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ascottk

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Everything posted by ascottk

  1. From what I understand, HDR is digital photography/rendering related. The photographer takes three pictures of the same scene but with different exposures. http://en.wikipedia.org/wiki/High_dynamic_range_imaging http://en.wikipedia.org/wiki/High_dynamic_range_rendering Pupil dilation? HDR is used to solve a problem: http://www.cybergrain.com/tech/hdr/ The latest photoshop & other ps plugins have HDR related functionality.
  2. What I'd do is combine existing tdm rocks in a modeling app then weld the vertices to make a whole wall. You'd have to redo the uv maps though.
  3. Oops, the actual texture is on svn now . . .
  4. I think the shadows are real time & they seem to be softer shadows. I haven't played it in a few days but I remember watching some of the AIs' shadows & they were dynamic.
  5. Okay Spring, the ties are now a separate material. They are now models/md5/chars/townsfolk/townsfolk_male1/town_ties
  6. Well, the laces & belt use the same material so it'll be easy enough to assign the laces separately. I'll let you know when a revision is up.
  7. Yeah, I really don't want to spend the day installing stuff I have no life anyway I've had a week & I'm already moving on to other things. With Oblivion, it's just one quest right after another while the gates keep popping up & you can ignore them for a while at least. I'm not much of a gamer but I'm tempted to mod it Don't worry, tdm team, I'm not going to do anything with it
  8. Music composition. I'm focusing on electronic/digital audio this time around
  9. Most of you know I've been throwing out AI into the Dark Mod furiously the last few months. But the last week or so has been my mod vacation :hehe: First of all I got my graduate teaching assistantship & that pays most of my tuition so I've got a little bit more money this spring. What am I blowing it on? I bought a 1993 Mazda 626 LX for $1800 (add $350 to get it fixed because the used car guys got water into the spark plugs while cleaning the engine thus ruining the sparkplugs & wires . . . grrr ), a Sanyo VPC-C40 digital multimedia recorder: http://www.sanyo-dsc.com/english/products/vpc_c40/index.html This tiny thing is awesome from what I tried out so far but it's too late in the evening to thoroughly test it. & Elder Scrolls IV Oblivion (time consuming, addictive, & pretty). I've been taking screenies for those who are interested: I think I'm only on level 9. I started off doing the thief thing then I decided to join the Mage's Guild. I'm trying out the Thieves Arsenal mod too (hasn't been too useful . . . mostly the blackjack and gas arrows). I'm not going to apologize for my lack of updates on the mod (like I usually do) but we know a break from something like this is sometimes necessary. So I'm going to play with my new toys.
  10. I forgot to mention that I'll probably not limit myself to belcher sounds, so if we need more sounds in other areas then I'll do my best.
  11. The first week of Spring term just ended & I'm taking lessons from Dr. Harchanko, the expert in electronic/digital music. I'm also taking a graduate level electronic music course so the class will do a lot of field recordings and general foley stuff. So my first task for my comp lessons is to have a list of sound effects (production list) to work on. I'll start with belcher sfx: the belch (of course, maybe a a few varieties) sight/alarm idle - content (maybe like a purring cat) & other idle variations footsteps? bite/jump attack + variations Anything else?
  12. ascottk

    Belcher

    The original mesh of the dino was triangulated when I found it To refresh your memory on the repository: Uploading all of the changes to the AI to ftp is a major pain. I sometimes rigging fixes affects the animations being produced & I would have to update the files on ftp. With SVN, character modelers & animators can keep up to date, if they actually used it that is BTW, what happened to all of our animators?
  13. ascottk

    Belcher

    I think his offer was only to make a hi poly version to make normal maps from. I only have a triangulated version & those don't convert well to hi -poly.
  14. Holy cow! I may have found a way to get rid of the reverb In a multitrack editor like Audition, insert one of the footsteps into track 1 & 2, turn the waveform on track 2 a unique copy, double click the wave file to go to edit view, then invert it go back to the multitrack view at the start of the second track, drag the volume envelope to zero adjust the volume envelope so the 2nd track fades in where you want to cancel out the reverb adjust the main volume (if you want a touch of the original reverb) Therefore inverting the waveform where the reverb starts, & mix that with the original. EDIT: Duh, it's the same thing as fading out
  15. Dude! Don't scare me like that
  16. I just upgraded to Mac OS 10.4 & the Safari browser has a RSS button. So I clicked it while I was on TTLG: loccinaucinihilipilification? EDIT: That's actually a word?
  17. Nope When I want to post a 640x480 screenshot as a forum attachment, I have no idea whether or not it's going to work. Instead I have to upload it ftp or imageshack then link to it in the forum
  18. Holy crap! I wasn't expecting replies to that post yet
  19. major update to the spider: walk ik now works very well now, the small spider's jump attack works, the walking & running is faster. Here's screenies of the ik in action: Now here's how he looks on flat ground: & here's the spider child's jump attack: I had to add 8 new joints to the spider in order to get ik properly working: & here's the def file referencing those joints: "ik_dir1" "left_knee_1" "ik_dir2" "right_knee_1" "ik_dir3" "left_knee_2" "ik_dir4" "right_knee_2" "ik_dir5" "left_knee_3" "ik_dir6" "right_knee_3" "ik_dir7" "left_knee_4" "ik_dir8" "right_knee_4" Notice the ik_dir is commented out in the rest of the AI because I didn't rig them in & the builder guard does not have those joints (normally something coming out of the knee joint). The spider needed these joints so the ik knows which direction the joint is going to bend. EDIT: Oh yeah, if you want to see it in action, test_walk_ik.map has him in there now.
  20. It's a balancing act with way too many variables, nudge one thing & it knocks the rest out of balance. I'll take another stab at it though
  21. First of all, let's get our terminology straightened out:Air friction? There's Linear, Angular, Contact, and Constraint. According to the editor: Linear - translational friction Angular - rotational friction Contact - friction with contact surfaces Constraint - well duh constraint friction. What kinda helpful hint is that anyway? It's like mousing over a button that says "Help" and a hint popup that says "Help" Taking lessons from Microsoft, id? Greased Scotsman? Watching too much Simpsons or something? So I'm assuming "air friction" is the linear or angular frictions. I just tried a few things & it's just too damn frustrating. If you want to try anything look through the af file & edit the friction lines: articulatedFigure guard_base { settings { model "tdm_ai_citywatch" skin "" friction 0.0799999982, 0.0799999982, 0.8000000119, 0.3000000119 suspendSpeed 20, 30, 40, 60 noMoveTime 1 noMoveTranslation 10 noMoveRotation 10 minMoveTime -1 maxMoveTime 15 totalMass -1 contents corpse clipMask solid, corpse selfCollision 1 } body "waist" { joint "origin" mod orientation model octahedron( ( -5, -6, -4.5 ), ( 5, 6, 4.5 ) ) origin bonecenter( "Hips", "Spine1" ) density 0.400000006 friction 0.0099999998, 0.0099999998, 0.8000000119 contents corpse clipMask solid, corpse selfCollision 1 containedJoints "*origin -*spine1 -*leftupleg -*rightupleg" } . . . The values are in the order I just posted: Linear Angular Contact Constraint (only in the main settings)
  22. I was tired of the texture side of it But his walking around revealed some rigging issues so it's better now Well, better . . . not the best . . . dot dot dot
  23. Okay, the revision is up, Spring!
  24. Stupid Forum! I hate the inconsistent behavior of the attachments! Anyway, here's the uv map so you can get started:
  25. It'll be a major undertaking & I don't think I can take it! No problem. I'll combine the arm & neck meshes so they share the same uv & material. I'll upload the new md5mesh & post the new uv map on the forum after I'm done . . . next week . . .
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