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Noisycricket

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Everything posted by Noisycricket

  1. I still recommend playing with those settings, at least setting them all to 0, uninstalling any map(via the main menu), deleting all uncompressed map folders, then loading up a new map. But thats just me...
  2. Yeah, i guess it would have to be a non-frobbable book that was angled according to the pickup animation. The hand could grab it on its spine at a specific frame. After the code attached it, the animation would take care of the rest. The DR tool idea i mentioned could have a rectangle attached to the it to indicate the exact spot of the book in reference to the standing spot. (I think people have plenty on their to-do lists already, so i'll be holding off on this until coders chime in) I like the book browsing idea, but i wonder if its generic enough to seem like a unique action each time its done. Im not against it, but would also put out the idea of coding in some slow, random head movements so the A.I. could simply walk up to a given point, like a balcony or in front of a painting and slowly look around. One could aim a line at the desired direction of interest or create a re sizable bounding box to constrain the head movements. Should only take a few minutes of coding, at the very most.
  3. I was thinking about creating some animations for a.i. to read while standing. So they could walk up to a book shelf, grab a book and browse through it. Im not sure what would be the best way to do it code wise, but how good it looks really would depend just as much on coding as on animation. Ideally, the a.i. would grab an existing book (with its hands actually grasping one), open it and start a reading cycle which would end with putting it back in a natural looking way or drop it when attacked, etc. For the book to be in place would require some extra effort im guessing. I have a related animation that would require similar coding help: leaning against a wall, for guards (or even better, hooded nefarious characters clad in black, etc:ph34r: ). Im partway done with an idle-to-leaning against wall transition animation already. But as to how the a.i. would know where and when to lean.... ...not my area of expertise, but i sort of conceptualized how it could work for mappers. Maybe a placement tool could be made in DR which consisted of some basic geometry alerting the mapper as to where the key points of concern were, such as direction to bookshelf, a.i. standing point, distance to book(which could be a fixed part of the tool) and distance to wall. Might as well mention turning animations here too. I was thinking about making some 90 and 180 degree turning animations to make the turning of guards on duty natural looking with no jumping or feet sliding. I imagine this could be used for the turn A.I. have to make to close and open doors. Or a similar one could easily be made once one was made. This would obviously require code support.
  4. I hate to provide more guesses, but If i were you i would try messing with the doom3config file in the doom 3 base directory to and see if that helps. I messed with several settings at a time when i was trying to solve my issue, so i never really figured out what it was, but i was messing with that file as well when i solved the issue.
  5. Does setting Doom 3 to Ultra graphics mode still cause problems or is that still not an issue anymore?
  6. I had black texture bug a couple of times, but with an Nvidia card. I tried following directions on forum posts after searching as well with no luck either so based on my experience, i'd try to play with these three settings: seta image_usePrecompressedTextures "1" seta image_useNormalCompression "2" seta image_useCompression "1" Those are my current settings.
  7. If you recreate the folder structure or any part of it, the files in normal folders will have priority over files in .pk4's too as long as they are in their correct location within that folder. For example, when im using a custom animation, ill put it in models\md5\chars\etc\etc. The folders in my developement installation are: af dds edxs env fms fonts fx glprogs guis lights maps materials modles particles prefabs savegames screenshots scripts skins sound strings textures ui video xdata I assume you can unload the whole mod this way. I've only used the sounds and models folders in this way, so im not sure about anything else, but this also will prevent the .pk4's from being auto-updated as well.
  8. Ok, looks like its only happening with the torch carrier. I don't know how or where to fix that one. I'll create a bug ticket...tracking...thing...item.
  9. Yeah, its personal taste and I wouldn't have bothered posting if i'd known you were thoroughly satisfied with your current set. My need for realism in games is sometimes a handicap.
  10. I think the farther you go in the direction of realism the quieter the heal strike is compared to the rest of the foot plant. Total realism (which isn't what im after) is virtually silence, something i proved over and over during my childhood midnight "excursions" into the neighborhood with friends....in full camouflage.....with a paintball gun....and black face paint.... My initial experiments have led me to try and balance out the sounds of the heel and ball and actually step on the side on the shoe so new shoe material is constanty hiting the surface. This reduces the "heel to ball" (clip clop) sound, and gives more of a "Pllllllllaaaaaaaannnntt" sound, like a slow cautious footstep (if that made any sense at all...). This doesn't totally eliminate the heel/ball sounds from being the foremost sounds within the footstep sounds, but it reduces them to a level that sounds more right to me. I'm still trying to figure out which combination of settings gives the least amount of noise, so i still haven't formed a solid opinion on anything yet. Heres some intitial stone walk footsteps i made a couple weeks ago, which have too much noise (from the XtremeMusic card) and are of bad over-all quality and are too quiet, but they show you the different feel: http://www.mediafire.com/?ueml1qxmmwx
  11. My bad, I guess when i read over "sheath", my brain immediately thought sword... @Gold, nothing wrong with your footsteps really, they sound a lot like the Thief 1/2 "clip clop". If you think there perfect as they are, more power to you. I haven't heard any grumblings over the footsteps from the team either and i think everyone sees them as an "upgrade". I'd just prefer a more realistic set. I think its mainly the stone set that feels wrong to me. It seems like the sound is just the heel strike or the foot is planted all at once.
  12. I forgot to mention its fixed and uploaded.
  13. It seems like the timing of the sword sheath sound is too soon, seems like it should start right when the arm goes down. I can't tell the difference in sounds for the sword. Can for the bow. I figured out some things that might make for some better footsteps should anyone try to make a realistic set. One is having some dust and/or a few grains of dirst underneath the shoe. It makes for a nice, subtle, surface texture sound. Also, when you slide the shoe over the surface during contact, quickly, like for running sounds, it makes a great subtle scrape sound, which is a very familiar and realistic sound to me. Definitely try it out. Its not overkill. Not saying it should happen every time, maybe once, maybe never, i'm still figuring out what sounds best to my ears... Heres a bunch of footsteps i made a couple weeks ago with the XtremeMusic that demonstrate this crunchy sound: http://www.mediafire.com/?ng2ymikwwty The other thing I noticed is that running has a bassy "thud" happening along with the other sounds.
  14. Fixed and uploaded. I created this thread for the inevitable further discussion thats going to be needed. Squill, or Domarius, if you see this, they could use your help if you have some free time.
  15. Just a reminder, I noticed the shifting animations [occuring while walking and sitting] were taken out of the release branch, but not the dev branch, they're still there. I just noticed it on the torch carrier too, who drops the torch to the side, holding it with a stiff arm while walking/running. edit: I'd be happy to remove them from the walk/run list myself.
  16. Not sure what the name of it is, but the one your looking for should be there somewhere. Should be in the proguard folder. Probably "kneel_down".
  17. Getting some baaaaaaaaaaaaad vibes lately. Squill, its up to you.
  18. I meant the "mesh in the Davinci stance", not skeleton. I guess i could bind the skin to the skeleton, adjust the rotations/positions of the joints [then delete the mesh?], then export it and see what happens?
  19. Hmm, neither Maya or Max would extract the skeleton from the .obj file, if there was one. I'm not sure what I could do with just the mesh. If i can bind it to the bind pose, i can try that, if the bind pose is what you used. By bind pose i mean the skeleton in the Davinci stance.
  20. Thanks for changing the a.i. locations. For some reason, when i load the map, the a.i. start attacking the noblewomen and kill her. Also, sorry for my unclear wording, could you move the unmoving, idling A.I. back to where they were and just move a few of the a.i. that are running and walking to the opposite side of the room ( to the left side of the 5 unmoving a.i.)? I have to load up that map sometimes 20 times in a row and it would be a pain to run all the way over to them every time, plus its not needed for them anyway. I uploaded a new set of search anims to the NC folder to fix the clipping, also uploaded the run animation to the proguard folder.
  21. The female_walk_cycle.md5anim is there in the proguard folder, but i don't see the run so i re-upload it and move them to the noblewomen folder unless you want all character animations in one place. I have no idea how it looks, it might look overly feminine or suggestive, but its only an guesstimate. It might help to see her running/walking in game, if someone has extra time and could add a walking/running version of her to the idle_animations map (preferably on the other side of the room to keep the framerate high) that would be helpful. Along with moving the overweight fellow...dude...guy over to that side of the room. I'm going to work on sound effects for fun for at least a couple days and i don't any of this done for a week or more. Btw, the footsteps for the search occur at 21 and 1.
  22. Your welcome to add it to the game. It would be nice to have two animations but the original is a feet sliding, unrealistically moving mess. I'm certain Domarius didn't have a ton of time to spend on it, but hopefully he, Squill or I will eventually have time to fix it up some. I'd consider using a walk cycle in its place instead, at least until someone can put some more time into it original search. At one point a few months back the walk cycle was used for the search animation and it looked so good i thought we wouldn't need a special search animation. Yeah, i saw her, looks good. Is she using the female walk/run animations i made? I don't know how i'd fix anything without doing it in Maya, is there an .obj file i can at least try opening in Maya/Max?
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