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ascottk

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Everything posted by ascottk

  1. I love the thug so great job, Diego! I used him in a rigging tutorial:http://wiki.thedarkmod.com/index.php/...aracter_rigging Behold! I bring you life, cretin! Hopefully I'll be able to work on the mod again but I'm on the final stretch to get my masters in music.
  2. Maya has a severe lack of importers so Deep Exploration works well for this. Why lwo files for character models? model_src on svn is still up & those have all of the mb files for characters.
  3. It's been a year already? Anyway, my brother bought me a new cat The Humane Society named her Padmé (I'll probably call her Paddi every now & then) so I'm keeping that name. She's very energetic, affectionate, and inquisitive, and she purrs all of the time! She's very distracting so this may be a hard term at school . . . not that I'm going to complain or anything . . .
  4. Yup, I did propose a solution a long time ago to have truly shared animations a while back. We could have three different sizes depending on the character although the rigging for each AI has to be exactly the same. That is a very difficult thing to achieve though. For example the citywatch and some cityfolk could use the same directory containing the same md5anims. While the larger AI use a separate directory.
  5. As long as they have the same skeleton, there's no problem. The AI with different animation characteristics (builder guard, forger, and a couple of others) do not share the same animations since they are a little more specialized (hammer carried on shoulder, visor for the forger, etc.). http://www.thirdfilms.com/darkwiki/index.p...ng_-_Part_Three export merc_elite { options -scale .94 mesh merc_elitemesh.mb -dest tdm_ai_merc_elite addoptions -keep Hips LeftHips_Dummy blah blah2 blah3 -scale .94 addoptions -sourcedir models/model_src/citywatch_mb -destdir models/md5/chars/guards/merc_elite Once we define a different source directory for the animations in the def file, we don't need to "physically" copy the animations for export.
  6. The mitten hands are separate meshes so it's not that hard to rerig: http://forums.thedarkmod.com/index.php?s=&am...st&p=102537 Not that I don't mind someone else redoing my work
  7. Yup. I also included them in the test/animation map. I wasn't sure which AI I was going to use. We could scrap it or improve it as an Easter Egg
  8. ascottk

    Horse AF

    Yeah, I had to add them to the spider or it would walk flat (limp) with ik enabled. It looked injured without them!
  9. ascottk

    Horse AF

    As for IK, I see you have an ik_pose animation decl so that's a good start So you need to define the ik joints in the entity def (I'll give you an idea of the ones that may be confusing):ik_hip1 & ik_hip2 = upper legs ik_knee1 & ik_knee2 = lower legs ankles = feet foot = toes There are plenty of examples in the def files. ik_dir* definitions are tricky (look at the spider). In order to let the game know which direction the knee points you'll need extra knee joints that point in the direction. It might not be necessary for the horse though.
  10. ascottk

    Horse AF

    I decided to take a look. For one thing a lot of the legs are positioned via coordinates (on the Bodies). They should work better if you use either the bone type of collision model (lower legs are used as "Joint 1" & "Joint 2" where you don't need coords) or use a shaped one (box, cone, cylinder) & specify the coords using "bone center" or "joint". Look at the guard_base or other AFs for a better idea. Also make sure the contained joints are set up properly. This can be confusing as hell. I never did get a true handle on AFs & I probably won't have the time but those are some of the problems I came across. Besides, you should be able to animate without an AF. The main problem with not being able to animate is your def file. You need to be more specific about the animation channels (under model horse_tame {) like: channel torso ( Body BodyFront etc.) //anything not related to the legs channel legs ( *RBackLegUp *LBackLegUp etc. ) Look at the tdm_ai_spider def file where I got really specific.
  11. Better yet, wear a real hood & turn your head when you turn in the game
  12. Chris finally got his page up! http://web.mac.com/chris_thomas_music It's the last track on the music samples page http://web.mac.com/chris_thomas_music/iWeb...1C32E24794.html So I'm going to plug the awards again: http://www.filmtvmusicawards.com/login.php
  13. Oh yeah! I remember what went on. The cloth mesh is over the armor thus the metal is ignored on impact We'll have to separate the legs.
  14. Hmm, I thought I did that a long time ago . . .
  15. The film composer, Chris Thomas, who came to WOU for a recording session (this post: http://forums.thedarkmod.com/index.php?s=&am...st&p=110911 ) has been nominated for an award! I just got this email: http://www.filmtvmusicawards.com/login.php I heard his scores & they are awesome! So help a fellow composer win an award!
  16. Well, I was never happy with the walking/running animations (mainly the builder forger and the thief) . . . maybe I'm not happy with any of the animations I did except maybe the belcher anims, and maybe the tweaked spider. Damn it, guys! I just started my last year as a graduate student. Now you're making me want to put more time into the mod
  17. Well, we're using svn now so we're all on the same page. I PM'ed oDDity about it.
  18. Here's a carving from Larry Ahvakana who used to dance with us: Cribbage Board: & detailed photo: Walrus mask:
  19. Hey, BC! I'm half Eskimo (Inupiaq) & I've been involved with Eskimo dancing and my sister's King Island, AK research so I have some relatives who are artists. http://oregonstate.edu/cla/anthropology/st...iary/index.html http://oregonstate.edu/cla/anthropology/st...land/diary.html Some skulls on King Island: King Island Eskimo drum, a work in progress: Eskimo Drums in use: A Kayak not skinned yet: Carving of a seal: A man with a mask used in dancing: More dancing: I'll post more when I find them!
  20. Yeah, I know what you mean. Most of what turned me off over the summer was yet another model/texture reorg
  21. Is this wikified? I had a helluva time finding this thread. I probably wouldn't have found it if I didn't bookmark it
  22. I don't think those tests were done after I added shadowmeshes. If every submesh is casting shadows, it will hurt performance.
  23. Okay, yeah I do agree. There's some music that moves around too much. Still, there are sonic problems I'd like to address that bug me. I'm a bit anal retentive when it comes to audio
  24. I agree. You lose a lot of detail & it feels like pressure on your ears. I don't quite understand what you're saying. Are you talking about sound or music?
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