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solarsplace

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Everything posted by solarsplace

  1. Hi Sad to hear you are not that interested in it anymore, but completely understand why. Thanks for taking a look. I will try the candles in vanilla too. Am using them in a Sikkmod based build and the candle bodies are the colour of mud normally and then when the add stage takes effect the bodies turn bright white. Its just really curious how they are a million miles from the nice orange glow of your screenshot. Obviously TDM is using all sorts of special image programs too, so perhaps its related to that. Thanks again. Cheers
  2. Hi Bikerdude How are you doing? been a long time since we last spoke... hope things are good with you About these candles... I just can't understand how Zombies screen shot looks so different from the results I (we) are getting. I can get close to the screenshot if I totally change the texture colour... Maybe it is another modification he has installed like nbohr1more suggested? I think he was just using vanilla though... Also Zombie went for a sprite based approach for the flame as that is what I asked him for at the time. We were going to reuse an existing flame asset that we already had you see to save time. However he decided to render out an animation into a texture. Which I think looks great in the most part. There are obviously issues looking at the flame from above as it looks wrong facing the view that way. Although it should be easy to swap it for a TDM particle if you guys think that would be better. Hope Zombie comes on the forum(s) soon... I guess he has been busier that expected after getting back home from France... Cheers all.
  3. Hi We are having the same issue in Arx EOS too, so its probably not a TDM specific issue. I have not fiddled around with the shaders yet to try and work out what the problem is yet. Its on my long list of things to do. Thanks
  4. Hi I believe that serveral TDM modelers activly use Blender to produce models? Nemyax, one of our fine modelers became very frustrated with having to revert to previous versions of Blender in order to export MD5 models as there appeared to be no working MD5 exporter for the new versions of Blender. So he wrote his own! We have already used it to get fully working MD5 monsters into Arx and wondered if this would be of any interest to TDM Blender users. As we are all big fans of TDM we hope this will be of bennefit to someone here and all IDTech modders / modelers. Download, feed back / discussion etc is available on the Kats Bits forum. http://www.katsbits.com/smforum/index.php?topic=404.0 Regards
  5. Hi Can I have permission to use your example picture please. What I am trying to put together is a knowledge base & basic work flow / how to guide on how to create and get a working ai / monster model into idtech. Atm was planning on making this public article for the benefit of everyone. For the time being my initial thought was to post this on mod wiki, and perhaps when it has decent content you may like to have a copy on the TDM Wiki? Seems to me that there is still no single place on the internet that has this kind of thing, such as known issues, things to watch out for, do's and don'ts etc. I think it would help a lot of people and hopefully we may see some new monsters etc for Doom3 mods too! Thanks in advance
  6. Hi This map really is a beautiful creation. Custom monsters, weapons, sounds and great atmosphere. You should take a look at the work with patch meshes in the .map - the mapper was clearly a master with patch meshes! There is a spiral staircase and a curved tunnel just before you meet one of the boss monsters where the level design is fantastic check out the patch work! Cheers
  7. Hi This may or may not be true, but for me, the differences between Vista & W7 are massive, even if that is only a perception. Here are some of my personal reasons what Win7 out of the box is better than Vista out of the box. I know you can spend hours with registry hacks and tweaks to try and polish the Vista turd, but at the end of the day it is still a turd. My PC used to have Vista is now W7, the wife's laptop - which is a good spec is Vista still. Boot up, to log in, to being usable is measured in seconds in W7, minutes in Vista. Same with shut-down. The hard disk is not continually thrashed in W7. Windows explorer does not make power users want to smash the freeking PC to bits in W7 by doing its best to never let users access the real file system. Overall performance, such as game & program launch, operating speed and response is massively faster. Explorer.exe process does not crash every 30 minutes with some exception. Windows updates no longer get stuck installing the same update over and over again. Overall user interface is more intuitive, things are where you expect them to be in W7 not hidden from you in case you hurt the computer like in Vista. Oh, hundreds more.....
  8. I love threads like this! absolutely love it. It gives me hope and reassurance that there are people out there that truly hate that stinking malodorous heap of effluence call Vista as much as I do. Thanks for the sharing the burden of its disappointment
  9. Thanks Greebo! Build completed successfully in VS2010 pro ed. Regards
  10. Hi OMG this is getting tedious It turns out there are more librarys needed than mentioned on the Wiki, and I can't get those to build either. Half of them build fine, however the rest just fail with various errors. Googled for a while and there are loads of people with the same problems, just very few answers. Thanks for the suggestion of the boostpro installer! Is this the right thing: http://www.boostpro.com/download/ - plan to try this if it is! Thanks
  11. Hi Thank you for taking the time to offer advice. Unfortunately it still refused to work. In desperation I used bootstrap.bat to build my own bjam.exe and it all seemed to work fine using that! Regards
  12. Hi With reference to: How to compile the boost static libraries in Windows http://modetwo.net/d...mpilation_Guide Has anyone managed to get the 'regex' library to build with bjam? The error (which I have been Googling for ages for a solution) is: Q:\Doom3\TDMsrc\boost\boost_1_45_0\boost_1_45_0\libs\regex\build>bjam --toolset=msvc link=static debug stage Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\configure.jam:145: in builds-raw *** argument error * rule UPDATE_NOW ( targets * : log ? : ignore-minus-n ? ) * called with: ( <p..\..\..\bin.v2\libs\regex\build\msvc-10.0\debug\threading-multi>has_icu.exe <p..\..\..\bin.v2\libs\regex\build\msvc-10.0 \debug\threading-multi>has_icu.pdb : 3 : ignore-minus-n : ignore-minus-q ) * extra argument ignore-minus-q (builtin):see definition of rule 'UPDATE_NOW' being called Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\configure.jam:179: in configure.builds Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\configure.jam:216: in object(check-target-builds-worker)@411.check Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/kernel\modules.jam:103: in modules.call-in Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/util\indirect.jam:96: in indirect.call Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1012: in targets.evaluate-requirements Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1393: in basic-target.compute-usage-requirements Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\alias.jam:47: in compute-usage-requirements Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1319: in object(alias-target-class)@415.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:732: in generate-really Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:704: in object(main-target)@600.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:848: in targets.generate-from-reference Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1217: in generate-dependencies Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1268: in object(typed-target)@418.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:732: in generate-really Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:704: in object(main-target)@601.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:848: in targets.generate-from-reference Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1217: in generate-dependencies Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:1268: in object(install-target-class)@435.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:732: in generate-really Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2/build\targets.jam:704: in object(main-target)@610.generate Q:/Doom3/TDMsrc/boost/boost_1_45_0/boost_1_45_0/tools/build/v2\build-system.jam:735: in load Q:\Doom3\TDMsrc\boost\boost_1_45_0\boost_1_45_0\tools\build\v2/kernel\modules.jam:283: in import Q:\Doom3\TDMsrc\boost\boost_1_45_0\boost_1_45_0\tools\build\v2\kernel\bootstrap.jam:142: in boost-build Q:\Doom3\TDMsrc\boost\boost_1_45_0\boost_1_45_0\boost-build.jam:17: in module scope Any advice would be greatly appreciated! Regards
  13. Can't believe Gary Moore is gone :(

  14. Hi Guys Stuff uploaded to the FTP site. We (Neurological & I) sincerely hope that you may find some assets of use to TDM. Please bear in mind that the files are a work in progress and not a released mod. We will keep adding to the assets and propose uploading again in the future as we add more 'stuff' that may be of interest to TDM. Please note however, that sound files not credited in the readme/credits are not allowed to be used in any mod as this is disallowed by Zenimax. We have to remove them from the mod before release. All the best guys, hope there may be something of interest. BTW, you should be able to unzip the files under a folder the same name as the upload in your D3 dir and launch the demo with the .bat file. Check the readme folder for the key bindings you will need. Regards
  15. Hi The FTP sounds perfect! - That way I can just upload the whole thing in a .zip and you can rummage though and take what you want, the good the bad and the ugly. Cheers
  16. Hi Bikerdude I have received a reply that Neurological is happy about this too. So, all we need to do is add read-me, credits, licence file etc and get it uploaded somewhere for you. Not really sure where the best host is? do you think password protected .zip on FileFront is OK then? or does TDM have an FTP account I could upload to? We are more than happy at this point to share everything with TDM, but are reluctant to have the assets shared to the whole world at this point as the mod is not even nearly finished. So hope you will do a reasonable job to keep anything in house for now? If all goes well, then we can do fresh uploads every few months or so when new assets have been added that you may be interested in? Regards
  17. Hi I got the assets if you need them. However, having looked through them quite a lot, it is hard to see anything in there that would be of interest to TDM. I was first interested in them due to rumours of an advanced menu drag and drop implementation. Unfortunatly this, if it ever existed was only just started in the SDK code that was included. I'm not sure if I'm alowed to upload it somewhere? let me know if you really want to see it, and we can look into it - see if its moral or legal etc CHeers
  18. Hi I'l PM you, probably not tonight though. They are all yours. I have to warn you though - they are *cough* model-wise pretty shit! they were my first ever creatures (tries to pick smily that is weeping a little).
  19. Hi Bikerdude I would be more than pleased to share any assets from the Arx mod apart from the some of the sounds with TDM Caveat, there is a problem with some of the sounds that you have heard in our video demo unfortunately. We legally cannot use in our free mod or redistribute those and have to take them out of our mod. They are from the original game, here is the reason: http://arxendofsun.solarsplace.com/?p=188 Also we have always pledged to release the SDK code too. I hate when other D3 modders refuse to release the source! how are other supposed to learn and produce great mods for all to play? With regard to the caves and tunnels - most of what you see is really a collection of demo, experiments and almost TV production set work, where the models fit together in a very specific and un-modular way as to make them quite un-reusable in other maps. However! - I have an idea! I have often thought of doing some tutorials on how to model caves for D3 mods that fit the following requirements: You have to be a busy person with not much free time, you may have a full time job, children, wife and really several more important things that you should be doing apart from modding for fun. You want to load up Blender and produce a cave or tunnel, you want to get it into D3 nicely textured and to do this fast for the above reason. You want the cave or tunnel to look pretty convincing, but you are not going for http://www.moddb.com/mods/dear-esther quality for the above reasons of time. Would TDM be interested in article(s) for their wiki that would help the whole TDM community, even Blender basic users like myself construct such environments - but with the essence being on fast and productive fun for amateur modders, rather than game studio realism? Thanks for all the feedback on the subject anyway! Regards all.
  20. Not a problem, thank you for the confirmation. Regards
  21. Hi I know the following question has already been asked: Can one use some TDM assets in some other D3 mod? To which the answer seems to be: Well TDM is open source, so as long as you give full credits it will be ok. What if I were to ask: Can I use practically your whole suit of AI models (guards, wenches, spiders etc...) in my mod (obviously giving full credits to TDM)? Is the answer going to be: No, there is a line and you just crossed it! - You are seriously taking the piss! I'm happy to keep fixing odd TDM script and SDK bugs from the bug tracker (if I can get to one before Tels fixes it). The reason for this request boils down to the fact that I am the only one working on my mod now and, well TBH I'm a programmer not an artist - without these models, the mod probably goes in the bin, and that would be a shame having invested a year and a half of graft into it. Regards
  22. Hi Have you considdered Wordpress (http://wordpress.org/) - We use it for our D3 TC (http://arxendofsun.solarsplace.com/), very easy to set up, you just need PHP with common extensions and MySQL. Makes posting updates and screen shots very easy! Plus, I am sure with all the art talent you have at your disposal it would be easy to create a fantastic TDM theme rather than use a stock free one like ours is at the moment. Cheers all
  23. Hi Arcturus Thank you for the great help, especially those images. It was basically a combination of my novice bone set-up and bad bone roll as shown in picture 2 that was causing all the model and AF problems. The 'clear bone roll z-axis up' function does not seem to work properly in Blender 2.49 (It probably does, just me not setting something properly) anyway it was causing all the bones to have an odd roll. Once the origin bone has a bad roll, everything built on top is basically shafted. I will keep an eye on the TDM bug tracker and see if there is some code bug I can fix as a thanks for the help. Regards
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