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STiFU

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Everything posted by STiFU

  1. Well, it is not Thief, so we're cool here... I really like the theme, because it's very atmospheric and produced very professional (The speedchanges are a delight). I can see though, that a more subtle ambient soundtrack like random machinery-/steamsounds would be more suitable as a menutheme, since we are going to fire up the menu veeeeery often and music is always very repetitive on the long term. A soundtrack like this one is cool for the creds, an intro, or a cutscene, and especially the latter. A very good compromise would be to make the first 30 seconds just soundeffects and then let slow let the nice soundtrack set in. What I also really like are the resolution of the textures on the first person weapons. Those look really nice already and I think the animation of puting the sword back into the sheath is realistic. But I'm ok too with making it a little faster...
  2. Nice work guys!! I also enjoyed the soundtrack a lot and the menus are stylish too. The possibility to turn the junkobjects is plain funny, will you implement corpse turning too?? xD You could fit a body perfectly into a locker then....
  3. Happy Birthday! It's the perfect moment to thank you for the many times you helped me, so: Thank you! =)
  4. Yeah, I can accept that and thanks... I actually know nothing about Python, I just noticed that no one had helped Maximus and so I browsed the blender page for instructions on installing those scripts. I recently tried the technique to create a normalmap from real surfaces, by taking pictures of them while enlightening them from all four sides, one at a time. My example surface is an emblem on one of my cabinets and the result is very satisfying in my oppinion (not perfect tho), so I recorded a little video in case anyone of you is interested... Click me!! (I just recorded it in the crazybump preview with parallax deactivated, because I don't know how to script moving lights in doom 3 yet and I also didn't want to make such a fuzz for nothing... )
  5. Well, since both versions exist only with different meanings (the snake and the general term for plants) it's not really a typo, just a question of what the name for the scripts came from. But then again in "phytoplankton" the "n" is missing, damn it! But I am no native english speaker anyway, so minor typos like that could well be tolerated, like we germans (and everyone else) have to do too in our every day life, all in favor of the saying/"common signature": If you find a typo, you can keep it!!
  6. Ah yeah, katbits. They got some nice tutorials there too... Anyway I browsed a little for you and those exporters are phyton scripts (.py) and have to be put into a certain directory in order to register with blender.
  7. Yes, thanks and hi angua. It's just a phototexture I made tiling1d and crazybumped it, with very little specularity added. Nothing special. I was thinking about applying for beta mapper status maybe, so I made a couple of textures (about 25) and now I am producing some smeshes, to make a little test map and if I like what is coming out of it, I am going to post it here. Not sure yet though whether I'll have the time for producing a whole map, so at the moment, I am just producing content, which I am of course going to donate (if you want that is)... I actually didn't make sure the uv layout didn't overlap so far though. What came out of it are the final results of renderbump, i did nothing with that layout. But as I tried to seperate the faces on the uv-layout like suggested in the link, I also made sure that nothing's overlapping of course... When I used xNormal I noticed that way too many traces failed (~3500). I didn't know how the technique used to render the normalmaps, but by now I do, so I increased the size of the highres mesh, so that the traces are always hiting something. Later I noticed that I didn't have to do that, because there is a toggleswitch, that enables tracing in both directions. I am going to try to increase the tracedistance now... Well, there is actually no option to do so in my version (3.12.0.409...), which is supposed to be the latest stable release. I'll just stick to renderbump. It's not that bad in the end, since I don't have worry in which direction I workout the details and stuff like that. By the way, in the link I posted it was said, that doom 3 can render unsmoothed tangents. Adding the parameter "unsmoothed tangents" to the material file like suggested here doesn't work though. Anyone got some information on that? The result of it looks disgusting on the screens, but I'd like to see the difference in my example and maybe it gives even better results, who knows? =)
  8. Ok, then say sorry to Angua aaaand back 2 topic... Neither did work aparently. I deleted all smoothgroups on the highres mesh, which creates this faceted look (I guess this is what you meant, isn't it?) and I put all polys of the lowres mesh into one smoothgroup. Didn't change the way, the normalmap rendered at all aparently... I also got some problems with xNormals. Seems to be very buggy. At first it wouldn't load up ASE-files, so I exported as OBJ. Then it seemed to calculate something finally, but after 15 minutes I stoped it, since it originally took 10 minutes to render in doom 3. Then I loaded up one of those example cfgs, reverted to defaults again, after some time and all the sudden it rendered. But now there seems to be something wrong with the uvlayout, because it only renders very little of the whole mesh and I think way too fast, because the rendering process takes like 7 secs now, no matter how I export my meshes. Awkward... Edit: After some internet research I found that even though renderbump is rendering the same awkward gradients it can still look different if you have changed smoothing or something else on the mesh and after testing I noticed that it works better now... Still not perfect though, as you can see at the upper stoneedges: So thanks guys. Here is a really good explanation of this tangent smoothing by the way.
  9. Ok, sorry. I started this thread with the intention to initialize a spot for q&a about DR editing and DR related stuff though. Gonna try xNormal now, but what do you mean by "angua"? Is that another normalbakery?
  10. Renderbump spits out shit I tried renderbump now for the normal generation from an high res to a lowres mesh and it returns shit. Take a look: As you can see on the normal, faces that are supposed to be straight (they are straight on the highres mesh as well), are not straight, which looks really awkward ingame when the light comes from an unfavorable direction: Do you have some ideas how to fix this, or is there perhaps a better way to bake normals? (I'm using 3ds max, but I guess for the normal baking I could just use any tool) Maybe it has something to do with the smoothing groups? Very unlikely I think...
  11. He talks about ASE export phytonscripts for Blender.
  12. Nice work on the Levelshot... I'd have kept those pages secret 'till the release, but it's your marketing in the end!
  13. I just found another massive collection of tutorials for Doom 3. Both video- and texttutorials. I think I woun't need to make the transition to Maya now in the end. There are also some tuts for 3ds max...
  14. NICE! One question about that though, will you limit the stages of grouping (depth of the tree) or will it rather be completely dynamic? Of course, you want to concentrate on the demo first and we want you to do so too, since everyone just wants to play in the end! But I am absolutely of demagogue's oppinion, it's still not that important which way we go though. I'd just prefer to press a single key instead of two, to select a brush, that's why I suggested Ctrl+LMB and I thought it was very convenient/effective because you'd only use two buttons and one combination of the two for the different Selecttypes. With your suggestion you'd have the opposite: one button and two combinations of different buttons. But I am really unneccessarily picky here. I'll use it no matter how you guys decide...
  15. Or Ctrl+LMB? I think it's not reserved yet either and extra convenient. I hope you can implement super-grouping. After all, treestructures are always powerfull. Complex objects like Dram's, which you were talking about, could then be subdivided into groups, for better customizing and a better overview. DR would alomst be like a normal 3D-app then.
  16. Get 'em here then and lets discuss...
  17. I didn't want to spam the DR bugtracker, so I thought I'd open this topic. I actually posted some of these things in the bugtracker already, but I wanted to discuss it a little. In GTK Radiant grouped brushes (func_group or func_static) were treated differently. First of all if you shift-clicked a brush you really only had the brush selected you clicked and if you clicked "expand selection to whole entities" (or used the keyboard shortcut ctrl+alt+e), you had the whole group selected. In DR you shift-click a brush and have the whole group selected directly and have to toggle through the childbrushes by hiting tab or selecting them in the entitylist. This is a lot slower than the original method and it also makes "expand selection to whole entities" useless, since it only works on the worldspawn at the moment. Also, is there a way to group grouped brushes or entities? This could create an interesting and usefull tree structure for the brushwork (and maybe entities), eventually ending up in the worldspawn. Let me explain what I mean with an example: You build a support-beam structure out of brushes and group the brushes together. You use that brushgroup a couple of times in your map, combined with further beamstructures and group those together again, in order to be able to easily change the texture or alter its texturescale etc later on. In this context the "expand selection to whole entities"-function should be redesigned to "Select whole parent". You select a part of your supportbeam, hit ctrl+alt+e and have the whole supportbeam selected. Hiting ctrl+alt+e again selects the rest of the beam-brushwork. This would enhance workflow a lot and is a simple and intuitive way to save selections I think!! I hope my criticism is esteemed constructive and not destructive. You've achieved some nice things so far with DR, but I think it could become even better...
  18. Well the obvious problem is that Vista has to serve as a production environment, as a media environment, but also as a gaming environment. I must admit, that I only used it as a gaming environment, since I clarified it as an interface nightmare after 3 days of usage and didn't want to utilize it any further. It just hasn't much to offer for power users, who want to navigate fast and efficently through their OS. It is mostly made for the common user (a media junky?) and I think they forgot about us during development. I already gave multiple examples why that is the case, but here is another one: The introduction of IE 7! Ok, now we got tabs and all, but why part it from the normal file browser? If I want to check something in IE, (maybe because it seems like a Homepage doesn't work properly in FF or Opera,) I just hit win+e, paste the adress into the adressbar and the HP is there. With IE7 installed you have to wait for the filebrowser to close and then for IE7 to load up, if it wasn't already. And one further note: When I tried Vista the first time, I was really looking forward to it. I wasn't just planning on testing it, I was planning on switching over to Vista. There weren't any rumors yet about how bad it was at that time (at least I didn't know any), so I wasn't influenced at all and still I decided to revert to XP...
  19. I think you misunderstood me. I didn't write the model folder structure, since I am no teammember either. Springhell did. I just happened to know where it's saved, since I read a lot in your wiki... There are ASE exporters in form of phython scripts for Blender, just google and you'll find lots. Some of them even triangulate the object automatically which is needed for ASE, IIRC. And I also think that ASE is a very commonly used format. It's kind of an easy to use universal format and shame on every tool, that doesn't support it. :>
  20. Those can be deavtivated. I don't know what it's called in english, but it should be something like "useraccount control" to be found in the usercontrol center. Anyway I have been using Vista "a couple of times". The first time, when I got my brand new 8800 GTS and as I pointed out in that other thread already, the drivers weren't even released yet for vista and I searched hours of hours for a decent beta driver. Then my favorite programs didn't work properly (i.e. Trillian, Thunderbird etc.). Also basic functions weren't possible like searching a folder (including subfolders) for all videofiles. HILARIOUS!!! I guess/hope they've fixed stuff like that 'till now. Then a few months later when my new quadcore arrived, I thought to myself: Ok, you've tried the 64bit version when everything was still kinda new, so 'till know they had a lot of time to iron out the compability issues. So this time I tried both versions in order to compare and the funny thing was that I observed worse performance in crysis on the 64bit OS than on the 32bit OS, which I absolutely cannot explain to myself, since I am not (yet) such a hardware geek. Perhaps someone of you can. I am assuming that it was just a driver (t)issue... But when I saw that I only got like 14 FPS in bad situations, I thought to myself, that was impossible and tried the whole shit on XP and voilĂ : acceptable 26 fps in average. Still not playable in my oppinion though, because of that massive motion blur. It still feels too slow... Aside from Vista's performance, I just cannot stand the whole interface (by that I don't mean the look). I guess, it would just take a little time to get used to it, but I find the layout to be irrational. And one last thing: no proper EAX support. I didn't buy my nice Soundcard for nothing, so back 2 da roots. XP here I come!
  21. Model Folder Structure I guess I have spent way too much time on your wiki... By the way here are some nice tutorials for lightwave and maya in the context of doom 3 models. Baddcog probably already knows these, cause I saw him post in those forums... Aparently you find no good doom 3 tutorials for 3ds max, so I guess I'll make a transition over to Maya.
  22. The only thing really new in Direct x 10 is afaik the geometry deformation. Everything else can be done with dx 9 and it's also faster. Like I said in another thread already, my fps in Crysis under XP nearly doubled on the same level of visual quality compared to Vista. Also there are many operations that simply aren't possible anymore under vista, but thanks to its customizabilty probably will be in the future. Let's hope for the best...
  23. It is there. I was actually going to make a post that Doom 3 was not starting properly after patching anymore until I discovered that I just have to block it... But Nyarlathotep, you are mixing something up here. We are talking about the online serial verification and not about cracking the executables, which about you're right, there's no crack needed after 1.3 .
  24. They are slow? I thought they were the "Night of the living Dead" kind of zombies, which can run like hell. At least there were fanmaps for CSS and a mod similar to this one for HL1 and the zombies there ran really fast which really gave the player some kicks. I thought this mod was based on these predecessors. Gonna have to check a video or something... Edit: Ok, I now noticed that Zombie Panic was also released for HL1, but that was not the mod I was playing back in the old days. I played "Brain Bread", which mixed coop-zombie raping with that mode << very funny! Here is a gameplay trailer to Zombie Panic Source.
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