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Noisycricket

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Posts posted by Noisycricket

  1. 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... :)

  2. 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.

  3. 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)

  4. 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.

  5. 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...

  6. 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

  7. 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

  8. 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 $*$!&@?

  9. 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.

  10. 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.

  11. 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.

  12. @ All concerned:

     

    Hmmm, this brings up a lot of questions that i think haven't been pondered yet.

     

    But lets plow through this as some things really need to be decided eventually and im going to back up just a tad just to make sure were all on the same page.

     

    I wanted to release my walk animation, i think it is very realistic and I spent a lot of time on it. The walk animation is possibly the most oft seen animation in the game or a very close second to the idle animation. To me, it is something i would not want to go back on now that i've used it or a version of it for so long. I want to release this to the public for the same reason anyone wants to release a mod. I wanted to release it sooner rather than later because so many people will have already played through all of the missions.

     

    So the plan was, to post a thread with a friendly message in the forums that said, "Hey, i made an animation i think some people will like, here the link if you want to try it and heres how to install it."

     

    As far as testing it before releasing it, i think it is completely unnecessary. The md5anim files are simply 99% vertex locations. Furthermore, like all mods, they are optional and can be taken back out.

     

     

    As far as allowing the team to evaluate it before release, this brings up a completely different issue. What if you don't like it? Its a matter of opinion. What if 67% of the team doesn't like something made by another member, but the other member wants to give his work away to those that do want it, or want to try it and see if they want it?. Should being a "member" or "contributor" to TDM mean your ability to offer mods to other is limited to what some other people on the team? This doesn't sound like a very healthy or friendly, model and it really goes against the spirit of modding, which is simply making or getting what YOU want.

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