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ascottk

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Everything posted by ascottk

  1. Whatever happened to those? What about this thread? FYI, I took it upon myself to texture some these. ATM I'm working on the water pump.
  2. With 3ds max, I can save the skin modifier's envelopes (for rigging) then load it to another model. It's possible it won't take a lot of work. As for the def, material, and whatever else, those'll be a lot of work (at least for me). Yikes, I already learned quite a bit the last three days Also, it there a chance to use the skeletons and animations from vanilla d3? That would save a lot of work. With 3ds max md5 import/export plugins, they can import everything. Skeletons, skins, etc. Rigging would be easier with the saved skin envelopes. And yet another question: Does d3 share animations between models? I kind of like the system used in unreal-based games. T3, for example, has the same skeletons and animations for most of the human AI. Good grief, just another thought, I remember a post on some forum that the Dark Mod team has a dvd full of textures. Whatever happened to that? The 0.003 alpha seems to have very little in the way of textures. OK, I think that's all the questions/ideas for the moment
  3. Another option is to give a URL for the download in the installer.
  4. Yay! DR works now after removing the global.xlink file. As for the msvcrt71.dll, I've had it it my system directory for a while now. Time to check it out . . .
  5. Glad I can help! I'm looking foward to this
  6. I was interested from the start But I wanted to see what I could do with t3ed, which wasn't a whole lot The terrible lack of documentation is killing me which won't be a problem with this engine.
  7. Hi, some of you probably seen some of my work on ttlg. Anyway, I'm getting frustrated with t3's limitations and I've been doing homework on Doom 3 editing. Here's some examples of what I've been up to: Textures I've done as a "Flesh Eater", a t3ed community project "The Cabal" campaign: A tweaked Garrett model I managed to convert to 3ds max then back again (tweaked mesh, new textures, physiqued): And new textures for T3 for a mod I was working on, but probably never finished due to t3's limitations and lack of documentation: I like to do a lot of tweaking. I managed to convert t3's animations and skeletal meshes so I can edit them in 3ds max. I fixed rope arrow creation (it's still not working very well, it TDS for crying out loud!). I'm also the creator of "GarrAT: Animations Tweak for TDS": http://www.ttlg.com/forums/showthread.php?t=105502 I created a tds fm called "Krellek's Labyrinth": http://www.ttlg.com/forums/showthread.php?t=100987 As for 3ds max (I know some of you think the program's evil) but I found some import/export plugins for the md5 format. I'm getting the hang of character rigging, animation, uvw unwrapping, and I'm well versed on the texture-side of things (t3's specular implementation is an extreme PITA). I wrote a few tutorials for t3ed: http://ttlg.com/wiki/index.php?title=Displ...nscious_or_Dead http://ttlg.com/wiki/index.php?title=Underwater_Vision http://ttlg.com/wiki/index.php?title=Pagan_WilloWisps http://ttlg.com/wiki/index.php?title=Conve...tions_to_3DSMax And a normal mapping tutorial (an old method I don't use any more): http://www.potterdevelopments.org.uk/fm/tu...MapTutorial.zip I'm also a composer/sound designer/editor but I know you're totally full in that department. I may do a little more with t3 but I'm often getting frustrated with its limitations, but I'd like to help the Dark Mod.
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