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Amita12

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Everything posted by Amita12

  1. Oh. Heh, I've never heard of Zork, so I didn't know
  2. Grue: http://en.wikipedia.org/wiki/Grue_(monster) ? Hell, I don't mind. Was simply attempting to incite discussion . Besides, it was interesting reading the various opinions on the subject. Plus, I was walking into this whole heartedly knowing the idea was far-fetched; as I have explicitly stated several times.
  3. Ah, my bad. Still, though I thought Doom3 was unreal :s
  4. Alright, that would be very nice, please, since they all seem to be LightWave files. EDIT: I'l also look into the beggar char animation. Is it just the walk that s/he needs?
  5. Haha, I know we'd have to start from scratch, which is why I thought this as far-fetched; I'm just trying to imagine it. I already love TDM as it is and if it were to be ported to a Crytech engine I wouldn't be able to play it or test my animations in-game because my computer can't handle Crysis. So, it's more like a good thing that the project is based into the Unreal engine . EDIT: Why'd I get a negative rep for this post ?
  6. If ever it were possible to summon such motivation (and funds/hardware/etc.), wouldn't it be at least a little bit cool to see this mod on the Crytech engine? I know it sounds a little far-fetched at this point, but it's still cool to think about... Besides that, using a BCI for this mod would be pretty sweet, too, if not slightly complicated. mike EDIT: Before you say anything, I'd like for you to know that this topic was written playfully and not intended to spark anger/frustration/exhaustion/negative-energy. I knew from the beginning how far-fetched this idea was and if I had meant it seriously, I would have written my first post differently. I love TDM the way it is and couldn't be happier with it's outcome. A lot of time's been spent working on it and I admire the dedication. I admire it so much, in fact, that I'm even offering my animation skills and sound-proof audio studio privileges for women voices. So, please don't take this all the wrong way, I have good intentions. I've also recently been informed of how tired this topic is, so rest assured you may hear no more of it from me.
  7. Oh, alright. Then, I'll spend more time on things that aren't already made Ah, you have a good point. Yes. Do you have any suggestions as to how I should animate the characters with objects? Or should I just animate the characters with invisible things? I guess I could just throw up some primitive polygons as guides, but I guess what I'm asking is if I need to import the actual objects or does the script automatically attach the object?
  8. The drunk animation is proving difficult, but I think I'm starting to get it. I should be able to post something within the next few days... Also, which walk cycle is being used? Because there's 3 of them. Is it walk36 ? I was thinking of adding a seamless stretching of the guards arms or something (like in TDS)
  9. Is the spreadsheet still being used?
  10. Hey, thanks for the feedback . I'll see what I can do about the drunk animation, but atm I've got 3 more weeks left in my term (of 5 classes), so I'll see if I can free up some time for more animation. If not, then I've got a three week break in between terms I can just work on some more stuff then mike
  11. Haha, good point . Well, then, in that case, I hope it looks good!
  12. Splendid! I have no idea what you did, but all that matters is that it works! mike
  13. Hey, no problem . If you have any more questions, feel free to contact me. mike
  14. I moved the head on the Proguard mesh. I'll check it out, but at the moment, I'd like to wait until I can get access to the SVN repository. That way, things can go more smoothly, as far as animation goes. I've uploaded the zip file you couldn't access earlier, btw. mike
  15. Hmm, so what should I do, then?
  16. Hey, awesome, thank you very much! mike EDIT: Now another question arises: When I test the animation, his head doesn't move the way I animated it to; in fact, it doesn't move at all . Do I have to make a separate head animation, or something?
  17. Hmm, I just tried this, but I got an error telling me that the number of joints in the mesh is different from the number of joints in the animation . mike
  18. Wow, it finally worked! It turned out to be because of my maya folder being in Program Files . That is terribly odd, but good news has come, and as long as I can exportModels now, I'm good . Thanks for your help! I really appreciate your patience. mike EDIT: Now I've got another problem: I can't test the model. It says that it couldn't register the model proguard.ase
  19. There's also www.3d.sk . I've got an account. If there's something there that is absolutely valuable, then I can get it for you, but please don't overwhelm me with links; like, 10 a week, per person, is ok, i guess. mike
  20. Oh, I just checked which e-mail I sent it to and it looks like I sent it to the right place :s. But, that's ok, I sent a rapidshare link in a pm. Hey, thanks . I'm definitely not going anywhere. I'd like to see this through
  21. Hmm, do you think it's the path of my maya files (because they're in Program Files)? Because I see in the Process Monitor that doom3.exe has no problem finding maya and all it's components. I'll try putting them into a different folder soon, though. mike
  22. I swear I have . I sent three versions to your mindspaces e-mail. But, I'll send it to you through pm. Thanks ! mike
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