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solarsplace

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Everything posted by solarsplace

  1. @Baddcog Thank you for taking the time to post and your advice, much appreciated. The model did have an origin bone, as the AF editor will complain or just plain crash if it is missing. Some more experements last night fairly conclusivly point to my novice bone setup as the problem. Where it works OK for an animated entity, either the engine or the exporter or both just cannot tolerate bones set up like this for work with AF's : http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Upper_body_armature Looking at all the stock monsters (and the saddle model from Arcturus) all the bones are set up in a totally different way as small constant sized discreet joints. @Arcturus Thank you very much for posting the files, massively appreciated. This is a huge bonus as it allows me to prove or disprove that the tools / version I have are at least capable of exporting 'correct' data for the engine. Very nice model BTW Thanks again.
  2. Hi Slightly cheeky question, but it appears I have no where else to turn..... I tried to get some help on D3 world and have spend days searching the internet, mod wiki and D3 world - but nothing I have found so far has worked. Would anyone here please be kind enough to send me a .blend file of any model that they have successfully exported as a .MD5 mesh & anim and then been able to create a .af file from? I have spend days on this now days and days. I have my Chicken modelled and animated and it wanders around and occasionally stops for a peck and all is great So then I think, OK we need to create the ragdoll now, so we load up EditAfs and spawn the Chicken AF into the map, and instead of a lovely T-pose and adding joints and bones where the joints and bones should be, I have basically a chicken in the shape of a melted wellington boot I'm beginning to thing it the bone set-up I have done that is wrong, but Ive spent so long on it now, its difficult to see the woods from the trees. I even made a really simple stick figure with just a few bones and that suffers the same problem Any .blend files or advice would be gratefully appreciated.
  3. Hi Their 3 level demo is being uploaded now http://www.moddb.com/mods/hexen-edge-of-chaos Can't wait...
  4. Hi Bikerdude Unfortunately, can't speak for Neuro, but next time I do some more cave work for the mod, I will screenshot and document the techniques (well some simple ones that I use ATM anyway). They will not be ground breaking, but they should give a good guide into using the minimum amount of polys for the maximum realistic effect, but done with speed and efficiency in mind, hope it will help someone. Seen too many people use auto-generated meshes with thousands of polys in a dark cave where no-one can see the detail.... need I say more. Cheers
  5. Hi Baddcog Thanks very much for the offer of help, really appreciated! Trouble is, is that it is my beginners project into animating a model, so if I give it to someone else to do, then I have to think of another beginners project! For Arx we are going to have at least chickens, pigs and goats - was not going to bother with sheep - didn't fancy trying to model wool - but who knows - In Arx they had small live stock holdings with all the animal sounds - I really loved that kind of ambience in the level, gave it life to me. Anyway, TDM is welcome to use all those models when done. You can have all the sources so if you think my chicken anims are shite or just want some others then no problem to do your own. The next creature I was planning to have a go at modelling was going to be a pig, and in my currently novice-animator way of thinking 4 legs sounds a lot harder! - would you be prepared to lend a hand animating that? Thanks again for the offer. Regards
  6. Hi nbohr1more Thanks for the kind words! It was actually pretty good fun, but also bloody hard work fixing that arrow in the head bug, took quite a while to find that one! - I will try and do some more for you in the future. The hunt for a modeller is not going particularly well unfortunately - taken it upon myself to start learning how to animate models now - it isn't easy - and I'm just working with a chicken model atm oh well.... cheers guys
  7. mmm, what OS version you running (prays to god its not Vista)? maybe its a permissions issue on the new files? I don't remember doing anything special to get it to work on my install.
  8. Hi Did you manage to get the filters / map / normal map menu item to show now? Here are some links I collected already that might help you: http://www.doom3world.org/phpbb2/viewtopic.php?f=2&t=10585 http://cs.elderscrolls.com/constwiki/index.php/GIMP:_Quality_Normal_Maps http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP Good luck
  9. Hi If you scroll down to the bottom of this page (http://wiki.thesimsresource.com/index.php?title=Normal_Map), there is a link to the latest version and also instructions confirming where to copy the files to in your Gimp installation. May be worth downloading the latest version and checking your installed version of Gimp is 2.4 or higher just in case you have a really old version? Hope that helps. CHeers
  10. Hi Sent you a PM. Please confirm you received it etc. Regards
  11. Cheers BTW - It does mean something - It means - if you give an old game like Arx a chance, you will have a lot of fun and adventure - best of luck - she's still a challenge, especially those Ylisides
  12. Hi SneaksieDave I was not ignoring you, honest - I need to confirm with my colleague Neurological and get his opinion. He did virtually all of that level brushwork and the original lighting. Just before release he allowed me to 'adjust' his lighting, so I went round and meddled with everything - I will let you know - but its not just my decision alone. What ever the decision it is not ready to go public in any way. When we release, which we will - we like TDM will open up everything SDK etc. Thanks
  13. Hi Added issue notes to the bug tracker. Hope it is of help. Thanks
  14. Yay, found what the problem is with the arrows sticking to the player sometimes - that took some fecking investigation I can tell you! PM'd Tels with a proposed fix. CHeers
  15. @Midnight Thanks for the suggestions, very helpful and appreciated. @rich_is_bored Yes you are right, normally that would apply. However I have always been in awe of TDM and so would find it personally rewarding to actually be able to contribute something to the mod. Plus, I can't really go around bitching that no one wants to help with my mod if I don't ever make the effort to help with others etc. CHeers
  16. Hi nbohr1more I have had a look at the game and the code and am able to reproduce the issue no problem. I have a pretty good 'hunch' I know what it is and have pm'd Tels about it like you suggested. EDIT: This is not map related at all. The screen shot is from RTTC map. Thanks. Thanks again for the tips etc. Regards
  17. Hi Well, I have seen '0002352: Arrows stick into player' - OK to start looking at that? don't want to start something someone else is already doing? cheers
  18. Hi Thanks for the reply and the tips on the websites you use, much appreciated! I would be happy to take a look at SDK or script type issues myself. Can't guarantee I'm capable of fixing them, but I can have a look. I assume I have no access to the 'bug tracker' so if you could email me the details? Would probably be best to start off with the smallest issue to get a feel for the code? Cheers
  19. Hi I would like to ask you guys some advice about recruiting for a mod. Obviously now, TDM is massively popular and people are throwing themselves at your feet with offers of help - however, there must have been a time (possibly when the modding scene was considerably different) when there was only a small gathering of core developers at its heart. Can I ask by what means, if anyone actually knows that TMD grew and managed to attract contributors? did you advertise? was it by word of mouth over various forums? etc. Did you approach others and ask them for help? Currently we need to find some person or persons to model some monster type creatures for our mod. Have a guess how much interest we have been able to muster? absolutely sweet FA not a sausage! despite several polite emails enquiring about their service - you just don't even get any reply these days. Not even a FO - at least you would know where you stand Gets me thinking as to what would make a complete stranger decide to give up an essentially quite considerable amount of time for basically free to produce some model(s) for a free game mod? why would someone actually do that? would they put their work in a portfolio? would they do it just for the enjoyment and satisfaction? Essentially I think you would have to be very, very lucky to find anyone prepared to do that these days? what do you think? There is only 2 of us on the mod at the moment, and TBH trying to learn how to model and animate monsters etc would be a straw and camel back situation. Anyway, well, is there anyone here that would be prepared to offer a little advice on how they would go about finding a modeller for their project? On the main board where I would usually ask this question, unfortunately they are not interested unless your post has 'HDR' or 'Do you think Rage looks bad' in the subject, so that's the reason for my post here, hope no one minds too much. Thanks in advance
  20. Hi With regard to getting out of the water, well that was nothing less than a complete 'balls up' on my part! by that point that was about my 35th attempt to do the demo run and on every attempt just 1 thing would be a disaster! normally getting out of the water is fine, not sure what happened there, there are some invisible brushes to make it easier, but who knows. At that point I just thought ENOUGH! this run will just have to do... The mantling feature sounds a great idea though! With regard to the HDR, Neuro emailed the chap I believe JCDenton and he sent us the code, we implemented but found it was sucking at least 30FPS so for now it is disabled in the build. In the demo video there was no HDR at all totally disabled in the SDK, but we did spend ages re-doing the lighting for the whole level after the HDR was removed. CHeers
  21. Hi nbohr1more, All Thanks for the welcome and suggestions! I have extreme admiration for TDM & especially the fact you have released your source code. This we plan to do also, I have already added 100's of lines of new code and fixed loads of original bugs that went un-noticed in vanilla D3. Granted, not much of what we have done will be of that much interest to TDM - however my current project is non-linear level transitions. I already know there will be certain shortcomings to the solution unfortunately, such as dead bodies cannot remain in position between transitions for example, but TDM is welcome to have the code and solution when it is working. I expect with the talent you already have on-board that you will probably be able to improve and expand it further too beyond my capabilities.... The current concern for Neurological & I at present is the apparent ability or lack thereof in finding a concept artist and creature modeller / animator for the mod. We have most other bases covered (albeit at a bare minimum) between the pair of us, but NPC / Creature modeller / animators we are not! so are on the look out for anyone who might be interested... What would be the protocol if we wanted to include one of your models, such as one of the guards in our mod? would this be ok with the appropriate credits? Actually, I was planning to do a small tutorial on making caves realistic caves in Blender for use in D3, hopefully that will be of some use to some TDM map makers... Anyway, thanks again. Regards
  22. Hi All Goodness me, it was quite a surprise to find this thread on your marvellous forum! Serpentine suggested I/we pop over here and join in the discussion.... glad I did. Apologies if our absence here seemed like we were ignoring your invitations this was and is not the case. As has been suggested, there probably is a fair amount of re-inventing the wheel been going on with our mod - but the thing is, we always wanted to do as much of the work ourselves for our own satisfaction. The assets in the TDM for example are truly excellent, but personally speaking I would not be satisfied with myself if I made a mod just by taking load of other assets from another teams hard work. Blast... have a work meeting to go to, will finish the post later.... Cheers guys!
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