved 1000%, so yes I agree :)

  2. WHOA HO HO A LEAK! SERIOUS BUSINESS DRAM!

    :rolleyes:

     

    Yeah, for the most part, what's being done in the last few months of any mod is mostly uninteresting. I don't think anyone is interested in hearing "OMG We've almost finalized how high you can jump!" or something along those lines. Mind you: it's not all that basic or boring.

     

    You know, reading from the "resolved issues" in our bugtracker is strangely funny. Many of them would make great newspaper headlines.

    Short zombie crashes game when smacked with melee weapon!!

    Crash when AI push dead player!!

     

    Edit: Now that I've realized what an abstract tangent I've just posted, I should really go to bed.

    :P

  3. Hello, welcome to the forums, and thanks for the encouraging comments :)

     

    The website is updated every now and then, usually when a lot piles up to update, while other things, like bug fixing, are not so interesting.

     

    As a little side note, it is now possible to have briefing videos (ala T1/2) before buying items etc. Should present some nice opportunities for great FM creators to pop in a video.

  4. I've been reading about transparency for doom 3 models, and it seems to be problematic. I was planning on using transparency for the hair (top and front parts) from the beginning, now I'm not sure... any insights on the matter? :huh:

     

    It's not problematic, just annoying. It depends if you want to do transparency or alpha testing.

     

    Transparency can be done like a glass shader (without the warp effect), and in that way you can have transparent hair folicles. Though it will almost certainly boost the amount of polygons the model uses by quite a bit. Worth a try I guess.

  5. Looking at our env/ folder, it is currently consuming 170 Mbytes and contains mostly huge TGA files. Can these be safely converted to DDS, or does D3 have problems with skys and reflections?

     

    I think it has problems, as you only specify the name of the file minus the suffix (it looks for specific suffixes) - _y, _z etc.

     

    I think I remember trying to convert them to DDS and they stopped working (and I know that other DDS textures were showing up).

     

    Go ahead and try to convert one set and see if it works, hopefully I am wrong :)

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