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OrbWeaver

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Everything posted by OrbWeaver

  1. OrbWeaver

    Ghosts

    I agree entirely. The best part of life in my view is the knowledge that it won't last forever. As for reincarnation, if it is assumed that you will have no memory of your previous life (which it generally is - even those who believe in reincarnation don't generally remember what happened the last time around), then there is no distinction whatsoever between reincarnation and death.
  2. I guess that depends on how the smoothing is implemented. If exporting from Blender you have to physically unweld points that must not be smoothed. It is possible that this is due to the exporter, but I am fairly sure the script does export a MESH_SMOOTHING key based on the setting for each vertex.
  3. It does if you use ASE models. For LWO things may be different. True. If the model is actually meant to be round when viewed by the player, then you need about 32 sides to make it look convincing.
  4. Remember that Doom 3 automatically smooths models. For round shapes you can get away with 8 or 9 sides, or even as few as 5 if you don't really see the end point.
  5. You can use vertex colours in Doom 3 if you use Goofos' export script to export to a .ASE. I don't know whether the LWO exporter works or not.
  6. OrbWeaver

    Ghosts

    There is that, as well as the dim lighting, sound effects, group hysteria and I wouldn't be surprised if they burned some sort of hallucinogenic incense as well.
  7. I tried that - "Failed to create entity" is the response.
  8. That is one thing I really miss about the T3Ed version of doing things rather than the Doom 3 way. In T3Ed, everything is based on properties. A light is just a set of default lighting properties, but you can make any object emit light by adding the necessary light-emitting properties to it, and then create your object as an archetype that you can subclass as required. D3 uses a much more limited system whereby the fundamental behaviour of an object depends on its "root class" (the idSpawnClass or whatever it's called) which cannot be changed once the object is created. This means that if
  9. I guess you could say that 3D art skill is modelling skill multiplied by artistic skill. It doesn't matter if one of them is mediocre as long as the other is high, but if one is zero then your work will be crap no matter what.
  10. OrbWeaver

    Ghosts

    I saw a TV documentary about "mediums" once, and there was once case where a medium had allowed photos to be taken of her during her performance. It was plain to see that the "ectoplasm" was in fact coarse cloth, with visible weave and everything.
  11. I wouldn't recommend trying to model the entire terrain as one huge object. The amount of overdraw will be phenomenal once you start adding lights, and there will be no occlusion or portalling possible. Best to draw out the basic spaces in Radiant and then start adding individual models or patches to make it look "natural".
  12. Oh, that sort of life drawing. Yeah, that will definitely be useful for modelling characters etc.
  13. Are you referring to drawing an idea you have in your head onto paper before modelling it? That is certainly valuable, but that is not what I understood by Domarius' reference to life drawing. Based on the few art classes I took a long time ago, life drawing is the technique of looking at a scene you have in front of you, such as a bowl of fruit, and rendering it onto paper. This is quite difficult for many people (including me), because you have to project your 3D view of the scene onto a 2D image, which requires you to disassociate yourself from the objects and symbols in the real-life sce
  14. I don't think life drawing techniques would help in 3D modelling. Two-dimensional drawing requires looking at things in a different way - seeing the lighting and shading and 2D shapes, so you can draw them on flat paper as you see them rather than as you think they should be. This is completely opposed to the technique of modelling, where you are working with 3D shapes with no reference to the 2D appearance.
  15. Did anyone else see quite a lot of Thief-like potential in the LoTR films? I thought Moria would be a very good setting for a level, as would Minas Morgul.
  16. I read the entire Foundation trilogy in as many days, during a school holiday years ago. If you're not a sci-fi fan you probably won't enjoy it much though. I prefer to read rather than listen because I read very fast, and listening to a spoken word is much slower.
  17. OrbWeaver

    Ghosts

    That is absolutely incorrect. Personal experience is not authoritative as far as explaining the phenomenon goes, because human perception and memory is subjective and easily led astray. The only authority that comes from experience is that fact that you believe you had the experience, not that the experience had any particular cause or even that it was as you remember. What is SQA by the way?
  18. OrbWeaver

    Ghosts

    I am not sure if you were referring to my post or not, but if you are, it was not meant to be an explanation, just an example of a logical error that forms one of many holes in common arguments about the paranormal (not specifically this one). The fact is that it is impossible to accurately state "we both saw exactly the same thing" unless the experiences were recorded independently. Key details do not override logical mistakes (unless the missing key detail was the fact that they did record their experiences independently).
  19. You can get animated models into Doom 3 from Blender (I did this with a swinging light) but it is a bit more complex. I suggest getting some simple test static models into the game before moving on to animations. Kat has a good tutorial on this over at Quake3bits - I can't remember the precise link but you should be able to find it in the Blender forum at Doom3World.
  20. OrbWeaver

    Ghosts

    Very slim. But we don't know they saw exactly the same thing, unless each of them individually described it in detail in a sealed envelope without any prior communication. As soon as people start talking to each other ("Hey Mum, can you see that light shining over there?"), suggestion comes into play and the witnesses are not independent. Scientific rigour is very important, if extraordinary phenomena are being postulated.
  21. OrbWeaver

    Ghosts

    Why was there no moonlight? Was it because the moon was not visible at that time of the month, or because it was a cloudy night (and can you be totally sure you remember)? If the moon was obscured by clouds, then a brief gap in the cloud could bring about the phenomenon you describe, especially if there was a small gap in the blind somewhere (there are a lot of windows in that room, you cannot be certain every single one was light-tight unless you are a photographer and regularly use it as a darkroom).
  22. That's a pretty strong good point for those of us who are unable or unwilling to shell out thousands of $CURRENCY for a professional tool. Also, as most professional artists do not use free tools such as Blender, your sample is biased in favour of the tools that are used by professionals, who are on average going to be better artists.
  23. Blender rocks. It's free, fast, small and more than capable of any D3-related task you might throw at it. It is also developed very rapidly and it is not uncommon to have major features (such as softbody dynamics) implemented during a single point release. It's UI also looks very slick if you use the Rounded theme rather than the default (especially with those semi-transparent menus).
  24. OrbWeaver

    Ghosts

    Yep, that's one of the "some scientists" I mentioned... You are right though in essence, there is an awful lot we don't know about the origin of the universe, and "what came before?" is still an open question. There is plenty of room for the influence of god(s), if you were predisposed to believing in them, which makes me wonder why fundamentalists don't focus their attentions there rather than spouting drivel like "fossils were put there by Satan to test your faith" or whatever pseudo-argument they currently favour.
  25. OrbWeaver

    Ghosts

    The actual date has never been determined with specificity. It all depends on the Hubble constant, for which different cosmologists have different values. I think the generally-accepted range for the age of the universe is between 10 and 15 billion years, although some scientists may assert values outside of that range.
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