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  1. First off I'm back. I've been over-medicated the last month or so that has caused me to be unable to work on texturing at all, and now I have forgotten most of everything I had learned about texturing. For those that don't remember me, you can check out this post here http://forums.thedarkmod.com/index.php?showtopic=1996 On that note I would like to say that I am having my medications brought down to the FDA guidlines. When this happens I think i'm going to work on coding for the doom 3 engine instead of texturing. Now that I have gotten that out of the way, I would like to wish you all the best of luck on your project. I hope that your deal with being able to use hundreds of new textures goes well. Last thing I want to say is, thank you, for everybody who has helped and complimented me on my brick texture, and that I look forward to using your tools in the future. Outlaw
  2. 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"
  3. 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.
  4. I'll move this line of discussion to the other thread, this one is getting cluttered with too many issues.
  5. 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.
  6. 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.
  7. Wings is purely a modeller, so by exporting to .LWO instead of something generic like .DXF, you dont' really gain anything. Except vertex painting, but I've never used that side of it. But go to the wings3d forums, they will help you out in that area. Lots of people use it in conjunction with other apps, importing and exporting stuff all the time.
  8. 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)
  9. 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
  10. The "change management process" is pretty informal. First you start a thread asking "hey, what do you guys think of this cool feature" and wait for a while to see if anyone hates it. Then you decide whether or not to go ahead based on the responses. Ideally everyone is kept happy (perhaps after some arguing to thrash out details and potential changes). If not, you'll know about it.
  11. How about making one thread (DarkRadiant updates) where you add a new download link to the first post every time there is a new update? and maybe make it Sticky at the top of the forum??
  12. Ok, I set up a thread in the Applicants Forum - can you see it?
  13. Instead of starting a new thread I post that here: I have made code::blocks project files for the editor as I ran into problems with Win2K (VS 2008 doesn't support it. Surprise!) They are pretty basic and I'm not sure if everything is set up right but maybe someone finds them usefull.
  14. I have to agree, even though i wrote some shit in some threads of things i could have answered myself, noone got angry. There is a thread with a link for voting the top 100 mods, after voting for DM i was thinking of advertising this site on my youtube page. So i posted my idea and got answerded that he would not care... but than i began to think what braindead guys running around on youtube and that my idea could destroy the feeling on this site and that those guys who want to find this site will do so sooner or later like i did.
  15. Actually it is better argued here then in our dev forums.
  16. Spiders: YES. http://forums.thedarkmod.com/index.php?showt...=738&hl=spiders
  17. Yes, floating. I just posted some thoughts in the wishlist thread as they are not specific to this new version. I'm going to try enlarging Windows window border size setting to see if that helps with embedded.
  18. Thanks for the kind comments It makes the forum a much more friendlier place when there aren't flame wars in every thread. Spring's comment seconded, though I'm one of the exceptions - 21 here.
  19. http://www.ttlg.com/forums/showthread.php?t=97225
  20. I could start a thread similar to the broken entity one - or I could just rename this one and use the first post to list any that are reported and mark any if they get fixed. I get much the same with standard or fast ambient. If I disable normals (it's r_skipbump) then it is dramatically worse. There is no doubt that the bump map is working and as said, looks OK further along. But it strikes me as flat when you are face on with the player light. Naturally, all textures must look somewhat flat in a small central area since the only real indicator of depth is an angled light. What I think is happening is this: With a 'good' texture this central flat area is tiny because the deeper parts are not dark on the texture so only a small distance away, say one brick, the bump map effect darkens the crevices more than the light areas immediately in front so producing the illusion of depth. With the subject texture, because many of the crevices are already dark, the difference between them, and the crevice in the next brick up, is imperceptible. Let's talk imaginary numbers. Suppose the lightness of the perceived area is 0 to 100 and for a given bumpmap effect one brick away makes a difference of say 10%. Then if the mortar in the crevice is fairly light, say 50, the bumpmap effect reduces it to 45 and it is noticeable. But if the mortar is already so dark it is say value 10 then the bumpmap reduces it to 9 - hardly distinguishable from the 10.
  21. 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.
  22. It seemed that quoting me directly and alluding to "drama" was provocative, but I must have been mistaken. It's one case in a series, though. There is a lot of friction here lately (cvar bickering, tracker issue defensiveness, other go-betweens like this thread), and it just feels lately that I can't do what I'm supposed to do (part of which is bitching about stuff) without having to defend it. On topic, the truth is I have lost my passion for textures, and I do think people would be a bit dismayed if they perused the library completely, and if that qualifies as "drama", oh well. It's an opinion and doesn't need correcting. For the record, I do try to word things very carefully, though sometimes I wonder why I bother. Oddity was a very effective poster even if he was a rude cunt about it. (Lil' tip o' the hat there, Rod. )
  23. This is looking really great now. I'll have to look at these in a few days when I get my basic layout finished. I'll mention this in the contest thread because not everyone realizes maybe.
  24. 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.
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