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PinkDot

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About PinkDot

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  • Birthday 09/21/1979

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  • Gender
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    Poland
  • Interests
    Fine Arts, 3D graphics, medieval times, GO (board game), canoeing
  1. Ru-running updates shows the mod is up-to-date. I'll check some other missions too - maybe it's just this FM, that got corrupted somehow. Thanks,
  2. Hi, I'm trying to update my Darkmod from version... 1.00 to the latest and I get checksum mismatch after downloading file tdm_sound_vocals07.pk4. Expected: 26c7661 but got 026c7661. It tries another mirrors but all fail. The process never ends... I guess the file is OK, but somehow the expected value is missing '0' at the beginning. Can I skip this file somehow? Or download the latest version from somewhere else maybe? Or better - could you fix the expected value, so the error does not appear? (if this is the cause of the error, of course) Thanks! EDIT: OK, It actually skipped after going
  3. Screenshots look nice! There could be maybe some more junk/details on those streets though, cause currently they look a bit empty. Also bricks in second shot are too big. (for some reason people usually make bricks larger than they are.) But I like the atmosphere - fog always help. As for the fog not affecting the background - I've noticed, that if fog light bounds ends just before the skyportal texture, then background is affected by fog. This little trick can be used only if your gameplay area is more or less squarish, of course. (that won't work with L-shaped map layout, nor even more compl
  4. Oh, come on, Mortem - I believe Capela meant "nowadays" instead of "knows days". @Capela - I use Photobucket, btw.
  5. Yes, I also confirm that Aero doesn't like Dark Radiant, so I turn off the first one.
  6. Thanks, I'm glad you like it. As for the ground texture - it won't stay as it is. I'll make a new texture - just haven't decided how many textures I want to blend together for the ground. And it will be scaled down - you won't see it from a distance anyway, as ground will be covered with plants, trees and other stuff, so it should look OK. I haven't thought of using detail texture. I don't like the way they try to cheat me, but I always disntiguish between base texture and detail anyway. But if anyone can come up with some nice method of blending them in a believable way, then I could try
  7. Time for me to show up something. Currently I'm working on a pagan forest setting. I'd like to have really large and wild forest. What you see below is a forest map at its very beginning - more like a model test map, but it gives an idea of the direction I'm going. As you can see, most of the forest is not dressed yet and not populated enough with trees. I hope engine will manage.
  8. Climbing sound is one thing but another thing is collision sound. While rope is quiet enough to have no impact sounds, chain is expected to produce sounds when hits a wall or some object. Is it possible to implement?
  9. It used to happen to me as well. It was quite random - sometime my water entity worked, sometimes not, but after a while problem disappeared and now water works as it should always. I don't really know what has helped but try playing with brush dimension (extend it a little bit into solid brushes, or alter water surface level slightly and see if it works or not.) You can change water entity brush by clicking TAB - this take you into brushe edit mode, rather than entity edit mode. TAB once again, when you're finished.
  10. Unfortunately I never tried a workflow with .3ds format for modelling for Doom3. I would actually avoid it, as it has some limitations. (one of them is that 1 vertex in the mesh can have only 1 vertex in UV coordinates, so quite often textures appear badly stretched unless you break the mesh, which result with a visible seam on the model). Another possibility is that some information (like material name) gets lost during convertion process. I would stick to .ASE and .LWO. Try to get Deep Exploration, if you're having problems with ASE. Just select the text you want and press 'Insert quotat
  11. I do the modeling in 3ds max, export to ASE and then use Deep Exploration for coverting from ASE to LWO. Works great, cause you don't have to change anything in ASE text file. All you need to do is to name your material in MAX - but you don't need to apply any textures. (though you usually do to see model textured before you export, but it's only the name of material matters). I know it's confusing the fact, that some material names (those used for brushes) look like a path, but it's actually a name. But if you create your own textures and own material, you can use whatever name you wish. (w
  12. I also think this one is better than the current one. The only thing that doesn't look OK to me is the pelvis staying on the same height for all the time - it should move up and down. And it's too fast as as for the search animation, but you've mentioned various speeds. (it's more walking to searching spot, rather than searching itself).
  13. Great! That was quick Greebo. I also noticed you resolved the entity def reloading issue. Many thanks!
  14. OK, I got it working now. The problem was a VRay material assigned to the model (instead of Standard one).... I was experimenting with terrains: There are three textures blended in one continous surface, but in fact there are two meshes. I would be careful with using that technique for common objects, as what it does basically is rendering all light interacting stages: diffusemap, bumpmap and specularmap twice. It may have an impact on the performance. yeah, eporting to lwo is a problem. I think only PolyTrans does it, but it's not cheap...
  15. Hi, could any modeler help me? It's mainly for 3dsmax users but maybe somebody else may know the solution as well. I'm just having a problem with exporting models to ASE format. First symptom was DR crashing, when selected in Model Viewer. Then I tried testmodel command in Doom and I got message: Joint 'spine2' not found for 'head_joint'. I've no idea where is it coming from, as I am exporting only simple mesh. It doesn't want to work even with simple boxes. Here's my export options: I've tried all possibilites, but with no success. I changed to Max 2009 instead of 2010 and I got some s
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