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oDDity

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Everything posted by oDDity

  1. Well, it really only affects the bow, all other weapons are one handed anyway, and surely the bow should also be drawn by the LEFT hand and the arrows with the right?
  2. We really don't have any 'music' as such in this game, just sound ambience, the voice sets are already entirely in the capable hands of another member. We have SFX guys as well, but another one wouldn't be too many if you're good.
  3. Or, since we have two hands in this game, how about we use the right hand for weapons as normal, and the left hand for all inventory items - i.e, you actualy see the left arm disappaer and then reapper holding your inventory item, just like the right hand does for weapons. This would include potions, keys, compass, flares, and various other objects that don't fall into the weapons category. We could have animatons for the left hand for drinking potions, eating food, opening a door with a key etc.
  4. Yes, the compass in a separate part of the screen, you flip through your inventory to bring it up. And the light gem is alone in the centre (but this can also be turned off) THis is what I want. It's a completely and totally unecessary distraction to have a compass constantly giggling about on the screen.
  5. ROFL, this is the most unweldy looking poll I've ever seen. Those poor dimwits in Florida wouldnt have had a chance if their voting cards had looked anything like this. 2. and 6. are exactly tha same option written backwards, as are 3 and 5.
  6. I've only done a few yet, I didn't want to do more until I was certain of the workflow to Doom. I'm not sure how to show them to you inside doom. Can you record moives in doom or something? Using a screen capture program just gives you a stuttering mess. I put one on the FTP, I made an Animations folder, I can split it up into smaller animations, the looking from side to side after hearing a noise etc. It's quicktime format - anyone with sense should have the free QT alternative codec. If we don't need a character now, or no one's for writing an AI script there's not much point in doing more animations at this point.
  7. If any of you programmers fancy writing a simple beginner script for this hammer guard, I'll get the base animations done. Nothing fancy for now. Just a script that will have him stand playing his idles, run and attack an enemy if he see one (not sure about if he hears one - is that harder to code?) search around a bit after the fight, and then go back to his place.
  8. Ok, well I'm happy that I can get any character with any animation into doom now.... ..so, do we need a test character with a set of generic animations at this stage? Of course, it hasn't got an AI file ATM, so it just stands there and you can cycle through the animations. I still have to work out the ragdoll shit yet. I'll take charge of the character's mtr, def, md5mesh and md5anim files, but the AI files are nothing to do with me guv'ner -though it has to be said some of the zombie AI scripts look pretty simple, I could almost write my own Thief zombie script from looking at these. The rest of our AI will be...slightly more complex I imagine.
  9. Cool!...I mean...uh... hot!
  10. oDDity

    Pipekit

    Well, the disc tool isn't just a cylinder. You can make a cylinder with the disc tool, but I virtually never do. 95% of the time I use the disc tool to make a disc as a start point for beveling or extending.
  11. oDDity

    Pipekit

    Just set smooting to 180 in the surface editor, and make sure the points are all welded.
  12. *Stops toiling over his computer long enoug to wipe brow* At last, after 4 solid days, I got a working character into doom with all his textures and animations working perfectly Now I just have to make a 'proper' version of him and pray I can do it again for real...
  13. I love all of those pics. NOt having any knowledge of Thief could be a problem, but there are a lot of more generic medieval to Victorian concepts to be done as well.
  14. You have to give the glass part a different surface name and shader. YOu can have as many different surfaces and textures on the same mesh as you want.
  15. I think they'd look great with wood textures as woodsie pagan chairs, or the art deco style mechanist decor. These are great tyrot, but remember they have to be reduced to 500-ish polygons for the game. Organic shapes are a lot harder to reduce, and still look good. Try to keep to more geometric shapes if you don't want to be giving youirself headaches when it comes to getting them in the game)
  16. It's the most tedious, worthless, repetitive game ever made, and that's that. ID are a bunch of lazy fuckers. Look at the bloody so-called editor they give the community, it's basically just code with the most basic and spartan of UI slapped on top. I don't think they could have made working with importing and exporting charcaters any more cryptic or obtuse if they had deliberately tried. The bastards couldn't even be bothered writing a proper plugin for maya to export models, you have to piss around with a dll and the tools built into the doom.exe using the command line. And they wouldn't even think of writing a few tutorials either, considering all the experinmce they had with it over the years, they just leave it up to the community to work it out for themselves and write their own plugins. I've done many characters for Unreal Tournament, and I have to say using UnrealEd and the ActorX plugin was a joy compared to this crap of editing half a dozen text files and hopping in and out of doomedit to type commands into a bloody console. I mean, Christ, it's one of the top three most popular editors in the wolrd, you'd think they'd put at least some effort into getting it fit for public consumption. Still, I wouldn't want you to think I was bitter or anything...
  17. Just to make things perfectly clear, there is no shortage of top notch modelers here, and our standards are as high as any professional, commercial dev house (higher in some cases), so the juding will be very harsh.
  18. A percentage figure would be misleading. THink of it more like a ball rolling down a hill which gathers mass and speed over time. For example, I'm currently figuring out the best way to implement our characters in Doom, this takes quite a lot of study and testing, but once I'm happy with the best workflow to use, the characters can all be done surprisingly quickly.
  19. Lol, Adyita's signed up here now as well. What a total weirdo.
  20. TYROT, you can do the chests, I'm busy enough with getting the animations sorted out for the Builder guard. edit: I did the small one already.
  21. IT does look good, we need more original themes liike these, but you'd need to make it smaller in-game, maybe a quarter of that size, or else put more detail in the wood texture.
  22. Clicky - video tut on the whole process here. It's 50 megs and you'll have to sign up for a free username at fileplanet if you haven't got one, but this vid by Brian Trepaning shows you the whole damn Max 7 normal mapping thang.
  23. It's just the way I UV mapped it. The UVs from all four sides of the frame share the same space. As long as you us the same template it's work. The frame has to be the same thickness in every painting, thougnI could alter the model to make a thinner framed model as well. Just turn the picture around sideways, so it's bottom is against the frame.
  24. Well, you're Polish, so you're our Chopin and that's that ) I love Chopin actually, I have recordings of all his music, which is not hard since he didn't write that much really compared to the likes of Bach. Yes, I also love Prokofiyev, I have a great recording by Sivatoslav Richter of his piano sonatas which I think is as close as it gets to the way Prokofiyev wanted them to be played. Probably the favourite of my CD collection is a redording of Bach's 'Das Wohltemperierte Clavier' by Davitt Moroney on Harpsichord. It's almost 4 hours long, but sometimes I just can't stop listening to it until the end) I tend to favour music written for one or two instruments or voices rather than orchestral ensembles. Ok, then I'll go crazy with the magic bevel on this tree beast
  25. Steady now, let's not get carried away - it was only a joke THe animation will look exactly the same in Doom, and once I've figured out exactly how to get the fucker in there, I'll show it to you again. I think I'll switch to Max instead of Maya since the workflow to Doom seems a lot simpler. Der_ton's plugin is very good.
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