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  1. http://forums.thedarkmod.com/index.php?showt...amp;#entry78432 This thread has all the stuff you need, I finally uploaded it to our FTP - that needed doing ages ago, but I forgot about it.
  2. Man, no way is this the low poly version of the Thief. Each stitch on the black jack is fully modeled round and taking up polys. This guy isn't finished. Also, why does the Bow need to be removed? Because of the nature of the 3 letter word "bow", I can't really search for this on the forums... >
  3. Well, good news. I tried the "RightHips_Dummy" joint, and didn't have to do much tweaking to get the objects in the same position. Better still, this joint barely moves during the walk cycle. I'm hoping it will work as a default 'belt attachment' area. I've uploaded all the relevant files and a test map. http://forums.thedarkmod.com/index.php?act=S...st=0#entry78347
  4. Well, yes and no. The system does support multiple attachments, so the mapper can add as many as they want and call them def_attach_<whatever>. However, that's just a name, it won't determine a joint or anyything. Due to how Id's system works, we'll have to make entityDefs for each attachment, because that's where it's stored what joint they attach to, what orientation they should have and what offset they should have. So right now you can't just put in a joint to attach to and an entity to attach in the AI spawnArgs, you have to make a separate entityDef that contains the thing to attach (via the "inherit" keyword) and the attachment information (joint, origin, angles). Maybe we'll change that system later because it is a bit inconvenient, I don't know. Btw, people were asking how to set the frob distance lower for a specific item, so you have to be closer to pickpocket. This documentation thread should cover that (and everything else about frobbing): http://forums.thedarkmod.com/index.php?showtopic=4205
  5. Heh, I wasn't too clear in my first post really. What i mean was, we know you guys are busy doing what you do, a search on the doom3world forums gives quite a few clues to how things are going I was merely appealing to non group members who are interested in using the tools upon release... to hear their ideas
  6. Well it's pretty much dead in here for what ever reason so I thought maybe it'd be nice to have a discussion of what people are working on. Be it a campaign or just something cool you've created in Doomedit... I don't really have anything to show you guys right now. Only just started using the editor in the last few days and scanning through some Natural Trust books I've aquired to get some inspiration for architecture. Messing with various arrchways and structures... maybe I'll take some shots in the week So, what are you guys planning?
  7. Doh, there it is - trying to do too many things at once If you can help me with this http://forums.thedarkmod.com/index.php?showt...amp;#entry78064 then I can get started right away...
  8. If your parents read this and it helps, then I'm putting my 2c in even though I said I wouldn't post in the off-topic forums; 1. Playing a female character is no different than playing an orc character or a horse character, or a skeleton character - it's just variety. 2. The main reason I choose a female character in a game is to look at her. Like Spar, given the choice of what I'm going to be looking at on screen, I like to choose the attractive female. Let's face it. Pretty much every single playable female video game character is designed to look attractive.
  9. Oh, nevermind, I didn't see the materials for them earlier, and just saw them in gleeful.mtr. Like I said, I have no idea what I'm doing. As for ASE vs LWO, I don't know but I just saw a thread where New Horizon said we should use LWO. Something about can't have multiple materials on an ASE? I guess the first thing would be getting the target and wall models up. Someone will probably correct me, but these would be the tentative places I'd put them in the CVS directory structure if I had to choose: justice wall model: /models/darkmod/architecture/ target model: /darkmod/models/darkmod/props/misc ?? Actually, just found a thread that explains this stuff (for models at least) : http://forums.thedarkmod.com/index.php?showtopic=1559 It looks like you should make a separate material file for each model. Also in the material files for the models, make sure to put the surface type in so that arrows stick in the targets, either wood for wood, or surftype15 description "straw" for straw. (Also you can put whatever you want after straw in the description, as long as it's separated by a space). As for non-model textures, and in particular textures specific to the map like the yardage markings on the ground, I'm not sure where those should go. You might want to ask Gildoran since he's the texturing lead. Sorry I can't be more helpful, but maybe someone from modeling/textures can explain it better.
  10. I think oDDity will like this aspect of Assassin's Creed: Source: http://forums.ubi.com/eve/forums/a/tpc/f/5...24/m/5701064934
  11. Fire elementals -- http://forums.thedarkmod.com/index.php?act=S...st=0#entry77767 stuck trying to identify the last mesh to set to nodraw Handed it off to scripters to make it take damage from water and to fly.
  12. I usually stay out of discussions like this, mostly because they keep coming up every month or so. However, this time I feel I have to add my two cents. First, the irony of this thread is hilarious. People keep on discussing how long it can take to discuss a simple feature. Perfect. Now, please, you know we're still mixing the dough, no use to ramble on about the decoration of the cake yet.We're well aware things will need ironing out, and if ZylonBane mentions something like how the frob highlight fades in and out in the Thief games for example, we don't just ignore it. We care as much about these details as anyone else, we're fanboys too, after all. We care in fact so much about these little things, that we decided it would enhance productivity to push them aside for the time being and revisit them later - do you honestly believe we wouldn't be eager to put all the fun stuff in there right now? I tell you it's fucking hard to hold back with the storyline, blingbling, decorations, enhancements, improvements, and new ideas. Basic functionality of the Thief games is our event horizon. New lands lie beyond there - I believe I can say that everybody on the team eagerly awaits that we reach this line so we can start with the FUN stuff. Ok, now I'll say a bit about the Wiki Dark Mod Universe blurb. As you know, a toolset should be something versatile that allows for the most freedom in productivity for its user. The amount of "but if someone wants to..." posts in the team forums is insane - I almost pitty the people (especially the coding department), because every time they announce they're done, somebody thinks of a possibilty not covered by the functionality. And they go back to work. (Ishtvan even turned somewhat masochistic lately by challenging people to come up with things the Objective system can't cover) My point is: Even if we try to create a "neutral point of view" toolset, there is a minimum of guidance we need for the developement process. Think artistic consitency, for example. It's either that or you people get unskinned AI, objects, no textures and no sound - to exeggerate a bit. That's what this setting is for. We will indulge in happy hours - nay, days - of squabbling about stuff like faction names and story when the time for this has come. One more. The Thief fan community is a beacon for smart and observant, but unfortunaly also incredibly thick-headed and pedantic people. Put those characters together on a team, and you'll have to agree that a consensus to cover the basics and then go into the war about details is the only way of getting things done. I guess the *ahem* touchy reaction by some people is due to the fact that they would love nothing more than to put in all the little trinkets right now, but have to cope with the self imposed ban. It's like discussing sex infront of a monk who knows sometime, sometime he'll bang through the entire choir eternal. End rant.
  13. I agree with you SneaksyDave. Production has been done professionally by most of the TDM guys before. You can have your cake and eat it too. It will be done - WHEN it is DONE. And yes they already commented on the builders when I asked earlier so search the forums under "Builders" to get your results and don't be so lazy.
  14. This is a good example of what the bevel tool does. It's handy for doing architecture work from simple polygons. The advantage of it over the stretch tool is that it keeps your edges equal distance from each other, so if you were to make a chalice from bevels it'd maintain it's shape on both X and Z (or X and Y if you're not using LW coordinates) automatically. The disadvantage is you can only bevel polygons, not points like what Oddity was doing, and if you have a surface with a number of subpolys on it, it'll bevel all the seperate smaller surfaces instead of modifying it as a whole. ...if that makes sense.
  15. You are the one claiming spending time on the forum cuts into other work. Changing a name doesn't equal arguing on a forum. That's what people do in any good business, their job. As a graphic designer for a magazine I manage to do my job and interact with my coworkers and even spend time browsing and posting on internet forums. Imagine that!
  16. Renzatic

    Monitors

    Once again, your gamma and monitor settings were probably screwed. I'm looking at the black borders on the forums here, and it's black as black can be. Spend a couple of hours using tweaking programs and messing with your onboard brightness and contrast settings (it took me about 5 hours of screwing with everything before I was happy with the results). If it's a recent rev LCD, you can get blacks looking how you want them.
  17. Try to attach prop to AI - http://forums.thedarkmod.com/index.php?showtopic=4109 - shorten frob distance to purse - add key to belt upload pump and arrow - http://modetwo.net/darkmod/index....amp;#entry76668
  18. More detail, less flat texturing and blocky architecture. More subtletly, fewer extremes of light and dark (most of those shots only have one light source, everything in shadow is black). Less garish, cartoony colours. More of a coherent visual impression, less ad-hoc placement of random objects and brushes with no overriding style. HTH.
  19. Ever think about publically archiving the team forums when everything is finished? Just to see its genesis. It'd probably be valuable to see these debates years down the road when future people revisit certain ideas. Anyway, another question for after it's done.
  20. Um. That is a real texture taken from a church in a Francican monestary near Charlieu, France. It needs redoing though, I see now. And maybe not being applied to a house like that. It's hard to judge these things though in the little real-time-render window, where they look great. Fullscreen 1200*1000 odd resolution is a different matter. In fact //all// the textures there are from real life sources. Old architecture has a lot of patterns.
  21. Yes, Mike_Mayday, oDDity speaks the truth. We discussed zillions of options, many of which had page after page of debate. Getting down to the core of what was needed was essential so things could get done. You mentioned encumbrance and a loot bag. Those two topics happened to inspire some of the most controversy internally, to my recollection. I don't think any of us wish to re-visit all of that again any time soon; especially not on the public forums
  22. Well doing London early 20th century shouldn't be too hard: If TII resources are included there will be victorian style grand architecture, like what many north London streets are like, and this could easily be adapted to any period, seeing as only the cars and people have changed since then really, as long as the enterable buildings are done in an old style. (people in real life have houses done up in old fashioned ways). 1900 would be especially easy once a car model and NPCs are done. And weapons. So a fair bit of work, but built around existing resources. Yes.
  23. Ok, let's continue this here: http://forums.thedarkmod.com/index.php?showtopic=4125
  24. Whoops, sorry about that, I didn't notice that the message about the Builder was in my spam box. I'm a little confused though, it was just the text of the guard mesh with the vertex coordinates and such. How would I go about creating a working model from that which can be animated in Motionbuilder? I haven't used the MD5 utilities before. But I do have access to the development boards (info and discussion, texture and art/models and animation, beta testing, contributors) so if you want to make a thread in one of those forums for this project, let me know and I can move my questions there. Oh, and on closer inspection of the noblewoman model, it seems like the animation and rig was just a generic one that was included with the program (or another animation package). The bones actually extend outside of the model's constraints in places such as the skirt during the animation, so the movement speed is a little off since her legs aren't actually extending that far.
  25. That's pretty easy. You can see a 'REPLY' button. When you click on it, you get a full quote. Now you delete the parts that you don't want to repsond to, or are irrelevant. The rest of it should be surrounded with quote tags ' ' at the end. That would be cool because textures is an area where we need a lot of. YOu should contact BlackThief as he is extremly good at this and can certainly help you. While we always like to see concepts for inspiration, we currently don't have a strong pressure for it as we are still working on the basic toolset. Still the mappers can always use such stuff. The direction we are aiming for is a kind of victorian setting with steam machinery added on top of it. Do you know the Thief game series? Yeah. I know what you mean. I'm nowhere as good as you, but it's really frustrating, because I have all these images in my mind and I can't put them into concepts so I have to rely on descriptions instead. If you are interested to learn modelling as well, that would also be a big bonus. Good drawing skills are quite helpfull for this because you can do your own concepts then and work from them. But I guess learning how to do textures might be a good start and give you a basic insight as to the needs of a game.
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