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nbohr1more

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Everything posted by nbohr1more

  1. Just because there are skilled FM authors doesn't mean you can't make an FM that suit's your own personal taste. Even if it isn't as technically adept as the veteran's work, it may provide a good example of how things would be done according to your personal style. It may take time but the best things often do. I happen to find the missions created thus far to be very diverse (I'm sorry that you don't agree) but that is no reason to believe that the mod cannot be made to produce something that you like or that another author wont come along and make something that suits you. If you don't like; The Models: Make new ones The Animations: Make new ones The Textures: New ones are arriving but you may still create your own The Lighting: Use the Strombine method and bake it. The AI: Write your own AI scripts Maybe you're right and you'll never see an FM author who creates something you like and you'll never be able to fulfill your own vision with Dark Radiant. That's your own personal problem and has nothing to do with the FM authors or this Mod. Constructive criticism would go a long way to help FM authors to see your point. But so far your posts have been nothing but general gripes. If you can't explain yourself in English, please post in your native tongue but make sure it's more specific than a metaphor about rain-drops
  2. It appears that he's taking a swipe at the mission authors rather than the mod. If so, please provide a better example with your own mission Shadowhide. Thanks.
  3. The Dark Mod wiki is starting to become like D3W, so much stuff has been documented that much of it has probably been forgotten
  4. Yeah, unless he's griping about something else, I'd say the above wiki excerpt should fix his issue...
  5. I think Shadowhide is just grousing about the fact that he was belittled for not knowing how to adjust the editor lag in Dark Radiant (I suspect he still doesn't understand...) And maybe he's just a little grumpy about the learning curve in general. He shouldn't get off "scott-free" for his poor attitude but I think he needs to be reminded that this community will help if he has questions and there is no need to lash out to protect your pride. Even the veterans regularly post in the "Newbie" Dark Radiant thread. If his hardware can't handle the mod, that's just sour-grapes and he'll just have to learn to accept it or pay for the new hardware. That's no excuse to bad-mouth this project. At least when I whine about my low-ender status I fully own-up to the fact that since Doom 3 is scalable that it's perfectly possible that a well designed and optimized FM wont run on my hardware. (I just hope that it's not true and the author made some mistake that can be magically fixed ...).
  6. I thought that was what you were doing (best ground-cover method AFAIK) just wanted to verify for my own feeble understanding... Thanks.
  7. Not sure this approach is relevant (or already in consideration) but I saw this the other day while lurking around D3W: Mikebart Grass
  8. @Baddcog: Those look great! Can't wait to see the specular map versions! @Aida I can't stop laughing at this post. Somehow it seems like a veiled reference to Robin Hood: Men in Tights ... Now I wish that Cary Elwes would guest narrate an FM ...
  9. (Now that I can read... ) I have changed the pending date on Winter's vertical contest map to "Unknown Sept 2010?"...
  10. "Whiz" can mean smart or sarcastic "Poppers" can mean "surprising" or "small bite-size portions" (among other things) These two words each have a little humor but combine to become funnier somehow?
  11. Q.E.D is a shorthand for mathematical, logical, or philosophical proof H. A. G. L. T. I. D. is an acronym that only Aidakeeley can decode W. H. I. Z. P. O. P. P. E. R. S. is hilarious!
  12. You're thinking of something similar to render-to-texture maybe? I know have an old quote from Brian (id) that seems to indicate that envshot can be automated via SDK "You should be able to implement an 'env_cubemap' pretty easily in the code. Take a look at idObjective::Event_CamShot. This is the function that's used to generate the objective screenshot used in that little tooltip window that pops up when you get a new objective. Those screenshots are generated as soon as the map loads."
  13. I've been reading a little about the hierarchy, what can func_damage be assigned to and why is it tied to idTarget when func_damagable is tied to idDamagable ...? Is there a relationship between these as is implied by their names?
  14. You should be able to cut-and-paste your Darkmod folder to another location then reinstall Doom3 and paste it back into the directory then run the tdm_updater. If you fear that some files may have become corrupt then you can simply delete your darkmod directory. For the most part (from an installation perspective), other than the installer and updater, The Dark Mod is like any other self-contained Doom 3 mod, you just place it in the Doom 3 directory and it get's recognized. There are no registry values, etc to remove. (For the Dev team, "Yes, I agree, TDM is waaaaaaaaaaaaaaaay better than any other Doom 3 mod" )
  15. Now that this thread has been re-labeled I will recommend that all further updates be posted here. The other Upcoming Fan Missions thread can ease into the sunset... Edit: Oh! You've thrown the original "Upcoming" thread a bone and will leave it alive. I will update there. (Must learn to read...)
  16. The first conceptual illustrations I've created in GIMP.
  17. Thanks for your help solarspace!!! I hope that our team returns this gesture and provides you with some assistance. (I might even make some high-poly monsters in sculptris but I am not sure about the toolset to go from sculptris to an animated MD5. )
  18. It's not assigned yet so I presume it's safe to look into... If you want to confer (PM) with Tels about 0002302, I think that is one of the major struggles currently...
  19. Bug Tracker: http://bugs.angua.at/main_page.php The 1.02 source is at the download area on the main Darkmod page but I presume you will need SVN access to make relevant changes... Someone from the team would have to answer that one Source: http://www.bloodgate.com/mirrors/tdm/pub/thedarkmod.1.02.src.zip
  20. AFAIK, TDM is having recruitment issues of it's own (in the coding dept). I posted some requests for Modelers in the Industry Jobs area at Beyond3d.com and in the PC Games area at Rage3d.com and shortly afterward two Modelers showed up... Could just be a coincidence though. I haven't gotten around to it (keep forgetting) but maybe the help wanted area in GameDev.net too... Maybe we could arrange a resource swap. Sorta like: One of you two fix one of the open issues in the TDM Bug Tracker and Baddcog, Springheel, etc from the TDM team makes you guys a monster. Just a conjecture.
  21. Aside from the positioning concerns, the image editor work to capture just the lighting is a bit of a hassle. In a perfect world envshot would have a parameter to exclude everything except lights. So this would likely require re-texturing to everything to flat colored textures prior to envshot capture or heavily editing contrast in Gimp...
  22. Hah! We wouldn't have to! 1) Ambient lights pass through geometry so they do not occlude 2) Ambient lights have non-directional bump 3) Falloff Image can occlude the source and intensify the projection So a cubemap of the environment with extra light bounces could be broken into projection images for a projected ambient with a reverse (from origin) Falloff Image for a bland image-space solution. Coupled with some good local lights and the new dynamic ambient(?) it could look pretty nice... It would be neat if the normals and specular could be influenced from the correct direction but the direct lighting should add enough of that effect to overwhelm it's absence in the image-space ambient. All that's missing is a way to easily position the projections. I suppose you could put some object right where you want the lights to project from then noclip into it and collect the envshot... still pretty fiddly... it'd be cool if it could be automated... Hrmm... A prefab with 6 projected ambients would speed the process...
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