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Dram

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Posts posted by Dram

  1. It's no problem at all; if you can do this rigging it will save me a tremendous amount of work (and frustration).

     

    Are you still going to have forum access when you're gone? I can already tell you exactly what needs to be done to the first two models, but I'd have to take a good look at the other three first.

     

    Cool, thanks for that :)

     

    I should have net access every now and then, depending where I am at the time really. In any case I should be able to get onto the forums about once a week imo.

     

    In any case, sure just let me know what to do on those first two models and I'll get on it once I'm there - won't be able to do much before I leave unfortunately. Then, once you work out what needs to be done on the other three just post them here and I'll jot it down and get that done. I'm flying November 30th btw.

  2. Encounter with tree beast was the most scary moment in Thief 2. :) I have some pictures of tree bark if you'd like.

     

    Yeah sure! If you have some nice hi-res tree bark goodness it would definitely help in getting them done :)

  3. I had one ready to go for Domarius, but it is missing hands. He apparently reweighted the hands so they better fit the new skeleton. I guess those new hands are on the proguard character--they'll have to be copied and pasted onto the thug. The new version of the proguard is supposed to be in the proguard model_src folder, though I haven't checked.

     

    I also need to find out from Squill whether the proguard skeleton is the most up to date one.

     

    The thug I uploaded for domarius is on SVN at models_src/townsfolk_thug/thug_work.lwo. I've left the head on a layer for reference, but obviously you should remove it for export.

     

    There also isn't a shadowmesh at the moment. I can add one if you like.

     

    As for other characters, I can have the nobleman ready pretty quickly (you'll likely need that for blackheart). The builder priest, noblewoman, and thief characters would also be helpful, if you think you can handle five. Those last three would need some alterations as well. As I went through the AI models I was doing several things:

     

    1. Breaking them into submeshes so each mesh could point to a different surface type (for armour)

    2. Fixing gaps in the model

    3. Adding a shadowmesh (if it wasn't there already) and removing the shadowmesh from the head and making sure it didn't poke out of the visible mesh anywhere.

    4. Fixing any poorly weighted verts (and there were a lot).

    5. Removing the mitten hands and adding the new version.

    6. Fixing the neck to make head swapping easier.

     

    I've done all those things for the thug and nobleman models, but not the last three. So either I can do those things first and then send you the new model, or you could rig the character as best as possible and I could do those things afterwards (or you could do those things AND rig). :) What's your preference?

     

    I can go ahead and do all of those steps if it makes it easier for you etc. But what would be useful is if you could write a dot point list of what to do for each model, that way I can go through and systematically finish each dot point and have the models completed correctly etc for use by the time I get back. Does that work for you?

     

    Basically, all I need is a link to the new hands to be used, (or a model which already uses them which I can cut it from) and a list of dot points what need to be done in each model.

     

    I would go through the process of finding what needs to be done myself, but evidently you already know, and also I have several things I have to finish up with regards to RL before I leave, so sorry for asking you to do that for me, and thanks if you get the chance to.

  4. How comical is it that in 6 pages and more than a year and a half, we can't get rid of one texture? :rolleyes::unsure:

     

    It looks like we have a new issue brewing. Might need its own thread.

     

    Actually sneaks, we already decided further above that we would take the approach of brutal cutting but having a comprehensive list of viable replacements for the removed textures. It's just that we went on a tangent about other stuff afterward, as our team does often hehe :D

  5. Yes, I think you are a bit behind. All FMs will be zips that contain two root folders I think. One is darkmod\fms with startingmap.txt and I think currentfm.txt and the other folder is eg, myfm with everything else in including the pk4 (if used at all.) The player extracts the zip into the doom3 folder not the darkmod folder so the control stuff gets added into the darkmod\fms folder plus there is now a new folder eg, doom3\myfm. Any pk4 is within that myfm folder. The player then starts up TDM and should see the new FM loaded listed. I think that's how it works. If you select install then currentfm.txt is copied into the darkmod folder, TDM is relaunched and now myfm is the current mod.

     

    Yes, this is actually our system up until the release of SL, after which it no longer functions as far as I am aware. Nonetheless, our main mod maps are going to be distributed along with TDM v1.0 correct? I think it would be too clustered if they were released as separate files altogether from the mod.

  6. Yeah, that sounds badass.

     

    I'd love to have those. I can think of a few spots where they can go :rolleyes:

     

    Hehe, indeed :)

     

    I'll also make several trees which look very very similar to the tree beasts so that they are camouflaged amongst the trees. Otherwise they would stick out like a sore thumb amongst different looking trees.

  7. Yeah, tree beasts were in Trail of Blood, and were done really well, as they stood idly like a tree (and looked like one too in that pose) but if you moved past it in the light it would kind of give of a sound of something like creaking/growling and would then start chasing you. It freaked me out the first time I saw them, as this was before I had read Lord of the Rings, nor seen the movies etc, so it was a new concept at the time that a tree could be alive and attack, hence I did not expect it.

  8. Ok, I'll have to get back to you on this. Squill is still trying to export the new skeleton successfully. I have one character that I prepared for rigging for Domarius before he disappeared, but it's in .lwo format. I know Lightwave can read 3ds files; any chance the reverse is true?

     

    No probs with formats. As long as it is not that damned perfangled .ase format I can convert it to/from lwo, 3ds etc

     

    In any case, please have that list ready by 29th Nov, and also if there are any files I'll need apart from what is on SVN then please upload them to the FTP or whatnot and link me to them.

  9. They're going to have to be pk4 files to be loaded by the mission loader anyway, aren't they? We're not going to be able to hardcode them into the loader like we did for St. Lucia.

     

    Not exactly, as the mission file itself is in the maps/ folder, so unless something has changed and I am a bit behind, then basically the loader loads up the mission as if it were a separate "mod" via it being in its own folder, but the map file etc is still in the main darkmod directory. Basically the loader only needs the startingmap.txt

  10. Yeah I have to agree. At first the game has a very strong need for survival ingrained in your mind, and ammo is hard to come by and weapons are weak etc. But later on you become quite uber and it becomes a tad too easy.

     

    In any case, Bethesda learnt from their mistakes from Oblivion. Also, no bullcrap total lies marketing this time ;) Which is a VERY good trend :)

  11. In Blackheart Manor I'm going to need tree beasts, I intend to make them myself etc, so does anyone have any strong feelings against including them? I plan on modelling them etc while I'm in CZ.

     

    Essentially just posting ahead so I let everyone know wtf I'm doing/planning on doing.

  12. I thought maps like Blackheart, Gathers etc are going to be part of the main release package no? If so then there should be no custom pk4s for these maps.

     

    @Dram: do you still want to have angua replace the texture, or keep it and put it in a pk4 or map_specific for blackheart?

     

    I think I'll avoid having custom pk4s for my maps, causes clusterfuckage etc hehe.

     

     

    @Angua: MY GOD - that is an absolutely awesome replacement! :)

  13. Ok Spring, I've finally got 3DS Max 2009 set up, and wonderfully enough, the md5 importer/exporter plugins still work fine in this :)

     

    Now, as I am flying to Czech Republic on November 30th and getting back February 17th 2009, I decided it was time to get a laptop so I can still do work on models and my map while there for those 2.5 months.

     

    Which brings me to my question: Which models still need rigging to new skeleton? I can probably pull off about 5 or so during that time, maybe 7 but that might be pushing it. I will be on holiday after all. In any case, please tell me which ones I can do and I'll have them done by the time I get back from CZ. I'll try and stay in contact during this time, but it may be only every now and then that I get net access, so I can at least keep you updated on how the progress is going.

  14. Securom? Interesting. I am not having a problem with it at all, what version do you have? US?

     

    @Sneaks: After playing yesterday my opinion of the game has changed.....from it is good to it is AWESOME. :D

     

    I snuck into DC, avoiding combat etc and seriously, in DC is where the fun begins. Many enemies and possibly just enough ammo hehe. Had to rescue someone and then snuck back out with them. Conveniently following AI do the same actions as you in the sense of sneaking or walking etc.

  15. Dear god, reading through all the available options it probably is easiest to just remove the textures, but have a comprehensive list of what was removed and what are viable replacements and then mappers can go and replace those textures. It'll be a pain in the arse and I'll be grumbling the whole time but it is indeed the best solution, or these textures will never truly be replaced.

     

    So please, go ahead and remove but make sure a comprehensive list is available to mappers detailing what's gone. For example:

     

    Removed:

    textures/darkmod/wood/realcrapwoodtexture

     

    Viable replacements:

    textures/darkmod/wood/superbwoodtexture

    textures/darkmod/wood/uberwoodtexture

    textures/darkmod/wood/supremelypowerfulwoodtexture

     

     

    In this way it would make the job easier for mappers, as they only have to do a search and replace and would already have a list of options available to them.

     

    What does everyone think?

  16. Well, I got the game. Apart from the same engine issues as in Oblivion (the terrible movement, inability to jump if touching a wall or static object etc), the game is VERY nice. The random spawning of enemies actually works decent here - it doesn't really happen in front of you and they spawn a decent distance away, but usually behind you, out of sight.

     

    Had a very awesome scenario where I was casually exploring the landscape when I heard a "boom", then a boom again but closer, and upon turning to the direction I saw the smoke. Then again another boom but right behind me, injuring me a bit. I'm like wtf? and then suddenly was attacked by two super-mutants, who upon slashing me with their melee weapon took of almost a third of my health. So my best course of action was to run. As I ran away from them (they kept up just behind) suddenly from behind another ledge two radscorpions came out to join the fun. So now I had 4 trailing enemies with an exclusive goal to kill me. Then, as if by a scripted sequence, two friendly troopers (the ones dressed up in that crazy looking armor) popped up from behind this little party and started firing with lasers at the scorpions and mutants. Then dispatched them quite easily and then continued on their merry way, jogging, some way North or so.

     

    After this little run-in I figured I'd continue exploring, and as I did I found myself under attack by a big fat fly which shoots shit at you. I was shooting at it...with a pistol...almost killed one when another turned up (I later found these were actually there before I got there and were wandering around), so I decided to run. As I got further away from them they more or less gave up, so I stayed out of sight for a while near an old container......when suddenly from over a ledge further away from me comes a super mutant behemoth. Now, this behemoth was 2.5 times or so as tall as a normal super mutant, so it was a kind of situation where you feel shooting at it will really do nothing more then piss it off further. So I kind of stayed in that old container waiting for it to do something. It just stood there, waiting for its prey (which happened to be me) to come out and play. I waited for a minute or so before trying to dash for it. Unfortunately (for me) its legs were larger, more powerful, and thus faster, and so caught up with me without much of an issue (that, and due to the fact that when I ran out of the container it started striding toward me so I tried to get back in the container). One fell swipe and my corpse hit the inner wall of the container, lifelessly falling to the ground thereafter. That's when it became evident that perhaps I should have put more points into agility. :)

     

    In other words Sneaks, it's actually a decent game worth getting ;)

  17. As a mapper, I have to say that replacing removed textures is about as interesting, time consuming, and frustrating as trying to get a dead whale carcass off the back of your lawn while wondering the whole time how the hell it got there through the night.

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