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Noisycricket

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Everything posted by Noisycricket

  1. Just so you all know, i didn't give the aim animation any movement, its just a pose. I could have given it some movement, but in testing the ranged A.I., I realized the player would be 1: running, and 2: facing away from the guard. Nobody is going to stand there and get shot in a gameplay situation, thus taxing the graphics card for that didn't seem worth it. Also, i assumed the code will have the A.I. track the player, thus granting some movement.
  2. I see its going to need a lot of attention. Looks like deleting the vertices behind the apron would prevent the red shirt from coming through. I wonder if that would work on the legs too? I think the belly fat, from the chest to the belt should move as one entity and be weighted to something other than the spine joints, so that it can sort of sway behind the body movements. The walk looks decent. (I wonder if the new programmer wants to develop a fast [read: FAST!!!] cloth simulation...
  3. So I went ahead and tried to use the 64bit version of Maya 2010, but its not working. Process Monitor reports it stopping after accessing and closing the file Maya\bin\OpenMaya.dll. Would this not work with the 64bit version? I'm pretty sure i have everything else set right. If you don't think it would work, ill try the 32 bit version, which i have no problems using, just wanted to try the 64 bit first, just in case. EDIT: Also, i should mention this is a fresh install of Windows 7, which supposedly runs everything Vista does. I looked in the "installed programs" list and do not see any C++ sdk or .net redistributables. If i should get any of those first I can.
  4. There appears to be 4 different zombie walk animations. 2 slow and 2 fast. They look pretty good too. Here is a link to a Doom 3 save-game which shows on of the fast walks. Then, if you proceed in the game, you will shorty see the rest of them, in less than a few minutes time if im right. http://www.mediafire...04e75f6e8ebb871 Download all of the fast walk files and put them into your doom 3\base\savegames\ folder (btw: get your jump button ready to jump back up on the table for the next on-fire zombie)
  5. Works for me without Maya 7. Must have the MAYA_LOCATION variable in place, thats for sure.
  6. Im not at the moment, the only one i'd be interested in is the one that uses animation layers, which would be 2009. Supposedly (from what i hear from forum posts, which are of course always 100% accurate), there are very few changes in the animation department between 7 and 2009 other than that.
  7. Thanks Greebo, that will take a lot of the load off. I guess I better get to work on finishing that female walk...
  8. WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Doesn't even ask me to point to the Maya folder anymore. This time i made the MAYA_LOCATION variable, but named it MAYA_PATH on accident, after changing it to LOCATION, it all went without a hitch.
  9. Having technical difficulties.... (Vista takes 10 minutes to uninstall the programs, then at the very end, when it says "removing back up files", the progress bar fucking reverses direction!, goes all the way back, the program ends, and Maya is still there in the programs list and totally usable.... wtf) Now im using "revo uninstaller" from the internet, which is probably hacking into my bank account as we speak, but as least its searching the registry and files for left-overs...
  10. If im using the tdmlauncher shortcut, would i still put that in?
  11. I'll be fine using maya 7 with 8.5. You've got better things to do. One question, should i try downloading other 32bit .net redistributables or C++ sdks or other libraries?
  12. Works fine here: Vista 64bit, there are others too. Whats happens with it?
  13. For the record: The main window title is: "Visual C++ Runtime Lbrary", which contains: Runtime Error! Program: E:\Program Files (x86)\DARK MOD\DOOM3Ded.exe R6025 -Pure virtual function call The last couple of entries in Process Monitor before in give the error are: Open/Read/Close file -E:\Program Files (x86)\Autodesk\Maya8.5\scripts\others\stopIprRendering.mel -SUCCESS -regOpenKey -HKLM\Software\Wow6432Node\Microsoft\Windows\Windows Error Reporting\Escalation - Name not found
  14. Vista has a section for "User variables for [name of user]" and another section for "System variables". I have User variables MAYA_PATH : e:\program files (x86)\autodesk\maya8.5\ System: MAYA_PATH : e:\program files (x86)\autodesk\maya8.5\ Path : E:\program files (x86)\Autodesk\Maya8.5\bin
  15. Ha, too funny. As a native english speaker, i sometimes wonder what others must think of some of our downright non-nonsensical slang. Or use of words, like...."downright"! There lots of other things i think should be changed in this globalized world. Like spelling words in a way other than how you would sound them out. Like knife. The K is silent. What the flibbity $*$!&@?
  16. Ok, getting the same error, with the virtual function call mentioned.All references to Maya 7 have been changed to 8.5. In the path directory, i had to change the 8.5 location to include \bin, instead of leaving it with Maya8.5 at the end. Also the MAYA_PATH locations include the /bin as well. I tried to change the MAYA_PATH to exclude the bin, so both \Maya8.5 and \Maya8.5\bin were mentioned. No change.
  17. Short day at work today, so im back home. Do i need the other 2 dll's that came with the first version?
  18. Grrr, tried to test it here just before i have to go to work, but ran out of time. So far im getting the "could not load mayaimport.dll error, but haven't eliminated the many other possibilities for that error.
  19. Springheel, can you put this character into the test/idle_animations map? btw: whos idle is that? Squill? Its very nice. But maybe whoever did it would like to modify it for the heavy chars? I'ts easy, ill do it, but just want to make sure squill wouldn't prefer to change it.
  20. Woops, heres the link to the walk cycle tutorial i mentioned. I should put this stuff all in one place sometime. http://brendanbody.blogspot.com/2008/12/walk-cycle.html
  21. I havn't pushed the team to release the walk cycle. I've hinted that its available for those that might want it as bad as I want a replacement walk-cycle. To contribute. Perhaps i've been spending so much time in Maya I notice those tiny differences more than others. My motivation for wanting to release the walk cycle has more to do with TDM marketing and player immersion. Also, when I hear that a mod is out for a game just days after release, i get exited myself. Before i release it, I need time to make sure I even posted the right walk_cycle. It doesn't really matter to me that my walk cycle is released in the main mod or is replaced, if the team likes it, it will eventually make its way in. I just want it available for the public to use if they want.
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