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  1. My guess is that as a picture of a "stern-looking man" it is a warning from the forum moderator that the subject matter of this thread is approaching the unacceptable.
  2. After reading Orbweaver's thread in the Dark Radiant forum, I've been experimenting trying to get two textures to blend together. My understanding is that it is impossible except with models. But I did a test today that looks promising but probably I'm deceiving myself. I've copied the ash image, added some colour splodges and added a big fading alpha circle in it. I'm not using a bump map at the moment. My material def is: { blend blend map textures/darkmod/nature/dirt/ash_test alpha 0.9 }You can see it is too bright, that is, self-lit, but it does fade at the edges and it does have colour and texture. What would I need to add to get it to use the local light?
  3. I really hope there is at least some hacky way to do this; that would be freaking great. This and the renderer thread both have me thinking about the crumb textures again. It's really hard to believe there's not some way to fade, and instead it must be fully on or fully off. Maybe it's some magic combination of blends and translucency or using a fading placeholder decal or something. There just seems to be too much flexibility in there not to be able to do it, especially when display at least is already supported in models.
  4. I can't believe how quickly I've developed a Pavlovian response. When I see this thread get hit, I start drooling.
  5. Ok, here is the list of prop models needed for the next Model Milestone (Sept 1st). update: July 11th CITY ****Done-- Store Signposts (generic symbols/names would be more useful than specific ones) http://www.istockphoto.com/file_thumbview_...ard__round_.jpg http://www.ncsigns.com/shop%20sign.jpg Cart/Wagon http://www.turbosquid.com/FullPreview/Index.cfm/ID/246734 http://www.rusticlogfurniture.net/images/r...que_cart_th.jpg http://www.geh.org/ar/strip59/m198700480004.jpg http://www.turbosquid.com/FullPreview/Index.cfm/ID/250309 ****On FTP -- Well http://www.cmcsb.com/images/ourhouse/well.jpg http://www.freenetpages.co.uk/hp/simplyflo...Well%20Yard.jpg In Progress -- Fountain http://forums.thedarkmod.com/index.php?showtopic=985 *** WIP Lamp-post http://www.mylittleworld.co.uk/acatalog/Bl...treet_Light.jpg http://www.mindplaces.com/darkmod/modellamp.jpg CATHEDRAL Pulpit http://www.carvingonline.net/images/orname...ulpit%20lg2.jpg ****On FTP -- Pew http://www.dakotachurchfurniture.com/Pew70C-CE.htm Standing Candelabra http://www.cowboyindian.com/waai1540.jpg http://www.aoweb.com/images/2622600-R1-043-20.jpg ****Done -- Holy Water Font http://www.sjbnewburgh.org/parish/tour/xfont.jpg Holy Relics (loot items--golden hammer, chalice, small statues, etc)
  6. Before I even opened this thread I knew this was going to be for that YouTube video. Funny in a dumb way. More than anything, it makes me wish people would put up more Thief videos.
  7. I thought about having different mage looks for the different elements at one point. Fire mages, Earth mages, etc. But that's a lot more models for a faction that's kind of rare as it is. We should discuss different mage powers here: http://forums.thedarkmod.com/index.php?showtopic=2126
  8. Douga asked whether he could help with some programming, so here is his application thread. For TDM programming tasks, one really needs to have access to the actual source code, which means that he needs to get access to SVN. This will take a bit of time, so I thought about a small task which wouldn't immediately require SVN src access: One thing we talked about was the player's jump behaviour. Many think the speed/jump distance is too small and I tend to agree when comparing it to Thief. @Douga: Would you be interested in looking into the jump code a bit? Basically, we need some means to control how far the player can jump (i.e. control the horizontal velocity during the jump process). This should be possible to check out even without SVN access. This is one possibility of course - maybe my fellow programmers have a better suggestion as a "warmup" task?
  9. I'll post this here just to keep things in one thread. Does Dark Radiant have a "Floor Me" function? (In Dromed, as I'm sure you know, after you created an object if you pushed 'floor me' it would move the object so that its bottom would touch the first brush below it ... It comes in handy when you put the object in using the top-down view and it's hanging in the air, and I find myself wanting to use it.)
  10. Why not create a thread in the I Want to Help forum and show us what you can do.
  11. You need to write this into the A-Z Tutorial! I had no idea either. (It shouldn't default like that anyway...) It's a wonder I immediately stumbled right into the thread that answered it.
  12. Hello all! Finally, I had the time to play st lucia! I've been waiting for that since last year Now I'm a very happy unemployed physicist playing a darkmod demo! How weird is that? o_O Anyway, I wanted to share my impressions and found this thread. So I'm using it! Be proud people! This mod just overcame all three thief games, in my opinion. It looks and feels better. The manipulation of objects is great.. it's not very useful, but I use it whenever I can.. "oh, let me put this vase back into place!" lol these small things do make a difference in the big picture. I didn't find any bug that wasn't previously reported. And even those were very subtle and didn't ruined anything. The worst was the menu, because I wanted to see my objectives. Eventually I wrote them down on paper. I kept pressing 'o' instinctually
  13. Actually it is better argued here then in our dev forums.
  14. Spiders: YES. http://forums.thedarkmod.com/index.php?showt...=738&hl=spiders
  15. http://www.ttlg.com/forums/showthread.php?t=97225
  16. We probably need to check both the head and neck joint if both are being used. But it looks like we checked neck in the other thread and it's okay too? It seems weird, you would think the problem is orientation, not position, if there's a rotation problem, but the rotation of those joints is the same in the old and new skeletons? "copy_joint neckcontrol" "neckcontrol" "copy_joint headcontrol" "headcontrol"
  17. Ishtvan, ghostability is as subjective as everything else. Just search the ttlg forums for examples of some of the wacky things that people have tried in order to ghost a map that the FM author never intended to be ghostable. It's not cut and dry. How can you say its either ghostable or not? Its as subjective as saves. DIfferent people can ghost to different levels of abilities, and the place where one person needed to use a flash bomb, someone else had another way around it. This is not an argument against limiting saves, since it aplies to every single aspect of the game! An FM author puts as many guards in one spot as he or she thinks will be difficult enough for the people they are aiming their mission at. Some people will say there are too many guards, some people will say there are not enough. Hopefully the main target audience of the mission will agree in general that there is just the right amount. This is no different than saying how many saves should be required to complete the mission.
  18. I have never made a map for the Doom 3 engine, but I had an idea and wondered if it is possible. Say you have your character wandering down an alley with an opaque window, textured to be murky and dark. An event is triggered where a video plays over the original texture, with the start frame identical to that window. A few seconds in and a couple of figures seem to enter the room within and light a torch. Their silhouettes can be seen from outside (even though they're not actually there in-game). You eavesdrop on their plans while a pre-rendered CG video breaths life into the scene. As they finish up and turn out the lights the video ends and we're left with the ordinary window texture again. If that can be pulled off seamlessly, then there are so many wonderful things I can think of using it for. I hope this thread doesn't come across as too redundant. If it is easy to do and very obvious to seasoned mappers, then I hope that the idea is inspiring.
  19. I'll move this line of discussion to the other thread, this one is getting cluttered with too many issues.
  20. Thanks, I've read the contributors thread and agree with the license. I've skipped the design ones since I don't have any burning game play ideas, but will revisit those later. I guess I am ready for whatever you need me to do next.
  21. Ishtvan

    Main Menu

    We should probably start a new thread on stealth score so as not to clutter this one. That said, the problem I have with having it out of 100 is that then if you get say one of the worst possible alert - being positively identified and entering combat and say killing an AI, it's only down 10/100 and it's down to 90%. The same as if you got 10 minor mutterings. That doesn't feel right to me. Getting positively ID'd and getting into combat should pretty much insure a zero. That's why I like a system where each level of alert has some lower limit below which the score doesn't fall, so even if you get 100 low level mutterings, you're still at say 9/10 or 90% or whatever.
  22. Fingernail - easy enough, however where are the save games located (are they in their own folder?) So its probably an idea to scan the PK4 to be on the safe side then. I have added these items to the GarrettLoader enhancements list on the TTLG forums. I'll start on them now.
  23. Hey, New Horizon, sorry for not putting this on TTLG forums, but I thought this might be a quicker way to get to you. I'm strongly considering installing the Minimalist Project mod, but I'd like to know something about the visual/sound/tactile acuity of the guards. Do you think you could give me an approximation? I use Thiefbot, so if you could try using that scale, I'd appreicate it.
  24. We need to mobilise and get some animators. Post E3 convention, this is the perfect time, because 3 major titles are lined up to use D3 technology, and people are likely to want to get familiar with the tech and animating md5s and stuff for future modding and game development. And people are beginning to see the lovelyness of the engine, too. So, we need to hit all the forums, polycount, cgtalk, everything really.
  25. I have very limited experience with GTK radiant, but what limited experience I do have suggests that you havn't set it up to find the textures of whatever Quake 3 engine game you plan to edit with. I tried GTK to play around with MoH, and found it to be a very awkward and unintuitive piece of software, with a very steep learning curve. If you don't have any Q3 engine games installed, you could try making your own texture set, not sure how you would do this. To my knowledge, GTK Radiant does not come with any textures, they are supplied by them game(s) you are editing. Doom 3 support for GTK radiant seems to be at the alpha stage at the moment, so don't expect too much, and I don't honestly think it would be any better than the native D3 editor (but I havn't used either, so that is a bit of a guess). I would suggest that you go to the quaradiant website and see if you can post on their forums, I have a feeling that everyone here is either using the native D3 radiant, or have only used Dromed or UnrealEd if they have been messing about with Thievery. Sorry, that's all I can tell you, unless you want to know about UnrealEd
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