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  1. I was wondering about the "rudimentary 'take cover' behaviour" will it be anything like the behaviour in fear? cause what they did in fear is giving the items in the 3dworld id-tags so that the AI knew what to do if there was any object in the neighbourhood to take cover with. This also reduced the need for raw CPU processing power. If you could implement something like that then you could focus on the animations of the characters instead of writing something like this behaviour completely anew. greetz p.s. i dont know anything from coding but webbased coding, so it is rude to asume it will be easy to implement into the dark mod and you probably have your priorities somewhere else p.s.s. the update is looking good
  2. greebo - if you need some grave models for your map, you might want to use one of the models I have made recently. They should be on CVS by the end of this year. Take a look at this thread to see what's in the set so far: http://forums.thedarkmod.com/index.php?s=&am...ost&p=91243
  3. This thought occurred to me as well, and it's definitely feasible, but I don't know if it will make it into any of the next few releases. But be sure to post it into the Wishlist thread so that the idea doesn't get lost!
  4. A little late than never, here's the maya binaries of the characters I worked on: http://208.49.149.118/TheDarkMod/models/In...dels.part01.rar http://208.49.149.118/TheDarkMod/models/In...dels.part01.rar I cleaned out the directories because the actual folder I use is extremely messy. A few notes about them: Many of the animation meshes do not use the character meshes. This is due to the borrowing of animations from different characters but the animations were tweaked to fit those characters at a later date. So if you want to tweak the Builder Guard walk, don't be surprised to find the Pro Guard walk animation in the BG's directory. I used the directory name in the archive so if you want to export them into the mod, then extract them into darkmod/models to fit the def files. The final directory should be darkmod/models/ask. This archives only contain the meshes that are currently used in the game. I may at a later date match the animation meshes to their character meshes. This will make things much easier for animators.
  5. I didn't see anything on the forums about the compass designs so I made a poll. Here's the reference pics for a compass: http://www.100thpenn.com/compass.jpg http://www.pewter.it/400X400/0096601B.jpg http://www.smartstart-toys.co.uk/images/Compass.JPG http://www.stanleylondon.com/compass.jpg http://gallery.hd.org/_tn/std/maths/compas...OVray-by-BG.gif http://www.qpindia.com/pcat-gifs/products-small/compass.jpg If anyone has other suggestions or reference pics, post it here.
  6. Dragging up an old thread here, and some of you may think this is sissy, but I've just finished reading "The time travelers wife" by Audrey Niffenegger and it would have to be the most captivating literature I have ever had the pleasure of reading. Any of you guys familiar with it? I'm not a book reader at all usually, but having a look through this thread, I'm certainly gonna put some Neil Gaiman on order for christmas time. Sounds right up my street... any recommendations from people? Cheers
  7. drumple's info on getting .roqs in game is on wiki http://forums.thedarkmod.com/index.php?showtopic=3504&hl=
  8. revisit house guards House Guards (might actually exist, check this thread)http://forums.thedarkmod.com/index.php?showt...guard&st=25 http://forums.thedarkmod.com/index.php?showt...=1455&st=25
  9. Add some default bounce sounds to moveable objects http://forums.thedarkmod.com/index.php?showt...4&hl=bounce Update website
  10. As I was getting at in my other post in your intro thread (did anyone see it? ), it's usually okay to square off rounded sides to some extent when a good normalmap can simulate roundness, or as I found is even easier, using an ASE so you get smoothing automatically. With my first not-overly-basic modelling attempt here, I like to think that's plenty round enough, and only 500 polys for something rounded in multiple dimensions.
  11. ascottk

    Church Pew

    Thanks and thanks for moving the thread. The pew was the fifth model using the gen_texture layout. The first four were the handrails I did a while back.
  12. Yep, looks great! I'm going to move it out of this thread though.
  13. Don't know of this will help you, as you aren't using lightwave, but here was a thread I had on the same issue a while back: http://forums.thedarkmod.com/index.php?showt...p;hl=chamberpot
  14. Yes, 7000 is a little high. That's actually significantly higher than our most complex AI models. There is a smoothing feature that will allow you to simulate roundness, but I'll let people who know more about modelling help you with that one. Now that you have access to the modelling forums, you might want to take a look at our online model webpage, where we keep track of our completed models. It needs to be updated at the moment, but it will give you plenty of examples of the style of models we're making. http://www.tjoff.com/jens/darkmod/gallery/
  15. don't pay too much attention to the stupid title i invented.. i'm tired, it's late here..! (02:35 a.m. - Rome, Italy) ooh! finally i can enter the real forums hah ah... Let's get to work! First problem.. the oil lamp model i did has too many polygons, i tried to reduce as much as i could their number and to delete some parts but it still remains a model of 7000 polys.. (it was of 42000 polys before..) anyone know some tip to reduce sensibly the number of polys? The general problem we should talk about is the modeling of round objects. A round object, as anyone knows here, in computer graphics appears round but is made of thousands of straight segments. So my general question is: how can i build round models without using thousands polys? which are the techniques to do this? I want to avoid what happened with the round stool model... it's named "round" but it has 7 VISIBLE sides. Are there techniques to make a segmented model appear round?? Changing subject, i started learning Dromed! it's great! i liked very much, it's so easy to use! i think i'll make a thief2 FM in a near future.
  16. You can beta map if you wish. We just don't have any plans to focus on any official maps at the moment. This discussion should actually be inside our private forums, I'll move it.
  17. Wow, that looks excellent. Don't worry about it, I've already made a new skin for it. It's uvmapped well so it's easy to make other textures. BTW, you should be set up as a contributor now...can you see the modelling forum? If so we can move this thread there.
  18. I haven't had time to try the new ones--I should be able to tonight. edit: just tested them. They work and look great! You should be seeing more forums shortly.
  19. Oh shit! Sorry Pink! I got carried away and forgot it was your thread
  20. ok, i have to send you the texture too? i used one texture taken from a free textures archive on internet. On the website it's written that the textures can be freely used for any purpouse..
  21. This is your app thread Perfect, just one thing I'd change (sorry!) - the grain on the long stool should be length-wise, not width-wise. Again for stability - someone sits on it like it is and it could snap in the middle. Just trying to help. You have my vote too.
  22. i know, i tried to find a compromise between quality and polygons.. can someone give me an idea of how many triangles can doom3 manage? so i can model thinking about the possibilities of the graphic engine.. !...waiting for my application thread...!
  23. Hey people, I am checking the darkmod page for news on your progress very frequently and you're doing some great work!! But I was wondering whether you could post a public ToDo list here in the forums, so that interested fans can see more often what is going on... If you want to keep some things secret, it's still understandable though... cheers, STiFU EDIT: To give you an idea what I mean here: A normal checklist that shows what you have implemented already, what you are working on right now and what has to be implemented in the near future.
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