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Crispy

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Everything posted by Crispy

  1. Yep. AAS (Area Awareness System) is the pathfinding system, so AI will be quite messed up if there are any problems with it.
  2. Crispy

    Deus Ex 3

    Yeah, I don't like it much either. Remember that final Duke Nukem Forever trailer? Rolling. On. Floor. Laughing. 1. Shit brown. 2. Baby shit brown. Last gen: Bullet time. Current gen: Health recharges automatically over time. Oh. Wait.
  3. Yeah, I noticed this starting when the big forum upgrade happened. Just an upgrade glitch. They probably changed the way in which the first unread post in the thread is recorded, so it all got reset when modetwo switched to the new version. Slightly inconvenient but easy to work around. Any new threads that you've read since the upgrade should work fine.
  4. You need an object selected in object mode (right-click on it) before you can go into edit mode on that object.
  5. Tell me about it! There is hope, though: Apparently Blender 2.5's UI is very customisable, so all its weird uses of mouse clicks and stuff can be changed (e.g. you can use left-click to select, FINALLY). I found a thread where someone was customising it to work similarly to Maya's interface, which I'm much more used to, and is much more intuitive IMO. The level of customisation available sounded very promising. I'm really hoping it ends up similar enough in 2.6* that I'll be able to jump in and immediately be far more productive than with 2.4. (Blenderheads will argue that Blender is more efficient once you learn it, and I'm sure that is true - I just have no interest in spending the time learning it, since it would ultimately be less efficient for me. I don't spend enough time doing 3D stuff for the upfront investment to be worthwhile. I just want to tinker, why is it so hard. ) *Blender 2.6 is the upcoming stable release of 2.5, due mid-2010. The odd version numbers are for development, while the even version numbers are for production, I guess.
  6. I wouldn't be too concerned about a simultaneous announcement. There's definitely an argument that two separate announcements are better than one! (This, by the way, is exactly the same reason why game developers like to tease about their games slowly - release little bits of information regularly, you ultimately wind up with more attention that way.)
  7. Does the computer beep once when you turn it on? (It should, normally - although it could vary between manufacturers.) If not I would definitely suspect a CPU issue. I had this once when I hadn't seated the CPU properly (needed to use more force to shove it in - evenly-applied force of course, you can't just bash it). As for the pins: It is crucial that every pin goes into its matching hole on the CPU. If that isn't happening, then it won't work, and I can definitely see that causing your issue (it's basically the same problem I mentioned above - CPU not seated correctly). As for bending it back into position, that's risky. If you snap the pin (and it's a very fine wire) then the mobo is fucked, beyond reasonable repair (unless you can somehow reattach it without causing a short-circuit with adjacent wires or anything like that, but that seems way too hard). But if the bent pin isn't going into the hole anyway, then you really don't have a choice, since that will definitely cause a failure anyway - basically, you won't be any worse off with a broken pin, except that you'll have squandered a potential resource. Pins can be unbent successfully - just be gentle, dexterous, and careful. Use some fine tweezers if you can do that without harming nearby pins, or a needle otherwise.
  8. You grab the body part that's in the middle of the screen, so you can grab them by their torso or head and move them that way. Makes it work a lot better for repositioning them. Using the "use" key is definitely the best way to do it though.
  9. Well, I tried to send him a PM, but the send message page is broken (shows blank). As do these pages: http://forums.thedarkmod.com/topic/8695-quick-list-of-broken-entities-other-stuff/page__st__225 http://forums.thedarkmod.com/index.php?app=core&module=search&do=new_posts&search_filter_app[forums]=1
  10. Object mode manipulates whole objects, edit mode manipulates vertices / faces / edges. It's the difference between scaling an object and just moving its vertices around. Every 3D modelling program I've used has the same concept, even if they present it slightly differently.
  11. Looking at some red-eye images, it looks like the iris (the coloured bit) is generally preserved, at least for the most part. The pupil is the bit that gets turned red, and the pupil is always black. I'm not saying you'd get perfect results, but if you just want to do a large batch of files quickly without worrying too much about individual quality then it might be acceptable.
  12. Computer vision is advanced enough these days that it should be possible to do a half-decent job. I'd be surprised if there's nothing suitable out there. If not, would make a good weekend project (oh god that sounds arrogant).
  13. Not to play devil's advocate or anything (because the assurances that everyone is giving in this thread are all true): Keep in mind that the Thief 4 team are developers. Us developers are generally pretty cool folk who have absolutely no issue with homages or whatever, because we're sane. The companies who make legal threats against fan projects are generally publishers. Large, short-sighted publishers, with legal departments who need to look like they're pulling their weight. That said, Eidos has absolutely no leg to stand on regards shutting down TDM, so it doesn't matter what anyone at Eidos (developer or publisher or lawyer) thinks of TDM.
  14. They don't appear in the 3D view at all, so I'm guessing they've been hidden. Look in the outliner and see if they're displayed in blue (IIRC). If so, select them there and look for an "unhide" option (maybe in a right-click menu). Sorry I can't be more specific, been ages since I touched Maya.
  15. New messages are indicated with a non-greyed-out icon in the leftmost column. Not terribly obvious, perhaps, but functional. I believe that's a long-standing forum permissions config issue that applies to non-Team-Members. Perhaps Modetwo will fix it if we ask nicely.
  16. Try disabling Catalyst AI, or turning off bloom. See http://wiki.thedarkmod.com/index.php?title=FAQ#Slow_loading_times and thereabouts.
  17. The basic idea is that you detect corners/crevices and make those darker. As the name "Ambient Occlusion" suggests, it's meant to emulate the idea that scattered ambient light (ambient = comes from all directions) is occluded (blocked) by nearby surfaces from falling into such crevices. http://en.wikipedia.org/wiki/Ambient_Occlusion If you were taking positioned light sources into account, I guess that would count as global illumination, not AO.
  18. That is sweet. I didn't think we'd be seeing this feature any time soon! I got a kick out of loading both images as textures into GIMP and setting the top one to Difference mode. The white text near the bottom is off by one or two horizontal pixels; but other than that, and some minor blemishes which are not visible to the unaided eye in the originals, it's perfect. Wow. @Fidcal: Fast ambient just does a blend add of the diffuse texture, multiplied by the ambient level that's been set in code via the global material params (as you can see by opening any TDM material file in a text editor). World GUIs aren't part of the texture that's getting added, so they're ignorant of fast ambient and thus need actual light in order to show up. This is probably something that would need fixing in the closed-source renderer, unless there's a way to do something similar to a blend add on world GUIs. The actual readable GUIs (the ones that come up when you frob) aren't affected because non-world GUIs are rendered fullbright, i.e. lighting doesn't apply to them.
  19. Great site, thanks for posting it Rich! http://www.blendswap.com/submit-blend/ says: So anything tagged "Durian" is under CC-BY 3.0 for (which is great), or personal and commercial use allowed under an unspecified licence (which is fine, if non-specific). Either way, there should be licencing info included in the file, so people can check when exporting them. The quality, setting-appropriateness and completeness of these does vary a bit, as you'd expect (some are lacking textures, frex), but there are a ton of them (especially in the Durian category) and some definitely look usable. A few standouts I found while browsing: Primitive ladders: http://www.blendswap.com/durian/krizas_city_ladders/ Old kettle: http://www.blendswap.com/durian/kettle/ Broken bucket: http://www.blendswap.com/durian/melon_sintelbedroom_buckethardbrokentextured/ Drinking horns: http://www.blendswap.com/durian/drinking-horns/ Rotten apple: http://www.blendswap.com/durian/jfblend_trash_apple_disgusting/ Half-eaten leg of meat: http://www.blendswap.com/durian/chickenturkey-leg-bone-with-meet/ Dog skull: http://www.blendswap.com/animals/dog-skull/ Spiderweb: http://www.blendswap.com/animals/insects/spiderweb_90degrees/ Wooden bowl: http://www.blendswap.com/misc-objects/simple-wooden-bowl-with-nicks/ EDIT: Searchable asset list here, if you're looking for something specific: http://wiki.blender.org/index.php/Org:Institute/Open_projects/Durian/Sprint/Assetlist TLDR: Yes, we can use these.
  20. Generally a multiplicative blend (blend filter/blend modulate) is used to make textures look darker; blend add is to make textures look lighter. It looks like you're already doing a multiplicative blend in the latest screenshots, so that's good. If you want to brighten up the inside of the framed area, you could use a second decal to add a tiny bit of white to that rectangular area. Or, use one decal with two stages (I think this should work). Too much will make it look washed out though.
  21. Ah, but not in the current public version... no doubt that was our fatal mistake. no zombees wtf U FUKIN LAM3RS ima gona play halo now
  22. Yep. If you want to save time and company bandwidth, you could also take your entire TDM installation from home and copy that onto your work computer temporarily - that way tdm_update won't have to redownload the parts of the mod that haven't changed. (Note that tdm_update has to be in the same folder as all the PK4s etc. for this to work.)
  23. DarkRadiant wouldn't have such support, but Doomedit should in theory display anything that displays in Doom 3. I think.
  24. Doors are way more complicated in games than they are in real life.
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